void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if(GetResourceAmount(this, RES_HEALTH) <= 0)
return;
if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_balance_projectiledamage says to halt
- TakeResource(this, RESOURCE_HEALTH, damage);
+ TakeResource(this, RES_HEALTH, damage);
- if (GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if (GetResourceAmount(this, RES_HEALTH) <= 0)
{
if(attacker != this.realowner)
{
missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
- SetResourceAmount(missile, RESOURCE_HEALTH, autocvar_g_balance_grapplehook_health);
+ SetResourceAmount(missile, RES_HEALTH, autocvar_g_balance_grapplehook_health);
missile.event_damage = GrapplingHook_Damage;
missile.takedamage = DAMAGE_AIM;
missile.damageforcescale = 0;