#include "sv_br.qh"
#include <server/elimination.qh>
-#include <server/resources.qh>
+#include <common/resources/sv_resources.qh>
#include <common/mutators/base.qh>
#define BR_KILLS_INSTANTLY(pl, dt) \
MUTATOR_HOOKFUNCTION(br, SetResource)
{
- entity player = M_ARGV(0, entity);
+ entity player = M_ARGV(7, entity);
if(!IS_PLAYER(player))
return false;
- int res_type = M_ARGV(1, int);
- float amount = M_ARGV(2, float);
+ entity res_type = M_ARGV(8, entity);
+ float amount = M_ARGV(9, float);
if(STAT(BLEEDING, player) && (res_type == RES_HEALTH || res_type == RES_ARMOR))
{
MUTATOR_HOOKFUNCTION(br, GetResourceLimit)
{
- entity player = M_ARGV(0, entity);
+ entity player = M_ARGV(7, entity);
if(!IS_PLAYER(player) || !STAT(BLEEDING, player))
return false;
- int res_type = M_ARGV(1, int);
+ entity res_type = M_ARGV(8, entity);
switch(res_type)
{
case RES_HEALTH:
- M_ARGV(2, float) *= max(autocvar_g_br_bleeding_health, 0);
+ M_ARGV(9, float) *= max(autocvar_g_br_bleeding_health, 0);
break;
case RES_ARMOR:
- M_ARGV(2, float) = max(autocvar_g_br_bleeding_armor, 0);
+ M_ARGV(9, float) = max(autocvar_g_br_bleeding_armor, 0);
}
}
cvar_set("fraglimit", "0");
cvar_set("leadlimit", "0");
- reset_map(true);
+ reset_map(true, false);
ring = ring_initialize();