missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
missile.takedamage = DAMAGE_YES;
- SetResource(missile, RES_HEALTH, WEP_CVAR_PRI(hagar, health));
+ SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_PRI(hagar, health));
missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
missile.takedamage = DAMAGE_YES;
- SetResource(missile, RES_HEALTH, WEP_CVAR_SEC(hagar, health));
+ SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_SEC(hagar, health));
missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
missile.takedamage = DAMAGE_YES;
- SetResource(missile, RES_HEALTH, WEP_CVAR_SEC(hagar, health));
+ SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_SEC(hagar, health));
missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
// loadable hagar secondary attack, must always run each frame
if(time < game_starttime || time < actor.race_penalty || timeout_status == TIMEOUT_ACTIVE)
return;
- if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+ if (weaponUseForbidden(actor))
return;
bool loaded = actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max);