this.event_heal = func_null;
this.takedamage = DAMAGE_NO;
- SetResourceAmount(this, RESOURCE_HEALTH, 0);
+ SetResourceExplicit(this, RES_HEALTH, 0);
// Go boom
//RadiusDamage (this,this, min(this.ammo,50),min(this.ammo,50) * 0.25,250,NULL,min(this.ammo,50)*5,DEATH_TURRET,NULL);
return;
}
- TakeResource(this, RESOURCE_HEALTH, damage);
+ TakeResource(this, RES_HEALTH, damage);
// thorw head slightly off aim when hit?
if (this.damage_flags & TFL_DMG_HEADSHAKE)
if (this.turret_flags & TUR_FLAG_MOVE)
this.velocity = this.velocity + vforce;
- if (GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if (GetResource(this, RES_HEALTH) <= 0)
{
this.event_damage = func_null;
this.tur_head.event_damage = func_null;
bool turret_heal(entity targ, entity inflictor, float amount, float limit)
{
- float true_limit = ((limit != RESOURCE_LIMIT_NONE) ? limit : targ.max_health);
- if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= true_limit)
+ float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
+ if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
return false;
- GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, true_limit);
+ GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
targ.SendFlags |= TNSF_STATUS;
return true;
}
this.avelocity = '0 0 0';
this.tur_head.avelocity = this.avelocity;
this.tur_head.angles = this.idle_aim;
- SetResourceAmount(this, RESOURCE_HEALTH, this.max_health);
+ SetResourceExplicit(this, RES_HEALTH, this.max_health);
this.enemy = NULL;
this.volly_counter = this.shot_volly;
this.ammo = this.ammo_max;
{
WriteByte(MSG_ENTITY, this.team);
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
WriteByte(MSG_ENTITY, 0);
else
- WriteByte(MSG_ENTITY, ceil((GetResourceAmount(this, RESOURCE_HEALTH) / this.max_health) * 255));
+ WriteByte(MSG_ENTITY, ceil((GetResource(this, RES_HEALTH) / this.max_health) * 255));
}
return true;
ent.tur_head.angles = '0 0 0';
}
- SetResourceAmount(ent, RESOURCE_HEALTH, cvar(strcat(sbase,"_health")) * ent.turret_scale_health);
+ SetResourceExplicit(ent, RES_HEALTH, cvar(strcat(sbase,"_health")) * ent.turret_scale_health);
ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
ent.shot_dmg = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
void turret_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce)
{
this.velocity += vforce;
- TakeResource(this, RESOURCE_HEALTH, damage);
+ TakeResource(this, RES_HEALTH, damage);
//this.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
W_PrepareExplosionByDamage(this, this.owner, turret_projectile_explode);
}
PROJECTILE_MAKETRIGGER(proj);
if(_health)
{
- SetResourceAmount(proj, RESOURCE_HEALTH, _health);
+ SetResourceExplicit(proj, RES_HEALTH, _health);
proj.takedamage = DAMAGE_YES;
proj.event_damage = turret_projectile_damage;
}
return -5;
// Cant touch this
- if (GetResourceAmount(e_target, RESOURCE_HEALTH) <= 0)
+ if (GetResource(e_target, RES_HEALTH) <= 0)
return -6;
else if (STAT(FROZEN, e_target))
return -6;
if(!this.team || !teamplay) { this.team = FLOAT_MAX; }
if(!this.ticrate) { this.ticrate = ((this.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
- if(!GetResourceAmount(this, RESOURCE_HEALTH)) { SetResourceAmount(this, RESOURCE_HEALTH, 1000); }
+ if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 1000); }
if(!this.shot_refire) { this.shot_refire = 1; }
if(!this.tur_shotorg) { this.tur_shotorg = '50 0 50'; }
if(!this.turret_flags) { this.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
this.effects = EF_NODRAW;
this.netname = tur.turret_name;
this.ticrate = bound(sys_frametime, this.ticrate, 60);
- this.max_health = GetResourceAmount(this, RESOURCE_HEALTH);
+ this.max_health = GetResource(this, RES_HEALTH);
this.target_validate_flags = this.target_select_flags;
this.ammo = this.ammo_max;
this.ammo_recharge *= this.ticrate;