switch(this.skin)
{
case 0: return (targ.health < autocvar_g_balance_health_regenstable);
- case 1: return ((targ.ammo_cells && targ.ammo_cells < g_pickup_cells_max) || (targ.ammo_plasma && targ.ammo_plasma < g_pickup_plasma_max) || (targ.ammo_rockets && targ.ammo_rockets < g_pickup_rockets_max) || (targ.ammo_nails && targ.ammo_nails < g_pickup_nails_max) || (targ.ammo_shells && targ.ammo_shells < g_pickup_shells_max));
+ case 1:
+ {
+ return ((GetResourceAmount(targ, RESOURCE_CELLS) && GetResourceAmount(targ, RESOURCE_CELLS) < g_pickup_cells_max)
+ || (GetResourceAmount(targ, RESOURCE_PLASMA) && GetResourceAmount(targ, RESOURCE_PLASMA) < g_pickup_plasma_max)
+ || (GetResourceAmount(targ, RESOURCE_ROCKETS) && GetResourceAmount(targ, RESOURCE_ROCKETS) < g_pickup_rockets_max)
+ || (GetResourceAmount(targ, RESOURCE_BULLETS) && GetResourceAmount(targ, RESOURCE_BULLETS) < g_pickup_nails_max)
+ || (GetResourceAmount(targ, RESOURCE_SHELLS) && GetResourceAmount(targ, RESOURCE_SHELLS) < g_pickup_shells_max)
+ );
+ }
case 2: return (targ.armorvalue < autocvar_g_balance_armor_regenstable);
case 3: return (targ.health > 0);
}
fx = EFFECT_HEALING;
break;
case 1:
- if(it.ammo_cells) it.ammo_cells = bound(it.ammo_cells, it.ammo_cells + 1, g_pickup_cells_max);
- if(it.ammo_plasma) it.ammo_plasma = bound(it.ammo_plasma, it.ammo_plasma + 1, g_pickup_plasma_max);
- if(it.ammo_rockets) it.ammo_rockets = bound(it.ammo_rockets, it.ammo_rockets + 1, g_pickup_rockets_max);
- if(it.ammo_shells) it.ammo_shells = bound(it.ammo_shells, it.ammo_shells + 2, g_pickup_shells_max);
- if(it.ammo_nails) it.ammo_nails = bound(it.ammo_nails, it.ammo_nails + 5, g_pickup_nails_max);
+ {
+ float tmpfld;
+ tmpfld = GetResourceAmount(it, RESOURCE_CELLS); if(tmpfld) SetResourceAmount(it, RESOURCE_CELLS, bound(tmpfld, tmpfld + 1, g_pickup_cells_max));
+ tmpfld = GetResourceAmount(it, RESOURCE_PLASMA); if(tmpfld) SetResourceAmount(it, RESOURCE_PLASMA, bound(tmpfld, tmpfld + 1, g_pickup_plasma_max));
+ tmpfld = GetResourceAmount(it, RESOURCE_ROCKETS); if(tmpfld) SetResourceAmount(it, RESOURCE_ROCKETS, bound(tmpfld, tmpfld + 1, g_pickup_rockets_max));
+ tmpfld = GetResourceAmount(it, RESOURCE_SHELLS); if(tmpfld) SetResourceAmount(it, RESOURCE_SHELLS, bound(tmpfld, tmpfld + 2, g_pickup_shells_max));
+ tmpfld = GetResourceAmount(it, RESOURCE_BULLETS); if(tmpfld) SetResourceAmount(it, RESOURCE_BULLETS, bound(tmpfld, tmpfld + 5, g_pickup_nails_max));
fx = EFFECT_AMMO_REGEN;
break;
+ }
case 2:
if(it.armorvalue < autocvar_g_balance_armor_regenstable)
{