newmine.takedamage = this.takedamage;
newmine.damageforcescale = this.damageforcescale;
- SetResourceAmountExplicit(newmine, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH));
+ SetResourceExplicit(newmine, RES_HEALTH, GetResource(this, RES_HEALTH));
newmine.event_damage = this.event_damage;
newmine.spawnshieldtime = this.spawnshieldtime;
newmine.damagedbycontents = true;
void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
return;
float is_from_enemy = (inflictor.realowner != this.realowner);
if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_from_enemy ? 1 : -1)))
return; // g_projectiles_damage says to halt
- TakeResource(this, RESOURCE_HEALTH, damage);
+ TakeResource(this, RES_HEALTH, damage);
this.angles = vectoangles(this.velocity);
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode_think);
}
mine.takedamage = DAMAGE_YES;
mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
- SetResourceAmountExplicit(mine, RESOURCE_HEALTH, WEP_CVAR(minelayer, health));
+ SetResourceExplicit(mine, RES_HEALTH, WEP_CVAR(minelayer, health));
mine.event_damage = W_MineLayer_Damage;
mine.damagedbycontents = true;
IL_PUSH(g_damagedbycontents, mine);
// but don't fire a new shot at the same time!
if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
PHYS_INPUT_BUTTON_ATCK2(actor) = true;
- if((skill > 6.5) && (selfdamage > GetResourceAmount(actor, RESOURCE_HEALTH)))
+ if((skill > 6.5) && (selfdamage > GetResource(actor, RES_HEALTH)))
PHYS_INPUT_BUTTON_ATCK2(actor) = false;
//if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
// dprint(ftos(desirabledamage),"\n");
if(autocvar_g_balance_minelayer_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
{
// not if we're holding the minelayer without enough ammo, but can detonate existing mines
- if(!(W_MineLayer_PlacedMines(actor, weaponentity, false) && GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(minelayer, ammo))) {
+ if(!(W_MineLayer_PlacedMines(actor, weaponentity, false) && GetResource(actor, thiswep.ammo_type) < WEP_CVAR(minelayer, ammo))) {
thiswep.wr_reload(thiswep, actor, weaponentity);
}
}
// actually do // don't switch while placing a mine
//if(ATTACK_FINISHED(actor, weaponentity) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
//{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(minelayer, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(minelayer, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(minelayer, ammo);
return ammo_amount;
//}