.entity weaponentity = this.weaponentity_fld;
if(this.realowner.(weaponentity).m_weapon == thiswep)
{
- if(GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
+ if(GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
this.realowner.cnt = thiswep.m_id;
bool handled_as_rocketjump = false;
entity head = NULL;
+ bool allow_rocketjump = WEP_CVAR(devastator, remote_jump);
+ MUTATOR_CALLHOOK(AllowRocketJumping, allow_rocketjump);
+ allow_rocketjump = M_ARGV(0, bool);
- if(WEP_CVAR(devastator, remote_jump_radius))
+ if(allow_rocketjump && WEP_CVAR(devastator, remote_jump_radius))
{
head = WarpZone_FindRadius(
this.origin,
Weapon thiswep = WEP_DEVASTATOR;
if(this.realowner.(weaponentity).m_weapon == thiswep)
{
- if(GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
+ if(GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
this.realowner.cnt = thiswep.m_id;
void W_Devastator_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);
this.angles = vectoangles(this.velocity);
- if(GetResourceAmount(this, RES_HEALTH) <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
}
if(WEP_CVAR(devastator, detonatedelay) >= 0)
missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
else
- missile.spawnshieldtime = -1;
+ missile.spawnshieldtime = -1; // NOTE: proximity based when rocket jumping
missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
missile.classname = "rocket";
missile.bot_dodge = true;
missile.takedamage = DAMAGE_YES;
missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
- SetResourceAmount(missile, RES_HEALTH, WEP_CVAR(devastator, health));
+ SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(devastator, health));
missile.event_damage = W_Devastator_Damage;
missile.damagedbycontents = true;
IL_PUSH(g_damagedbycontents, missile);
// but don't fire a new shot at the same time!
if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
PHYS_INPUT_BUTTON_ATCK2(actor) = true;
- if((skill > 6.5) && (selfdamage > GetResourceAmount(actor, RES_HEALTH)))
+ if((skill > 6.5) && (selfdamage > GetResource(actor, RES_HEALTH)))
PHYS_INPUT_BUTTON_ATCK2(actor) = false;
//if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
// dprint(ftos(desirabledamage),"\n");
ammo_amount = false;
if(WEP_CVAR(devastator, reload_ammo))
{
- if(GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
+ if(GetResource(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
ammo_amount = true;
}
- else if(GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
+ else if(GetResource(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
ammo_amount = true;
return !ammo_amount;
}
#if 0
if(actor.rl_release == 0)
{
- LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, GetResourceAmount(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo));
+ LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, GetResource(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo));
return true;
}
else
{
- ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
+ ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
- LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s", actor.rl_release, GetResourceAmount(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
+ LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s", actor.rl_release, GetResource(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
return ammo_amount;
}
#else
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(devastator, ammo);
return ammo_amount;
#endif