void W_Mortar_Grenade_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, adaptor_think2use);
}
settouch(gren, W_Mortar_Grenade_Touch1);
gren.takedamage = DAMAGE_YES;
- SetResourceAmount(gren, RES_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;
settouch(gren, W_Mortar_Grenade_Touch2);
gren.takedamage = DAMAGE_YES;
- SetResourceAmount(gren, RES_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);
+ 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);
+ 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;
}