]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/player.qc
Reduce name space of resource constants and variables (RESOURCE_* --> RES_*, resour...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / player.qc
index b28aae40ddda82712c946547d7a91173ea67b3cf..90736401d4af4fcc32c7509309536dcf099c1040 100644 (file)
@@ -93,8 +93,8 @@ void CopyBody(entity this, float keepvelocity)
        clone.dphitcontentsmask = this.dphitcontentsmask;
        clone.death_time = this.death_time;
        clone.pain_finished = this.pain_finished;
-       SetResourceAmount(clone, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH));
-       SetResourceAmount(clone, RESOURCE_ARMOR, GetResourceAmount(this, RESOURCE_ARMOR));
+       SetResourceAmount(clone, RES_HEALTH, GetResourceAmount(this, RES_HEALTH));
+       SetResourceAmount(clone, RES_ARMOR, GetResourceAmount(this, RES_ARMOR));
        clone.armortype = this.armortype;
        clone.model = this.model;
        clone.modelindex = this.modelindex;
@@ -177,7 +177,7 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da
        vector v;
        Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
 
-       v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
+       v = healtharmor_applydamage(GetResourceAmount(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
        take = v.x;
        save = v.y;
 
@@ -196,8 +196,8 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da
        if (take > 100)
                Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
 
-       TakeResource(this, RESOURCE_ARMOR, save);
-       TakeResource(this, RESOURCE_HEALTH, take);
+       TakeResource(this, RES_ARMOR, save);
+       TakeResource(this, RES_HEALTH, take);
        // pause regeneration for 5 seconds
        this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
 
@@ -205,7 +205,7 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da
        this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
        this.dmg_inflictor = inflictor;
 
-       if (GetResourceAmount(this, RESOURCE_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0)
+       if (GetResourceAmount(this, RES_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0)
        {
                // don't use any animations as a gib
                this.frame = 0;
@@ -314,8 +314,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
        vector v;
        float excess;
 
-       dh = max(GetResourceAmount(this, RESOURCE_HEALTH), 0);
-       da = max(GetResourceAmount(this, RESOURCE_ARMOR), 0);
+       dh = max(GetResourceAmount(this, RES_HEALTH), 0);
+       da = max(GetResourceAmount(this, RES_ARMOR), 0);
 
        if(!DEATH_ISSPECIAL(deathtype))
        {
@@ -363,7 +363,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
        else
                Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
 
-       v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
+       v = healtharmor_applydamage(GetResourceAmount(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
        take = v.x;
        save = v.y;
 
@@ -392,8 +392,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
        }
 
        MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
-       take = bound(0, M_ARGV(4, float), GetResourceAmount(this, RESOURCE_HEALTH));
-       save = bound(0, M_ARGV(5, float), GetResourceAmount(this, RESOURCE_ARMOR));
+       take = bound(0, M_ARGV(4, float), GetResourceAmount(this, RES_HEALTH));
+       save = bound(0, M_ARGV(5, float), GetResourceAmount(this, RES_ARMOR));
        excess = max(0, damage - take - save);
 
        if(sound_allowed(MSG_BROADCAST, attacker))
@@ -415,8 +415,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
        {
                if (!(this.flags & FL_GODMODE))
                {
-                       TakeResource(this, RESOURCE_ARMOR, save);
-                       TakeResource(this, RESOURCE_HEALTH, take);
+                       TakeResource(this, RES_ARMOR, save);
+                       TakeResource(this, RES_HEALTH, take);
                        // pause regeneration for 5 seconds
                        if(take)
                                this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
@@ -436,7 +436,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                                                                animdecide_setaction(this, ANIMACTION_PAIN2, true);
                                                }
                                        }
-                                       float myhp = GetResourceAmount(this, RESOURCE_HEALTH);
+                                       float myhp = GetResourceAmount(this, RES_HEALTH);
                                        if(myhp > 1)
                                        if(myhp < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
                                        if(sound_allowed(MSG_BROADCAST, attacker))
@@ -458,7 +458,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
 
                        // throw off bot aim temporarily
                        float shake;
-                       if(IS_BOT_CLIENT(this) && GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
+                       if(IS_BOT_CLIENT(this) && GetResourceAmount(this, RES_HEALTH) >= 1)
                        {
                                shake = damage * 5 / (bound(0,skill,100) + 1);
                                this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
@@ -501,8 +501,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                valid_damage_for_weaponstats = true;
        }
 
-       dh = dh - max(GetResourceAmount(this, RESOURCE_HEALTH), 0);
-       da = da - max(GetResourceAmount(this, RESOURCE_ARMOR), 0);
+       dh = dh - max(GetResourceAmount(this, RES_HEALTH), 0);
+       da = da - max(GetResourceAmount(this, RES_ARMOR), 0);
        if(valid_damage_for_weaponstats)
        {
                WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
@@ -510,7 +510,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
 
        MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
 
-       if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
+       if (GetResourceAmount(this, RES_HEALTH) < 1)
        {
                float defer_ClientKill_Now_TeamChange;
                defer_ClientKill_Now_TeamChange = false;
@@ -584,7 +584,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
 
                // player could have been miraculously resuscitated ;)
                // e.g. players in freezetag get frozen, they don't really die
-               if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
+               if(GetResourceAmount(this, RES_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
                        return;
 
                if (!this.respawn_time) // can be set in the mutator hook PlayerDies
@@ -670,9 +670,9 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
 
 bool PlayerHeal(entity targ, entity inflictor, float amount, float limit)
 {
-       if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= limit)
+       if(GetResourceAmount(targ, RES_HEALTH) <= 0 || GetResourceAmount(targ, RES_HEALTH) >= limit)
                return false;
 
-       GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, limit);
+       GiveResourceWithLimit(targ, RES_HEALTH, amount, limit);
        return true;
 }