]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/minelayer.qc
Merge branch 'master' into Mario/weaponorder
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / minelayer.qc
index 6063c666eb5093b0aea9ba9af3b17730948f342d..7f60c5b571d90c84b9d8ff52717c19462300d89d 100644 (file)
@@ -27,7 +27,7 @@ void W_MineLayer_Stick(entity this, entity to)
 
        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;
@@ -237,7 +237,7 @@ void W_MineLayer_Touch(entity this, entity toucher)
 
 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);
@@ -245,10 +245,10 @@ void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float da
        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);
 }
 
@@ -289,7 +289,7 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
        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);
@@ -427,7 +427,7 @@ METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor, .entity weaponentit
         // 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");
@@ -441,7 +441,7 @@ METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponent
     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);
         }
     }
@@ -465,7 +465,7 @@ METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weap
     // 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;
     //}