if (GetResource(this, RES_HEALTH) >= this.max_health)
{
- SetResource(this, RES_HEALTH, this.max_health);
+ SetResourceExplicit(this, RES_HEALTH, this.max_health);
this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
setthink(this, ons_ControlPoint_Icon_Think);
sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
e.owner = cp;
e.max_health = autocvar_g_onslaught_cp_health;
- SetResource(e, RES_HEALTH, autocvar_g_onslaught_cp_buildhealth);
+ SetResourceExplicit(e, RES_HEALTH, autocvar_g_onslaught_cp_buildhealth);
e.solid = SOLID_NOT;
e.takedamage = DAMAGE_AIM;
e.bot_attack = true;
void ons_GeneratorReset(entity this)
{
this.team = this.team_saved;
- SetResource(this, RES_HEALTH, autocvar_g_onslaught_gen_health);
+ SetResourceExplicit(this, RES_HEALTH, autocvar_g_onslaught_gen_health);
this.lasthealth = this.max_health = autocvar_g_onslaught_gen_health;
this.takedamage = DAMAGE_AIM;
this.bot_attack = true;
IL_PUSH(g_saved_team, gen);
set_movetype(gen, MOVETYPE_NONE);
gen.lasthealth = gen.max_health = autocvar_g_onslaught_gen_health;
- SetResource(gen, RES_HEALTH, autocvar_g_onslaught_gen_health);
+ SetResourceExplicit(gen, RES_HEALTH, autocvar_g_onslaught_gen_health);
gen.takedamage = DAMAGE_AIM;
gen.bot_attack = true;
IL_PUSH(g_bot_targets, gen);