METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
- if(GetResourceAmount(actor, thiswep.ammo_type) > 0)
+ if(GetResource(actor, thiswep.ammo_type) > 0)
PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 1, false);
else
PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
} else if(WEP_CVAR(vaporizer, reload_ammo) && actor.(weaponentity).clip_load < vaporizer_ammo) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
}
- if((fire & 1) && (GetResourceAmount(actor, RESOURCE_CELLS) || !autocvar_g_rm) && !forbidWeaponUse(actor))
+ if((fire & 1) && (GetResource(actor, RES_CELLS) || !autocvar_g_rm) && !weaponLocked(actor))
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
{
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
}
}
- if((fire & 2) || ((fire & 1) && !GetResourceAmount(actor, RESOURCE_CELLS) && autocvar_g_rm))
+ if((fire & 2) || ((fire & 1) && !GetResource(actor, RES_CELLS) && autocvar_g_rm))
{
if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
{
METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
float vaporizer_ammo = ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= vaporizer_ammo;
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= vaporizer_ammo;
ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= vaporizer_ammo;
return ammo_amount;
}
{
if(!WEP_CVAR_SEC(vaporizer, ammo))
return true;
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vaporizer, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vaporizer, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
return ammo_amount;
}