-int GetResourceType(.float resource_property)
-{
- switch (resource_property)
- {
- case health: { return RESOURCE_HEALTH; }
- case armorvalue: { return RESOURCE_ARMOR; }
- case ammo_shells: { return RESOURCE_SHELLS; }
- case ammo_nails: { return RESOURCE_BULLETS; }
- case ammo_rockets: { return RESOURCE_ROCKETS; }
- case ammo_cells: { return RESOURCE_CELLS; }
- case ammo_plasma: { return RESOURCE_PLASMA; }
- case ammo_fuel: { return RESOURCE_FUEL; }
- }
- error("GetResourceType: Invalid property.");
- return 0;
-}
-
-.float GetResourceProperty(int resource_type)
-{
- switch (resource_type)
- {
- case RESOURCE_HEALTH: { return health; }
- case RESOURCE_ARMOR: { return armorvalue; }
- case RESOURCE_SHELLS: { return ammo_shells; }
- case RESOURCE_BULLETS: { return ammo_nails; }
- case RESOURCE_ROCKETS: { return ammo_rockets; }
- case RESOURCE_CELLS: { return ammo_cells; }
- case RESOURCE_PLASMA: { return ammo_plasma; }
- case RESOURCE_FUEL: { return ammo_fuel; }
- }
- error("GetResourceProperty: Invalid resource type.");
- return health;
-}
-
-float GetResourceLimit(int resource_type)
-{
- float limit;
- switch (resource_type)
- {
- case RESOURCE_HEALTH:
- {
- limit = autocvar_g_balance_health_limit;
- break;
- }
- case RESOURCE_ARMOR:
- {
- limit = autocvar_g_balance_armor_limit;
- break;
- }
- case RESOURCE_SHELLS:
- {
- limit = g_pickup_shells_max;
- break;
- }
- case RESOURCE_BULLETS:
- {
- limit = g_pickup_nails_max;
- break;
- }
- case RESOURCE_ROCKETS:
- {
- limit = g_pickup_rockets_max;
- break;
- }
- case RESOURCE_CELLS:
- {
- limit = g_pickup_cells_max;
- break;
- }
- case RESOURCE_PLASMA:
- {
- limit = g_pickup_plasma_max;
- break;
- }
- case RESOURCE_FUEL:
- {
- limit = autocvar_g_balance_fuel_limit;
- break;
- }
- default:
- {
- error("GetResourceLimit: Invalid resource type.");
- return 0;
- }
- }
- MUTATOR_CALLHOOK(GetResourceLimit, resource_type, limit);
- limit = M_ARGV(1, float);
- if (limit > RESOURCE_AMOUNT_HARD_LIMIT)
- {
- limit = RESOURCE_AMOUNT_HARD_LIMIT;
- }
- return limit;
-}
-
-void GivePlayerResource(entity player, int resource_type, float amount)
-{
- if (amount == 0)
- {
- return;
- }
- bool forbid = MUTATOR_CALLHOOK(GivePlayerResource, player, resource_type,
- amount);
- if (forbid)
- {
- return;
- }
- resource_type = M_ARGV(1, int);
- amount = M_ARGV(2, float);
- .float resource_property = GetResourceProperty(resource_type);
- float max_amount = GetResourceLimit(resource_type);
- player.(resource_property) = bound(player.(resource_property),
- player.(resource_property) + amount, max_amount);
- switch (resource_type)
- {
- case RESOURCE_HEALTH:
- {
- player.pauserothealth_finished = max(player.pauserothealth_finished,
- time + autocvar_g_balance_pause_health_rot);
- return;
- }
- case RESOURCE_ARMOR:
- {
- player.pauserotarmor_finished = max(player.pauserotarmor_finished,
- time + autocvar_g_balance_pause_armor_rot);
- return;
- }
- case RESOURCE_FUEL:
- {
- player.pauserotfuel_finished = max(player.pauserotfuel_finished,
- time + autocvar_g_balance_pause_fuel_rot);
- return;
- }
- }
-}
-
-void GivePlayerResourceViaProperty(entity player, .float resource_property,
- float amount)
-{
- GivePlayerResource(player, GetResourceType(resource_property), amount);
-}
-
-void GivePlayerHealth(entity player, float amount)
-{
- GivePlayerResource(player, RESOURCE_HEALTH, amount);
-}
-
-void GivePlayerArmor(entity player, float amount)
-{
- GivePlayerResource(player, RESOURCE_ARMOR, amount);
-}
-
-void GivePlayerFuel(entity player, float amount)
-{
- GivePlayerResource(player, RESOURCE_FUEL, amount);
-}
-
-void GivePlayerRandomWeapons(entity player, int num_weapons,
- string weapon_names, float shells, float bullets, float rockets,
- float cells, float plasma)