void M_Mage_Defend_Shield_Remove(entity this)
{
this.effects &= ~(EF_ADDITIVE | EF_BLUE);
- SetResource(this, RES_ARMOR, autocvar_g_monsters_armor_blockpercent);
+ SetResourceExplicit(this, RES_ARMOR, autocvar_g_monsters_armor_blockpercent);
}
void M_Mage_Defend_Shield(entity this)
{
this.effects |= (EF_ADDITIVE | EF_BLUE);
this.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
- SetResource(this, RES_ARMOR, autocvar_g_monster_mage_shield_blockpercent);
+ SetResourceExplicit(this, RES_ARMOR, autocvar_g_monster_mage_shield_blockpercent);
this.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
setanim(this, this.anim_shoot, true, true, true);
this.attack_finished_single[0] = time + 1;
METHOD(Mage, mr_setup, bool(Mage this, entity actor))
{
TC(Mage, this);
- if(!GetResource(this, RES_HEALTH)) SetResource(actor, RES_HEALTH, autocvar_g_monster_mage_health);
+ if(!GetResource(this, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_mage_health);
if(!actor.speed) { actor.speed = (autocvar_g_monster_mage_speed_walk); }
if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_mage_speed_run); }
if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }