]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/okrpc.qc
Merge branch 't0uYK8Ne/set_slick_friction' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okrpc.qc
index 859d8dc9952b6743f1e045ca9736a124dd413376..fa4ffc4b5e2709b294f4399cb9a515deb0a5d215 100644 (file)
@@ -14,7 +14,7 @@ void W_OverkillRocketPropelledChainsaw_Explode(entity this, entity directhitenti
        {
                // if chainsaw hit something, it removed fired damage (so that direct hit is 100%)
                // now that we also damaged something by explosion we'd go over 100% so let's add the fired damage back
-               accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, WEP_CVAR(okrpc, damage), 0);
+               accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype), WEP_CVAR(okrpc, damage), 0);
        }
 
        delete(this);
@@ -36,15 +36,15 @@ void W_OverkillRocketPropelledChainsaw_Touch (entity this, entity toucher)
 
 void W_OverkillRocketPropelledChainsaw_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, W_OverkillRocketPropelledChainsaw_Explode_think);
 }
 
@@ -71,7 +71,7 @@ void W_OverkillRocketPropelledChainsaw_Think(entity this)
                                // We remove it here so that a direct hit that passes through and doesn't damage anything by the explosion later is still 100%.
                                float fired_damage = WEP_CVAR_PRI(okrpc, damage2) - WEP_CVAR_PRI(okrpc, damage);
                                float hit_damage = WEP_CVAR_PRI(okrpc, damage2);
-                               accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, fired_damage, hit_damage);
+                               accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype), fired_damage, hit_damage);
                        }
                        this.m_chainsaw_damage += WEP_CVAR_PRI(okrpc, damage2);
                }
@@ -100,7 +100,7 @@ void W_OverkillRocketPropelledChainsaw_Attack(Weapon thiswep, entity actor, .ent
 
        missile.takedamage = DAMAGE_YES;
        missile.damageforcescale = WEP_CVAR_PRI(okrpc, damageforcescale);
-       SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR_PRI(okrpc, health));
+       SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_PRI(okrpc, health));
        missile.event_damage = W_OverkillRocketPropelledChainsaw_Damage;
        missile.damagedbycontents = true;
        IL_PUSH(g_damagedbycontents, missile);
@@ -191,14 +191,14 @@ METHOD(OverkillRocketPropelledChainsaw, wr_think, void(entity thiswep, entity ac
 
 METHOD(OverkillRocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okrpc, ammo);
+       float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okrpc, ammo);
        ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(okrpc, ammo);
        return ammo_amount;
 }
 
 METHOD(OverkillRocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okrpc, ammo);
+       float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okrpc, ammo);
        ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(okrpc, ammo);
        return ammo_amount;
 }