]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/client.qc
Reduce name space of resource constants and variables (RESOURCE_* --> RES_*, resour...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
index 265d2111da9a2f41f7ab60262fe79eed3fc45ea9..8f64de4b10e661ef6e57c7e6ceb7e71e31daba92 100644 (file)
@@ -232,7 +232,7 @@ void PutObserverInServer(entity this)
 
        if (IS_PLAYER(this))
        {
-               if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
+               if(GetResourceAmount(this, RES_HEALTH) >= 1)
                {
                        // despawn effect
                        Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
@@ -311,14 +311,14 @@ void PutObserverInServer(entity this)
        if(this.damagedbycontents)
                IL_REMOVE(g_damagedbycontents, this);
        this.damagedbycontents = false;
-       SetResourceAmount(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
+       SetResourceAmount(this, RES_HEALTH, FRAGS_SPECTATOR);
        SetSpectatee_status(this, etof(this));
        this.takedamage = DAMAGE_NO;
        this.solid = SOLID_NOT;
        set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
        this.flags = FL_CLIENT | FL_NOTARGET;
        this.effects = 0;
-       SetResourceAmount(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
+       SetResourceAmount(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
        this.pauserotarmor_finished = 0;
        this.pauserothealth_finished = 0;
        this.pauseregen_finished = 0;
@@ -557,24 +557,24 @@ void PutPlayerInServer(entity this)
        this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
 
        if (warmup_stage) {
-               SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
-               SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
-               SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
-               SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
-               SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
-               SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
-               SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
-               SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
+               SetResourceAmount(this, RES_SHELLS, warmup_start_ammo_shells);
+               SetResourceAmount(this, RES_BULLETS, warmup_start_ammo_nails);
+               SetResourceAmount(this, RES_ROCKETS, warmup_start_ammo_rockets);
+               SetResourceAmount(this, RES_CELLS, warmup_start_ammo_cells);
+               SetResourceAmount(this, RES_PLASMA, warmup_start_ammo_plasma);
+               SetResourceAmount(this, RES_FUEL, warmup_start_ammo_fuel);
+               SetResourceAmount(this, RES_HEALTH, warmup_start_health);
+               SetResourceAmount(this, RES_ARMOR, warmup_start_armorvalue);
                STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
        } else {
-               SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
-               SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
-               SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
-               SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
-               SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
-               SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
-               SetResourceAmount(this, RESOURCE_HEALTH, start_health);
-               SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
+               SetResourceAmount(this, RES_SHELLS, start_ammo_shells);
+               SetResourceAmount(this, RES_BULLETS, start_ammo_nails);
+               SetResourceAmount(this, RES_ROCKETS, start_ammo_rockets);
+               SetResourceAmount(this, RES_CELLS, start_ammo_cells);
+               SetResourceAmount(this, RES_PLASMA, start_ammo_plasma);
+               SetResourceAmount(this, RES_FUEL, start_ammo_fuel);
+               SetResourceAmount(this, RES_HEALTH, start_health);
+               SetResourceAmount(this, RES_ARMOR, start_armorvalue);
                STAT(WEAPONS, this) = start_weapons;
                if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
                {
@@ -1575,25 +1575,25 @@ void player_regen(entity this)
                float mina, maxa, limith, limita;
                maxa = autocvar_g_balance_armor_rotstable;
                mina = autocvar_g_balance_armor_regenstable;
-               limith = GetResourceLimit(this, RESOURCE_HEALTH);
-               limita = GetResourceLimit(this, RESOURCE_ARMOR);
+               limith = GetResourceLimit(this, RES_HEALTH);
+               limita = GetResourceLimit(this, RES_ARMOR);
 
                regen_health_rotstable = regen_health_rotstable * max_mod;
                regen_health_stable = regen_health_stable * max_mod;
                limith = limith * limit_mod;
                limita = limita * limit_mod;
 
