SetResourceAmount(this.personal, RESOURCE_PLASMA, GetResourceAmount(this, RESOURCE_PLASMA));
SetResourceAmount(this.personal, RESOURCE_SHELLS, GetResourceAmount(this, RESOURCE_SHELLS));
SetResourceAmount(this.personal, RESOURCE_FUEL, GetResourceAmount(this, RESOURCE_FUEL));
- this.personal.health = max(1, this.health);
- this.personal.armorvalue = this.armorvalue;
+ SetResourceAmount(this.personal, RESOURCE_HEALTH, max(1, GetResourceAmount(this, RESOURCE_HEALTH)));
+ SetResourceAmount(this.personal, RESOURCE_ARMOR, GetResourceAmount(this, RESOURCE_ARMOR));
STAT(WEAPONS, this.personal) = STAT(WEAPONS, this);
this.personal.items = this.items;
this.personal.pauserotarmor_finished = this.pauserotarmor_finished;
SetResourceAmount(this, RESOURCE_PLASMA, GetResourceAmount(this.personal, RESOURCE_PLASMA));
SetResourceAmount(this, RESOURCE_SHELLS, GetResourceAmount(this.personal, RESOURCE_SHELLS));
SetResourceAmount(this, RESOURCE_FUEL, GetResourceAmount(this.personal, RESOURCE_FUEL));
- this.health = this.personal.health;
- this.armorvalue = this.personal.armorvalue;
+ SetResourceAmount(this, RESOURCE_HEALTH, GetResourceAmount(this.personal, RESOURCE_HEALTH));
+ SetResourceAmount(this, RESOURCE_ARMOR, GetResourceAmount(this.personal, RESOURCE_ARMOR));
STAT(WEAPONS, this) = STAT(WEAPONS, this.personal);
this.items = this.personal.items;
this.pauserotarmor_finished = time + this.personal.pauserotarmor_finished - this.personal.teleport_time;
entity e = spawn();
e.model = strzone(argv(1));
e.mdl = "rocket_explode";
- e.health = 1000;
+ SetResourceAmountExplicit(e, RESOURCE_HEALTH, 1000);
setorigin(e, trace_endpos);
e.effects = EF_NOMODELFLAGS;
if(f == 1)