Weapon wep1 = WEP_RACER;
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
- if (!forbidWeaponUse(player))
+ if (!weaponLocked(player) && !weaponUseForbidden(player))
if (PHYS_INPUT_BUTTON_ATCK(player))
if (wep1.wr_checkammo1(wep1, vehic, weaponentity))
{
- string tagname = (vehic.cnt)
- ? (vehic.cnt = 0, "tag_fire1")
- : (vehic.cnt = 1, "tag_fire2");
- vector org = gettaginfo(vehic, gettagindex(vehic, tagname));
- w_shotorg = org;
- w_shotdir = v_forward;
- // Fix z-aim (for chase mode)
- crosshair_trace(player);
- w_shotdir.z = normalize(trace_endpos - org).z * 0.5;
wep1.wr_think(wep1, vehic, weaponentity, 1);
}
}
}
- if(!forbidWeaponUse(player))
+ if(!weaponLocked(player))
if(time > vehic.delay)
if(PHYS_INPUT_BUTTON_ATCK2(player))
{
vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_racer_shield, autocvar_g_vehicle_racer_shield_regen_pause, autocvar_g_vehicle_racer_shield_regen, dt, true);
if(vehic.vehicle_flags & VHF_HEALTHREGEN)
- vehicles_regen_resource(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_racer_health, autocvar_g_vehicle_racer_health_regen_pause, autocvar_g_vehicle_racer_health_regen, dt, false, RESOURCE_HEALTH);
+ vehicles_regen_resource(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_racer_health, autocvar_g_vehicle_racer_health_regen_pause, autocvar_g_vehicle_racer_health_regen, dt, false, RES_HEALTH);
if(vehic.vehicle_flags & VHF_ENERGYREGEN)
vehicles_regen(vehic, vehic.wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, dt, false);
- VEHICLE_UPDATE_PLAYER_RESOURCE(player, vehic, health, racer, RESOURCE_HEALTH);
+ VEHICLE_UPDATE_PLAYER_RESOURCE(player, vehic, health, racer, RES_HEALTH);
VEHICLE_UPDATE_PLAYER(player, vehic, energy, racer);
if(vehic.vehicle_flags & VHF_HASSHIELD)
{
#ifdef SVQC
set_movetype(instance, MOVETYPE_BOUNCE);
- instance.owner.vehicle_health = (GetResourceAmount(instance, RESOURCE_HEALTH) / autocvar_g_vehicle_racer_health) * 100;
+ instance.owner.vehicle_health = (GetResource(instance, RES_HEALTH) / autocvar_g_vehicle_racer_health) * 100;
instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100;
if(instance.owner.flagcarried)
setthink(instance, racer_think);
instance.nextthink = time;
- SetResourceAmountExplicit(instance, RESOURCE_HEALTH, autocvar_g_vehicle_racer_health);
+ SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
set_movetype(instance, MOVETYPE_TOSS);
instance.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
instance.bouncestop = autocvar_g_vehicle_racer_bouncestop;
instance.damageforcescale = 0.5;
- SetResourceAmountExplicit(instance, RESOURCE_HEALTH, autocvar_g_vehicle_racer_health);
+ SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
#endif
}
{
#ifdef SVQC
setSendEntity(instance, func_null); // stop networking this racer (for now)
- SetResourceAmountExplicit(instance, RESOURCE_HEALTH, 0);
+ SetResourceExplicit(instance, RES_HEALTH, 0);
instance.event_damage = func_null;
instance.solid = SOLID_CORPSE;
instance.takedamage = DAMAGE_NO;
instance.vehicle_flags |= VHF_HEALTHREGEN;
instance.respawntime = autocvar_g_vehicle_racer_respawntime;
- SetResourceAmountExplicit(instance, RESOURCE_HEALTH, autocvar_g_vehicle_racer_health);
+ SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
- instance.max_health = GetResourceAmount(instance, RESOURCE_HEALTH);
+ instance.max_health = GetResource(instance, RES_HEALTH);
#endif
#ifdef CSQC