if(autocvar_g_mirrordamage_virtual)
{
- vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
+ vector v = healtharmor_applydamage(GetResourceAmount(attacker, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
attacker.dmg_take += v.x;
attacker.dmg_save += v.y;
attacker.dmg_inflictor = inflictor;
if(autocvar_g_friendlyfire_virtual)
{
- vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
+ vector v = healtharmor_applydamage(GetResourceAmount(targ, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
targ.dmg_take += v.x;
targ.dmg_save += v.y;
targ.dmg_inflictor = inflictor;