void W_OverkillRocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if (GetResourceAmount(this, RES_HEALTH) <= 0)
+ if (GetResource(this, RES_HEALTH) <= 0)
return;
if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
TakeResource(this, RES_HEALTH, damage);
- if (GetResourceAmount(this, RES_HEALTH) <= 0)
+ if (GetResource(this, RES_HEALTH) <= 0)
W_PrepareExplosionByDamage(this, attacker, W_OverkillRocketPropelledChainsaw_Explode_think);
}
missile.takedamage = DAMAGE_YES;
missile.damageforcescale = WEP_CVAR_PRI(okrpc, damageforcescale);
- SetResourceAmount(missile, RES_HEALTH, WEP_CVAR_PRI(okrpc, health));
+ SetResource(missile, RES_HEALTH, WEP_CVAR_PRI(okrpc, health));
missile.event_damage = W_OverkillRocketPropelledChainsaw_Damage;
missile.damagedbycontents = true;
IL_PUSH(g_damagedbycontents, missile);
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;
}