instance.owner.PlayerPhysplug = raptor_takeoff;
set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
instance.solid = SOLID_SLIDEBOX;
- instance.owner.vehicle_health = (GetResourceAmount(instance, RES_HEALTH) / autocvar_g_vehicle_raptor_health) * 100;
+ instance.owner.vehicle_health = (GetResource(instance, RES_HEALTH) / autocvar_g_vehicle_raptor_health) * 100;
instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
instance.velocity = '0 0 1'; // nudge upwards so takeoff sequence can work
instance.tur_head.exteriormodeltoclient = instance.owner;
}
METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance))
{
- SetResourceAmount(instance, RES_HEALTH, 0);
+ SetResource(instance, RES_HEALTH, 0);
instance.event_damage = func_null;
instance.solid = SOLID_CORPSE;
instance.takedamage = DAMAGE_NO;
}
instance.frame = 0;
- SetResourceAmount(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health);
+ SetResource(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health);
instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
set_movetype(instance, MOVETYPE_TOSS);
instance.solid = SOLID_SLIDEBOX;
instance.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
instance.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
instance.damageforcescale = 0.25;
- SetResourceAmount(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health);
+ SetResource(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health);
instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
}
METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
instance.vehicle_exit = raptor_exit;
instance.respawntime = autocvar_g_vehicle_raptor_respawntime;
- SetResourceAmount(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health);
+ SetResource(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health);
instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
- instance.max_health = GetResourceAmount(instance, RES_HEALTH);
+ instance.max_health = GetResource(instance, RES_HEALTH);
if(!autocvar_g_vehicle_raptor_swim)
instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;