- d = (this.realowner.health + this.realowner.armorvalue);
- RadiusDamage(this, this.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), NULL, NULL, WEP_CVAR_PRI(fireball, force), this.projectiledeathtype, directhitentity);
- if(this.realowner.health + this.realowner.armorvalue >= d)
+ d = (GetResourceAmount(this.realowner, RESOURCE_HEALTH) + GetResourceAmount(this.realowner, RESOURCE_ARMOR));
+ RadiusDamage(this, this.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), NULL, NULL, WEP_CVAR_PRI(fireball, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
+ if(GetResourceAmount(this.realowner, RESOURCE_HEALTH) + GetResourceAmount(this.realowner, RESOURCE_ARMOR) >= d)