return health;
}
-float GetResourceLimit(int resource_type)
+float GetResourceLimit(entity e, int resource_type)
{
float limit;
switch (resource_type)
return 0;
}
}
- MUTATOR_CALLHOOK(GetResourceLimit, resource_type, limit);
- limit = M_ARGV(1, float);
+ MUTATOR_CALLHOOK(GetResourceLimit, e, resource_type, limit);
+ limit = M_ARGV(2, float);
if (limit > RESOURCE_AMOUNT_HARD_LIMIT)
{
limit = RESOURCE_AMOUNT_HARD_LIMIT;
return limit;
}
-void GivePlayerResource(entity player, int resource_type, float amount)
+void GiveResource(entity receiver, int resource_type, float amount)
{
if (amount == 0)
{
return;
}
- bool forbid = MUTATOR_CALLHOOK(GivePlayerResource, player, resource_type,
+ bool forbid = MUTATOR_CALLHOOK(GiveResource, receiver, resource_type,
amount);
if (forbid)
{
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);
+ float max_amount = GetResourceLimit(receiver, resource_type);
+ receiver.(resource_property) = bound(receiver.(resource_property),
+ receiver.(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);
+ receiver.pauserothealth_finished =
+ max(receiver.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);
+ receiver.pauserotarmor_finished =
+ max(receiver.pauserotarmor_finished, time +
+ autocvar_g_balance_pause_armor_rot);
return;
}
case RESOURCE_FUEL:
{
- player.pauserotfuel_finished = max(player.pauserotfuel_finished,
+ receiver.pauserotfuel_finished = max(receiver.pauserotfuel_finished,
time + autocvar_g_balance_pause_fuel_rot);
return;
}
}
}
-void GivePlayerResourceViaProperty(entity player, .float resource_property,
+void GiveResourceViaProperty(entity receiver, .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);
+ GiveResource(receiver, GetResourceType(resource_property), amount);
}
void GivePlayerRandomWeapons(entity player, int num_weapons,
{
amount = ammomax - player.(ammotype);
}
- GivePlayerResourceViaProperty(player, ammotype, amount);
+ GiveResourceViaProperty(player, ammotype, amount);
return true;
}
}
float mi = min(item.(ammotype), ammomax);
if (player.(ammotype) < mi)
{
- GivePlayerResourceViaProperty(player, ammotype, mi -
- player.(ammotype));
+ GiveResourceViaProperty(player, ammotype, mi - player.(ammotype));
}
return true;
}