]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cheats.qc
Merge branch 'master' into Mario/strength_stat_field
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cheats.qc
index 277db38fef521c485f3627e88450a08cfcb481cc..edec56a809a8dcc63fb822383b8c8a666bc54ba9 100644 (file)
@@ -152,21 +152,23 @@ float CheatImpulse(entity this, int imp)
                        this.personal.origin = this.origin;
                        this.personal.v_angle = this.v_angle;
                        this.personal.velocity = this.velocity;
-                       SetResourceAmount(this.personal, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS));
-                       SetResourceAmount(this.personal, RESOURCE_BULLETS, GetResourceAmount(this, RESOURCE_BULLETS));
-                       SetResourceAmount(this.personal, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS));
-                       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));
-                       SetResourceAmount(this.personal, RESOURCE_HEALTH, max(1, GetResourceAmount(this, RESOURCE_HEALTH)));
-                       SetResourceAmount(this.personal, RESOURCE_ARMOR, GetResourceAmount(this, RESOURCE_ARMOR));
+                       SetResource(this.personal, RES_ROCKETS, GetResource(this, RES_ROCKETS));
+                       SetResource(this.personal, RES_BULLETS, GetResource(this, RES_BULLETS));
+                       SetResource(this.personal, RES_CELLS, GetResource(this, RES_CELLS));
+                       SetResource(this.personal, RES_PLASMA, GetResource(this, RES_PLASMA));
+                       SetResource(this.personal, RES_SHELLS, GetResource(this, RES_SHELLS));
+                       SetResource(this.personal, RES_FUEL, GetResource(this, RES_FUEL));
+                       SetResource(this.personal, RES_HEALTH, max(1, GetResource(this, RES_HEALTH)));
+                       SetResource(this.personal, RES_ARMOR, GetResource(this, RES_ARMOR));
                        STAT(WEAPONS, this.personal) = STAT(WEAPONS, this);
+                       STAT(BUFFS, this.personal) = STAT(BUFFS, this);
+                       STAT(BUFF_TIME, this.personal) = STAT(BUFF_TIME, this);
                        this.personal.items = this.items;
                        this.personal.pauserotarmor_finished = this.pauserotarmor_finished;
                        this.personal.pauserothealth_finished = this.pauserothealth_finished;
                        this.personal.pauserotfuel_finished = this.pauserotfuel_finished;
                        this.personal.pauseregen_finished = this.pauseregen_finished;
-                       this.personal.strength_finished = this.strength_finished;
+                       STAT(STRENGTH_FINISHED, this.personal) = STAT(STRENGTH_FINISHED, this);
                        this.personal.invincible_finished = this.invincible_finished;
                        this.personal.teleport_time = time;
                        break; // this part itself doesn't cheat, so let's not count this
@@ -211,21 +213,23 @@ float CheatImpulse(entity this, int imp)
                                        MUTATOR_CALLHOOK(AbortSpeedrun, this);
                                }
 
-                               SetResourceAmount(this, RESOURCE_ROCKETS, GetResourceAmount(this.personal, RESOURCE_ROCKETS));
-                               SetResourceAmount(this, RESOURCE_BULLETS, GetResourceAmount(this.personal, RESOURCE_BULLETS));
-                               SetResourceAmount(this, RESOURCE_CELLS, GetResourceAmount(this.personal, RESOURCE_CELLS));
-                               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));
-                               SetResourceAmount(this, RESOURCE_HEALTH, GetResourceAmount(this.personal, RESOURCE_HEALTH));
-                               SetResourceAmount(this, RESOURCE_ARMOR, GetResourceAmount(this.personal, RESOURCE_ARMOR));
+                               SetResource(this, RES_ROCKETS, GetResource(this.personal, RES_ROCKETS));
+                               SetResource(this, RES_BULLETS, GetResource(this.personal, RES_BULLETS));
+                               SetResource(this, RES_CELLS, GetResource(this.personal, RES_CELLS));
+                               SetResource(this, RES_PLASMA, GetResource(this.personal, RES_PLASMA));
+                               SetResource(this, RES_SHELLS, GetResource(this.personal, RES_SHELLS));
+                               SetResource(this, RES_FUEL, GetResource(this.personal, RES_FUEL));
+                               SetResource(this, RES_HEALTH, GetResource(this.personal, RES_HEALTH));
+                               SetResource(this, RES_ARMOR, GetResource(this.personal, RES_ARMOR));
                                STAT(WEAPONS, this) = STAT(WEAPONS, this.personal);
+                               STAT(BUFFS, this) = STAT(BUFFS, this.personal);
+                               STAT(BUFF_TIME, this) = STAT(BUFF_TIME, this.personal);
                                this.items = this.personal.items;
                                this.pauserotarmor_finished = time + this.personal.pauserotarmor_finished - this.personal.teleport_time;
                                this.pauserothealth_finished = time + this.personal.pauserothealth_finished - this.personal.teleport_time;
                                this.pauserotfuel_finished = time + this.personal.pauserotfuel_finished - this.personal.teleport_time;
                                this.pauseregen_finished = time + this.personal.pauseregen_finished - this.personal.teleport_time;
-                               this.strength_finished = time + this.personal.strength_finished - this.personal.teleport_time;
+                               STAT(STRENGTH_FINISHED, this) = time + STAT(STRENGTH_FINISHED, this.personal) - this.personal.teleport_time;
                                this.invincible_finished = time + this.personal.invincible_finished - this.personal.teleport_time;
 
                                if(!autocvar_g_allow_checkpoints)
@@ -355,7 +359,7 @@ float CheatCommand(entity this, int argc)
                                        entity e = spawn();
                                        e.model = strzone(argv(1));
                                        e.mdl = "rocket_explode";
-                                       SetResourceAmount(e, RESOURCE_HEALTH, 1000);
+                                       SetResourceExplicit(e, RES_HEALTH, 1000);
                                        setorigin(e, trace_endpos);
                                        e.effects = EF_NOMODELFLAGS;
                                        if(f == 1)