void M_Shambler_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if (this.health <= 0)
+ if (GetResource(this, RES_HEALTH) <= 0)
return;
if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
- this.health = this.health - damage;
+ TakeResource(this, RES_HEALTH, damage);
- if (this.health <= 0)
+ if (GetResource(this, RES_HEALTH) <= 0)
W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
}
void M_Shambler_Attack_Lightning(entity this)
{
- monster_makevectors(this, this.enemy);
-
entity gren = new(grenade);
gren.owner = gren.realowner = this;
gren.bot_dodge = true;
settouch(gren, M_Shambler_Attack_Lightning_Touch);
gren.takedamage = DAMAGE_YES;
- gren.health = 50;
+ SetResourceExplicit(gren, RES_HEALTH, 50);
gren.damageforcescale = 0;
gren.event_damage = M_Shambler_Attack_Lightning_Damage;
gren.damagedbycontents = true;
return false;
}
-spawnfunc(monster_shambler) { Monster_Spawn(this, true, MON_SHAMBLER.monsterid); }
+spawnfunc(monster_shambler) { Monster_Spawn(this, true, MON_SHAMBLER); }
#endif // SVQC
#ifdef SVQC
METHOD(Shambler, mr_setup, bool(Shambler this, entity actor))
{
TC(Shambler, this);
- if(!actor.health) actor.health = (autocvar_g_monster_shambler_health);
+ if(!GetResource(this, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_shambler_health);
if(!actor.attack_range) actor.attack_range = 150;
if(!actor.speed) { actor.speed = (autocvar_g_monster_shambler_speed_walk); }
if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_shambler_speed_run); }