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
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)
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)