-               SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 
+               SetResourceAmount(this, RES_ARMOR, CalcRotRegen(GetResourceAmount(this, RES_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 
                                                                        regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
                                                                        rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
-               SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
+               SetResourceAmount(this, RES_HEALTH, CalcRotRegen(GetResourceAmount(this, RES_HEALTH), regen_health_stable, regen_health, regen_health_linear,
                                                                        regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
                                                                        rot_mod * frametime * (time > this.pauserothealth_finished), limith));
        }
 
        // if player rotted to death...  die!
        // check this outside above checks, as player may still be able to rot to death
-       if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
+       if(GetResourceAmount(this, RES_HEALTH) < 1)
        {
                if(this.vehicle)
                        vehicles_exit(this.vehicle, VHEF_RELEASE);
@@ -1607,9 +1607,9 @@ void player_regen(entity this)
 
                maxf = autocvar_g_balance_fuel_rotstable;
                minf = autocvar_g_balance_fuel_regenstable;
-               limitf = GetResourceLimit(this, RESOURCE_FUEL);
+               limitf = GetResourceLimit(this, RES_FUEL);
 
-               SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, 
+               SetResourceAmount(this, RES_FUEL, CalcRotRegen(GetResourceAmount(this, RES_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, 
                                                                                frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
                                                                                maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
        }
@@ -1657,15 +1657,15 @@ void SpectateCopy(entity this, entity spectatee)
        MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
        PS(this) = PS(spectatee);
        this.armortype = spectatee.armortype;
-       SetResourceAmount(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
-       SetResourceAmount(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
-       SetResourceAmount(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
-       SetResourceAmount(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
-       SetResourceAmount(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
-       SetResourceAmount(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
-       SetResourceAmount(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
+       SetResourceAmount(this, RES_ARMOR, GetResourceAmount(spectatee, RES_ARMOR));
+       SetResourceAmount(this, RES_CELLS, GetResourceAmount(spectatee, RES_CELLS));
+       SetResourceAmount(this, RES_PLASMA, GetResourceAmount(spectatee, RES_PLASMA));
+       SetResourceAmount(this, RES_SHELLS, GetResourceAmount(spectatee, RES_SHELLS));
+       SetResourceAmount(this, RES_BULLETS, GetResourceAmount(spectatee, RES_BULLETS));
+       SetResourceAmount(this, RES_ROCKETS, GetResourceAmount(spectatee, RES_ROCKETS));
+       SetResourceAmount(this, RES_FUEL, GetResourceAmount(spectatee, RES_FUEL));
        this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
-       SetResourceAmount(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
+       SetResourceAmount(this, RES_HEALTH, GetResourceAmount(spectatee, RES_HEALTH));
        CS(this).impulse = 0;
        this.items = spectatee.items;
        STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
@@ -2173,7 +2173,7 @@ bool PlayerThink(entity this)
                }
 
                this.items_added = 0;
-               if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
+               if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RES_FUEL) >= 0.01))
             this.items_added |= IT_FUEL;
 
                this.items |= this.items_added;
@@ -2429,7 +2429,7 @@ void PlayerPreThink (entity this)
                if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
                {
                        STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
-                       SetResourceAmount(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
+                       SetResourceAmount(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
                        this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
 
                        if (STAT(REVIVE_PROGRESS, this) >= 1)
@@ -2438,9 +2438,9 @@ void PlayerPreThink (entity this)
                else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
                {
                        STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
-                       SetResourceAmount(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
+                       SetResourceAmount(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
 
-                       if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
+                       if (GetResourceAmount(this, RES_HEALTH) < 1)
                        {
                                if (this.vehicle)
                                        vehicles_exit(this.vehicle, VHEF_RELEASE);
@@ -2682,7 +2682,7 @@ void PlayerPostThink (entity this)
        }
 
        if (this.waypointsprite_attachedforcarrier) {
-               float hp = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
+               float hp = healtharmor_maxdamage(GetResourceAmount(this, RES_HEALTH), GetResourceAmount(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
                WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
        }