void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(this.health <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
return;
if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
- this.health = this.health - damage;
+ TakeResource(this, RES_HEALTH, damage);
- if(this.health <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
}
{
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(mortar, ammo), weaponentity);
- W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage), WEP_MORTAR.m_id);
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage), thiswep.m_id);
w_shotdir = v_forward; // no TrueAim for grenades please
Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
gren.bouncestop = WEP_CVAR(mortar, bouncestop);
PROJECTILE_MAKETRIGGER(gren);
- gren.projectiledeathtype = WEP_MORTAR.m_id;
+ gren.projectiledeathtype = thiswep.m_id;
gren.weaponentity_fld = weaponentity;
setorigin(gren, w_shotorg);
setsize(gren, '-3 -3 -3', '3 3 3');
settouch(gren, W_Mortar_Grenade_Touch1);
gren.takedamage = DAMAGE_YES;
- gren.health = WEP_CVAR_PRI(mortar, health);
+ SetResource(gren, RES_HEALTH, WEP_CVAR_PRI(mortar, health));
gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
gren.event_damage = W_Mortar_Grenade_Damage;
gren.damagedbycontents = true;
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(mortar, ammo), weaponentity);
- W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage), WEP_MORTAR.m_id | HITTYPE_SECONDARY);
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage), thiswep.m_id | HITTYPE_SECONDARY);
w_shotdir = v_forward; // no TrueAim for grenades please
Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
gren.bouncestop = WEP_CVAR(mortar, bouncestop);
PROJECTILE_MAKETRIGGER(gren);
- gren.projectiledeathtype = WEP_MORTAR.m_id | HITTYPE_SECONDARY;
+ gren.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
gren.weaponentity_fld = weaponentity;
setorigin(gren, w_shotorg);
setsize(gren, '-3 -3 -3', '3 3 3');
settouch(gren, W_Mortar_Grenade_Touch2);
gren.takedamage = DAMAGE_YES;
- gren.health = WEP_CVAR_SEC(mortar, health);
+ SetResource(gren, RES_HEALTH, WEP_CVAR_SEC(mortar, health));
gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
gren.event_damage = W_Mortar_Grenade_Damage;
gren.damagedbycontents = true;
}
METHOD(Mortar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(mortar, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(mortar, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
return ammo_amount;
}
METHOD(Mortar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(mortar, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(mortar, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
return ammo_amount;
}
METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))