this.takedamage = DAMAGE_NO;
// 1. dist damage
- d = (GetResourceAmount(this.realowner, RESOURCE_HEALTH) + GetResourceAmount(this.realowner, RESOURCE_ARMOR));
+ d = (GetResource(this.realowner, RES_HEALTH) + GetResource(this.realowner, RES_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)
+ if(GetResource(this.realowner, RES_HEALTH) + GetResource(this.realowner, RES_ARMOR) >= d)
if(!this.cnt)
{
modeleffect_spawn("models/sphere/sphere.md3", 0, 0, this.origin, '0 0 0', '0 0 0', '0 0 0', 0, WEP_CVAR_PRI(fireball, bfgradius), 0.2, 0.05, 0.25);
dir = normalize(e.origin + e.view_ofs - this.origin);
if(accuracy_isgooddamage(this.realowner, e))
- accuracy_add(this.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
+ accuracy_add(this.realowner, WEP_FIREBALL, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, this.weaponentity_fld, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(GetResourceAmount(this, RESOURCE_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
- TakeResource(this, RESOURCE_HEALTH, damage);
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ TakeResource(this, RES_HEALTH, damage);
+ if(GetResource(this, RES_HEALTH) <= 0)
{
this.cnt = 1;
W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode_think);
proj.use = W_Fireball_Explode_use;
setthink(proj, W_Fireball_Think);
proj.nextthink = time;
- SetResourceAmountExplicit(proj, RESOURCE_HEALTH, WEP_CVAR_PRI(fireball, health));
+ SetResourceExplicit(proj, RES_HEALTH, WEP_CVAR_PRI(fireball, health));
proj.team = actor.team;
proj.event_damage = W_Fireball_Damage;
proj.takedamage = DAMAGE_YES;