void M_Zombie_Attack_Leap_Touch(entity this, entity toucher)
{
- if (this.health <= 0)
+ if (GetResource(this, RES_HEALTH) <= 0)
return;
vector angles_face;
void M_Zombie_Defend_Block_End(entity this)
{
- if(this.health <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
return;
setanim(this, this.anim_blockend, false, true, true);
- this.armorvalue = autocvar_g_monsters_armor_blockpercent;
+ SetResource(this, RES_ARMOR, autocvar_g_monsters_armor_blockpercent);
}
bool M_Zombie_Defend_Block(entity this)
{
- this.armorvalue = 0.9;
+ SetResource(this, RES_ARMOR, 0.9);
this.state = MONSTER_ATTACK_MELEE; // freeze monster
this.attack_finished_single[0] = time + 2.1;
this.anim_finished = this.attack_finished_single[0];
{
case MONSTER_ATTACK_MELEE:
{
- if(random() < 0.3 && actor.health < 75 && actor.enemy.health > 10)
+ if(random() < 0.3 && GetResource(actor, RES_HEALTH) < 75 && GetResource(actor.enemy, RES_HEALTH) > 10)
return M_Zombie_Defend_Block(actor);
float anim_chance = random();
METHOD(Zombie, mr_death, bool(Zombie this, entity actor))
{
TC(Zombie, this);
- actor.armorvalue = autocvar_g_monsters_armor_blockpercent;
+ SetResource(actor, RES_ARMOR, autocvar_g_monsters_armor_blockpercent);
setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true);
return true;
METHOD(Zombie, mr_setup, bool(Zombie this, entity actor))
{
TC(Zombie, this);
- if(!actor.health) actor.health = (autocvar_g_monster_zombie_health);
+ if(!GetResource(actor, RES_HEALTH)) SetResource(actor, RES_HEALTH, autocvar_g_monster_zombie_health);
if(!actor.speed) { actor.speed = (autocvar_g_monster_zombie_speed_walk); }
if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_zombie_speed_run); }
if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_zombie_speed_stop); }