if(deathtype == DEATH_FIRE.m_id)
{
Send_Notification(NOTIF_ONE, attacker, MSG_CHOICE, CHOICE_FRAG_FIRE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping));
- Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker.netname, kill_count_to_target, GetResourceAmount(attacker, RESOURCE_HEALTH), GetResourceAmount(attacker, RESOURCE_ARMOR), (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping));
+ Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker.netname, kill_count_to_target, GetResource(attacker, RES_HEALTH), GetResource(attacker, RES_ARMOR), (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping));
return true;
}
CHOICE_TYPEFRAGGED,
attacker.netname,
kill_count_to_target,
- GetResourceAmount(attacker, RESOURCE_HEALTH),
- GetResourceAmount(attacker, RESOURCE_ARMOR),
+ GetResource(attacker, RES_HEALTH),
+ GetResource(attacker, RES_ARMOR),
(IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
);
}
CHOICE_FRAGGED,
attacker.netname,
kill_count_to_target,
- GetResourceAmount(attacker, RESOURCE_HEALTH),
- GetResourceAmount(attacker, RESOURCE_ARMOR),
+ GetResource(attacker, RES_HEALTH),
+ GetResource(attacker, RES_ARMOR),
(IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
);
}
STAT(FROZEN, targ) = frozen_type;
STAT(REVIVE_PROGRESS, targ) = ((frozen_type == FROZEN_TEMP_DYING) ? 1 : 0);
- SetResourceAmount(targ, RESOURCE_HEALTH, ((frozen_type == FROZEN_TEMP_DYING) ? targ_maxhealth : 1));
+ SetResource(targ, RES_HEALTH, ((frozen_type == FROZEN_TEMP_DYING) ? targ_maxhealth : 1));
targ.revive_speed = revivespeed;
if(targ.bot_attack)
IL_REMOVE(g_bot_targets, targ);
return;
if (reset_health && STAT(FROZEN, targ) != FROZEN_TEMP_DYING)
- SetResourceAmount(targ, RESOURCE_HEALTH, ((IS_PLAYER(targ)) ? start_health : targ.max_health));
+ SetResource(targ, RES_HEALTH, ((IS_PLAYER(targ)) ? start_health : targ.max_health));
targ.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
// These are ALWAYS lethal
// No damage modification here
// Instead, prepare the victim for his death...
- SetResourceAmountExplicit(targ, RESOURCE_ARMOR, 0);
+ SetResourceExplicit(targ, RES_ARMOR, 0);
targ.spawnshieldtime = 0;
- SetResourceAmountExplicit(targ, RESOURCE_HEALTH, 0.9); // this is < 1
+ SetResourceExplicit(targ, RES_HEALTH, 0.9); // this is < 1
targ.flags -= targ.flags & FL_GODMODE;
damage = 100000;
}
if(autocvar_g_mirrordamage_virtual)
{
- vector v = healtharmor_applydamage(GetResourceAmount(attacker, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
+ vector v = healtharmor_applydamage(GetResource(attacker, RES_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(GetResourceAmount(targ, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
+ vector v = healtharmor_applydamage(GetResource(targ, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
targ.dmg_take += v.x;
targ.dmg_save += v.y;
targ.dmg_inflictor = inflictor;
if(autocvar_g_frozen_revive_falldamage > 0 && deathtype == DEATH_FALL.m_id && damage >= autocvar_g_frozen_revive_falldamage)
{
Unfreeze(targ, false);
- SetResourceAmount(targ, RESOURCE_HEALTH, autocvar_g_frozen_revive_falldamage_health);
+ SetResource(targ, RES_HEALTH, autocvar_g_frozen_revive_falldamage_health);
Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);