if (this.max_health)
{
this.takedamage = DAMAGE_YES;
- SetResourceAmount(this, RES_HEALTH, this.max_health);
+ SetResource(this, RES_HEALTH, this.max_health);
}
this.state = STATE_DOWN;
return;
}
- if (GetResourceAmount(this, RES_HEALTH) <= 0)
+ if (GetResource(this, RES_HEALTH) <= 0)
{
- SetResourceAmount(this.owner, RES_HEALTH, this.owner.max_health);
+ SetResource(this.owner, RES_HEALTH, this.owner.max_health);
this.owner.takedamage = DAMAGE_NO; // will be reset upon return
door_use(this.owner, attacker, NULL);
}
void door_trigger_touch(entity this, entity toucher)
{
- if (GetResourceAmount(toucher, RES_HEALTH) < 1)
+ if (GetResource(toucher, RES_HEALTH) < 1)
#ifdef SVQC
if (!((toucher.iscreature || (toucher.flags & FL_PROJECTILE)) && !IS_DEAD(toucher)))
#elif defined(CSQC)
{
this.owner = this.enemy = this;
- if (GetResourceAmount(this, RES_HEALTH))
+ if (GetResource(this, RES_HEALTH))
return;
IFTARGETED
return;
cmaxs = this.absmax;
for(t = this; ; t = t.enemy)
{
- if(GetResourceAmount(t, RES_HEALTH) && !GetResourceAmount(this, RES_HEALTH))
- SetResourceAmount(this, RES_HEALTH, GetResourceAmount(t, RES_HEALTH));
+ if(GetResource(t, RES_HEALTH) && !GetResource(this, RES_HEALTH))
+ SetResource(this, RES_HEALTH, GetResource(t, RES_HEALTH));
if((t.targetname != "") && (this.targetname == ""))
this.targetname = t.targetname;
if((t.message != "") && (this.message == ""))
// distribute health, targetname, message
for(t = this; t; t = t.enemy)
{
- SetResourceAmount(t, RES_HEALTH, GetResourceAmount(this, RES_HEALTH));
+ SetResource(t, RES_HEALTH, GetResource(this, RES_HEALTH));
t.targetname = this.targetname;
t.message = this.message;
if(t.enemy == this)
// shootable, or triggered doors just needed the owner/enemy links,
// they don't spawn a field
- if (GetResourceAmount(this, RES_HEALTH))
+ if (GetResource(this, RES_HEALTH))
return;
IFTARGETED
return;
// common code for func_door and func_door_rotating spawnfuncs
void door_init_shared(entity this)
{
- this.max_health = GetResourceAmount(this, RES_HEALTH);
+ this.max_health = GetResource(this, RES_HEALTH);
// unlock sound
if(this.noise == "")
this.state = STATE_BOTTOM;
- if (GetResourceAmount(this, RES_HEALTH))
+ if (GetResource(this, RES_HEALTH))
{
//this.canteamdamage = true; // TODO
this.takedamage = DAMAGE_YES;