X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fmortar.qc;h=6f37469f032dd6cc94e1bee71149d1d25215bcba;hb=bb4ef7788ddb76a945d9b100593c3c008d0b1711;hp=6e2bc91cf98631be25a6a5b2bca7c8be659dbc02;hpb=b9ed1a38cd897084d0ed8beb6033a761e095d64d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/mortar.qc b/qcsrc/common/weapons/weapon/mortar.qc index 6e2bc91cf..6f37469f0 100644 --- a/qcsrc/common/weapons/weapon/mortar.qc +++ b/qcsrc/common/weapons/weapon/mortar.qc @@ -54,15 +54,15 @@ void W_Mortar_Grenade_Explode2_use(entity this, entity actor, entity trigger) void W_Mortar_Grenade_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); + TakeResource(this, RES_HEALTH, damage); - if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0) + if(GetResource(this, RES_HEALTH) <= 0) W_PrepareExplosionByDamage(this, attacker, adaptor_think2use); } @@ -154,7 +154,7 @@ void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity) W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage), thiswep.m_id); w_shotdir = v_forward; // no TrueAim for grenades please - Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); entity gren = new(grenade); gren.owner = gren.realowner = actor; @@ -176,7 +176,7 @@ void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity) settouch(gren, W_Mortar_Grenade_Touch1); gren.takedamage = DAMAGE_YES; - SetResourceAmountExplicit(gren, RESOURCE_HEALTH, WEP_CVAR_PRI(mortar, health)); + SetResourceExplicit(gren, RES_HEALTH, WEP_CVAR_PRI(mortar, health)); gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale); gren.event_damage = W_Mortar_Grenade_Damage; gren.damagedbycontents = true; @@ -206,7 +206,7 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage), thiswep.m_id | HITTYPE_SECONDARY); w_shotdir = v_forward; // no TrueAim for grenades please - Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); gren = new(grenade); gren.owner = gren.realowner = actor; @@ -227,7 +227,7 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) settouch(gren, W_Mortar_Grenade_Touch2); gren.takedamage = DAMAGE_YES; - SetResourceAmountExplicit(gren, RESOURCE_HEALTH, WEP_CVAR_SEC(mortar, health)); + SetResourceExplicit(gren, RES_HEALTH, WEP_CVAR_SEC(mortar, health)); gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale); gren.event_damage = W_Mortar_Grenade_Damage; gren.damagedbycontents = true; @@ -324,13 +324,13 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity } METHOD(Mortar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(mortar, ammo); + float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(mortar, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(mortar, ammo); return ammo_amount; } METHOD(Mortar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(mortar, ammo); + float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(mortar, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(mortar, ammo); return ammo_amount; }