float current_freeze_time = this.ltime - time - 0.1;
- FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage && !IS_DEAD(it) && GetResourceAmount(it, RESOURCE_HEALTH) > 0 && current_freeze_time > 0,
+ FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage && !IS_DEAD(it) && GetResourceAmount(it, RES_HEALTH) > 0 && current_freeze_time > 0,
{
if(!autocvar_g_nades_ice_teamcheck || (DIFF_TEAM(it, this.realowner) || it == this.realowner))
if(!it.revival_time || ((time - it.revival_time) >= 1.5))
if ( health_factor > 0 )
{
maxhealth = (IS_MONSTER(toucher)) ? toucher.max_health : g_pickup_healthmega_max;
- float hp = GetResourceAmount(toucher, RESOURCE_HEALTH);
+ float hp = GetResourceAmount(toucher, RES_HEALTH);
if (hp < maxhealth)
{
if (this.nade_show_particles)
{
Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1);
}
- GiveResourceWithLimit(toucher, RESOURCE_HEALTH, health_factor, maxhealth);
+ GiveResourceWithLimit(toucher, RES_HEALTH, health_factor, maxhealth);
}
}
else if ( health_factor < 0 )
if(autocvar_g_nades_pickup)
if(time >= this.spawnshieldtime)
- if(!toucher.nade && GetResourceAmount(this, RESOURCE_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much
+ if(!toucher.nade && GetResourceAmount(this, RES_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much
if(CanThrowNade(toucher)) // prevent some obvious things, like dead players
if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
{
//setsize(this, '-2 -2 -2', '2 2 2');
//UpdateCSQCProjectile(this);
- if(GetResourceAmount(this, RESOURCE_HEALTH) == this.max_health)
+ if(GetResourceAmount(this, RES_HEALTH) == this.max_health)
{
spamsound(this, CH_SHOTS, SND_GRENADE_BOUNCE_RANDOM(), VOL_BASE, ATTEN_NORM);
return;
if(damage <= 0 || ((IS_ONGROUND(this)) && IS_PLAYER(attacker)))
return;
- float hp = GetResourceAmount(this, RESOURCE_HEALTH);
+ float hp = GetResourceAmount(this, RES_HEALTH);
if(hp == this.max_health)
{
sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
}
hp -= damage;
- SetResourceAmount(this, RESOURCE_HEALTH, hp);
+ SetResourceAmount(this, RES_HEALTH, hp);
if ( STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker) )
settouch(_nade, nade_touch);
_nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
- SetResourceAmount(_nade, RESOURCE_HEALTH, autocvar_g_nades_nade_health);
- _nade.max_health = GetResourceAmount(_nade, RESOURCE_HEALTH);
+ SetResourceAmount(_nade, RES_HEALTH, autocvar_g_nades_nade_health);
+ _nade.max_health = GetResourceAmount(_nade, RES_HEALTH);
_nade.takedamage = DAMAGE_AIM;
_nade.event_damage = nade_damage;
setcefc(_nade, func_null);
if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
{
STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
- SetResourceAmount(player, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
+ SetResourceAmount(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
if(STAT(REVIVE_PROGRESS, player) >= 1)
{
if(time - frag_inflictor.toss_time <= 0.1)
{
Unfreeze(frag_target, false);
- SetResourceAmount(frag_target, RESOURCE_HEALTH, autocvar_g_freezetag_revive_nade_health);
+ SetResourceAmount(frag_target, RES_HEALTH, autocvar_g_freezetag_revive_nade_health);
Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3);
M_ARGV(4, float) = 0;
M_ARGV(6, vector) = '0 0 0';