+void GivePlayerResource(entity player, .float resource_type, float amount)
+{
+ if (amount == 0)
+ {
+ return;
+ }
+ switch (resource_type)
+ {
+ case health:
+ {
+ // Ugly hack. We do not check if health goes beyond hard limit since
+ // currently it is done in player_regen. We need to bring back this
+ // check when other code is ported to this function.
+ player.health = bound(player.health, player.health + amount,
+ autocvar_g_balance_health_limit);
+ // Correct code:
+ //player.health = bound(player.health, player.health + amount,
+ // min(autocvar_g_balance_health_limit,
+ // RESOURCE_AMOUNT_HARD_LIMIT));
+ player.pauserothealth_finished = max(player.pauserothealth_finished,
+ time + autocvar_g_balance_pause_health_rot);
+ return;
+ }
+ case armorvalue:
+ {
+ // Ugly hack. We do not check if armor goes beyond hard limit since
+ // currently it is done in player_regen. We need to bring back this
+ // check when other code is ported to this function.
+ player.armorvalue = bound(player.armorvalue, player.armorvalue +
+ amount, autocvar_g_balance_armor_limit);
+ // Correct code:
+ //player.armorvalue = bound(player.armorvalue, player.armorvalue +
+ // amount, min(autocvar_g_balance_armor_limit,
+ // RESOURCE_AMOUNT_HARD_LIMIT));
+ player.pauserotarmor_finished = max(player.pauserotarmor_finished,
+ time + autocvar_g_balance_pause_armor_rot);
+ return;
+ }
+ case ammo_shells:
+ case ammo_nails:
+ case ammo_rockets:
+ case ammo_cells:
+ case ammo_plasma:
+ {
+ GivePlayerAmmo(player, resource_type, amount);
+ return;
+ }
+ case ammo_fuel:
+ {
+ player.ammo_fuel = bound(player.ammo_fuel, player.ammo_fuel +
+ amount, min(g_pickup_fuel_max, RESOURCE_AMOUNT_HARD_LIMIT));
+ player.pauserotfuel_finished = max(player.pauserotfuel_finished,
+ time + autocvar_g_balance_pause_fuel_rot);
+ return;
+ }
+ }
+}
+
+void GivePlayerHealth(entity player, float amount)
+{
+ GivePlayerResource(player, health, amount);
+}
+
+void GivePlayerArmor(entity player, float amount)
+{
+ GivePlayerResource(player, armorvalue, amount);
+}
+
+void GivePlayerAmmo(entity player, .float ammotype, float amount)
+{
+ if (amount == 0)
+ {
+ return;
+ }
+ float maxvalue = RESOURCE_AMOUNT_HARD_LIMIT;
+ switch (ammotype)
+ {
+ case ammo_shells:
+ {
+ maxvalue = g_pickup_shells_max;
+ break;
+ }
+ case ammo_cells:
+ {
+ maxvalue = g_pickup_cells_max;
+ break;
+ }
+ case ammo_rockets:
+ {
+ maxvalue = g_pickup_rockets_max;
+ break;
+ }
+ case ammo_plasma:
+ {
+ maxvalue = g_pickup_plasma_max;
+ break;
+ }
+ case ammo_nails:
+ {
+ maxvalue = g_pickup_nails_max;
+ break;
+ }
+ }
+ player.(ammotype) = min(player.(ammotype) + amount,
+ min(maxvalue, RESOURCE_AMOUNT_HARD_LIMIT));
+}
+
+void GivePlayerFuel(entity player, float amount)
+{
+ GivePlayerResource(player, ammo_fuel, amount);
+}
+
+float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax)