}
#define BEGIN_CHEAT_FUNCTION() \
- float cheating, attempting; \
- cheating = 0; attempting = 0
+ float cheating = 0, attempting = 0
#define DID_CHEAT() \
++cheating
#define ADD_CHEATS(e,n) \
this.personal.origin = this.origin;
this.personal.v_angle = this.v_angle;
this.personal.velocity = this.velocity;
- SetResourceAmount(this.personal, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS));
- SetResourceAmount(this.personal, RESOURCE_BULLETS, GetResourceAmount(this, RESOURCE_BULLETS));
- SetResourceAmount(this.personal, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS));
- SetResourceAmount(this.personal, RESOURCE_PLASMA, GetResourceAmount(this, RESOURCE_PLASMA));
- SetResourceAmount(this.personal, RESOURCE_SHELLS, GetResourceAmount(this, RESOURCE_SHELLS));
- SetResourceAmount(this.personal, RESOURCE_FUEL, GetResourceAmount(this, RESOURCE_FUEL));
- SetResourceAmount(this.personal, RESOURCE_HEALTH, max(1, GetResourceAmount(this, RESOURCE_HEALTH)));
- SetResourceAmount(this.personal, RESOURCE_ARMOR, GetResourceAmount(this, RESOURCE_ARMOR));
+ SetResource(this.personal, RES_ROCKETS, GetResource(this, RES_ROCKETS));
+ SetResource(this.personal, RES_BULLETS, GetResource(this, RES_BULLETS));
+ SetResource(this.personal, RES_CELLS, GetResource(this, RES_CELLS));
+ SetResource(this.personal, RES_PLASMA, GetResource(this, RES_PLASMA));
+ SetResource(this.personal, RES_SHELLS, GetResource(this, RES_SHELLS));
+ SetResource(this.personal, RES_FUEL, GetResource(this, RES_FUEL));
+ SetResource(this.personal, RES_HEALTH, max(1, GetResource(this, RES_HEALTH)));
+ SetResource(this.personal, RES_ARMOR, GetResource(this, RES_ARMOR));
STAT(WEAPONS, this.personal) = STAT(WEAPONS, this);
+ STAT(BUFFS, this.personal) = STAT(BUFFS, this);
+ STAT(BUFF_TIME, this.personal) = STAT(BUFF_TIME, this);
this.personal.items = this.items;
this.personal.pauserotarmor_finished = this.pauserotarmor_finished;
this.personal.pauserothealth_finished = this.pauserothealth_finished;
MUTATOR_CALLHOOK(AbortSpeedrun, this);
}
- SetResourceAmount(this, RESOURCE_ROCKETS, GetResourceAmount(this.personal, RESOURCE_ROCKETS));
- SetResourceAmount(this, RESOURCE_BULLETS, GetResourceAmount(this.personal, RESOURCE_BULLETS));
- SetResourceAmount(this, RESOURCE_CELLS, GetResourceAmount(this.personal, RESOURCE_CELLS));
- SetResourceAmount(this, RESOURCE_PLASMA, GetResourceAmount(this.personal, RESOURCE_PLASMA));
- SetResourceAmount(this, RESOURCE_SHELLS, GetResourceAmount(this.personal, RESOURCE_SHELLS));
- SetResourceAmount(this, RESOURCE_FUEL, GetResourceAmount(this.personal, RESOURCE_FUEL));
- SetResourceAmount(this, RESOURCE_HEALTH, GetResourceAmount(this.personal, RESOURCE_HEALTH));
- SetResourceAmount(this, RESOURCE_ARMOR, GetResourceAmount(this.personal, RESOURCE_ARMOR));
+ SetResource(this, RES_ROCKETS, GetResource(this.personal, RES_ROCKETS));
+ SetResource(this, RES_BULLETS, GetResource(this.personal, RES_BULLETS));
+ SetResource(this, RES_CELLS, GetResource(this.personal, RES_CELLS));
+ SetResource(this, RES_PLASMA, GetResource(this.personal, RES_PLASMA));
+ SetResource(this, RES_SHELLS, GetResource(this.personal, RES_SHELLS));
+ SetResource(this, RES_FUEL, GetResource(this.personal, RES_FUEL));
+ SetResource(this, RES_HEALTH, GetResource(this.personal, RES_HEALTH));
+ SetResource(this, RES_ARMOR, GetResource(this.personal, RES_ARMOR));
STAT(WEAPONS, this) = STAT(WEAPONS, this.personal);
+ STAT(BUFFS, this) = STAT(BUFFS, this.personal);
+ STAT(BUFF_TIME, this) = STAT(BUFF_TIME, this.personal);
this.items = this.personal.items;
this.pauserotarmor_finished = time + this.personal.pauserotarmor_finished - this.personal.teleport_time;
this.pauserothealth_finished = time + this.personal.pauserothealth_finished - this.personal.teleport_time;
entity e = spawn();
e.model = strzone(argv(1));
e.mdl = "rocket_explode";
- SetResourceAmountExplicit(e, RESOURCE_HEALTH, 1000);
+ SetResourceExplicit(e, RES_HEALTH, 1000);
setorigin(e, trace_endpos);
e.effects = EF_NOMODELFLAGS;
if(f == 1)