case "%": replacement = "%"; break;
case "\\":replacement = "\\"; break;
case "n": replacement = "\n"; break;
- case "a": replacement = ftos(floor(GetResourceAmount(this, RES_ARMOR))); break;
- case "h": replacement = ftos(floor(GetResourceAmount(this, RES_HEALTH))); break;
+ case "a": replacement = ftos(floor(GetResource(this, RES_ARMOR))); break;
+ case "h": replacement = ftos(floor(GetResource(this, RES_HEALTH))); break;
case "l": replacement = NearestLocation(this.origin); break;
case "y": replacement = NearestLocation(cursor); break;
case "d": replacement = NearestLocation(this.death_origin); break;
start_ammo_plasma = cvar("g_start_ammo_plasma");
start_ammo_fuel = cvar("g_start_ammo_fuel");
random_start_weapons_count = cvar("g_random_start_weapons_count");
- SetResourceAmount(random_start_ammo, RES_SHELLS, cvar(
+ SetResource(random_start_ammo, RES_SHELLS, cvar(
"g_random_start_shells"));
- SetResourceAmount(random_start_ammo, RES_BULLETS, cvar(
+ SetResource(random_start_ammo, RES_BULLETS, cvar(
"g_random_start_bullets"));
- SetResourceAmount(random_start_ammo, RES_ROCKETS,
+ SetResource(random_start_ammo, RES_ROCKETS,
cvar("g_random_start_rockets"));
- SetResourceAmount(random_start_ammo, RES_CELLS, cvar(
+ SetResource(random_start_ammo, RES_CELLS, cvar(
"g_random_start_cells"));
- SetResourceAmount(random_start_ammo, RES_PLASMA, cvar(
+ SetResource(random_start_ammo, RES_PLASMA, cvar(
"g_random_start_plasma"));
}
start_ammo_cells = max(0, start_ammo_cells);
start_ammo_plasma = max(0, start_ammo_plasma);
start_ammo_fuel = max(0, start_ammo_fuel);
- SetResourceAmount(random_start_ammo, RES_SHELLS, max(0,
- GetResourceAmount(random_start_ammo, RES_SHELLS)));
- SetResourceAmount(random_start_ammo, RES_BULLETS, max(0,
- GetResourceAmount(random_start_ammo, RES_BULLETS)));
- SetResourceAmount(random_start_ammo, RES_ROCKETS, max(0,
- GetResourceAmount(random_start_ammo, RES_ROCKETS)));
- SetResourceAmount(random_start_ammo, RES_CELLS, max(0,
- GetResourceAmount(random_start_ammo, RES_CELLS)));
- SetResourceAmount(random_start_ammo, RES_PLASMA, max(0,
- GetResourceAmount(random_start_ammo, RES_PLASMA)));
+ SetResource(random_start_ammo, RES_SHELLS, max(0,
+ GetResource(random_start_ammo, RES_SHELLS)));
+ SetResource(random_start_ammo, RES_BULLETS, max(0,
+ GetResource(random_start_ammo, RES_BULLETS)));
+ SetResource(random_start_ammo, RES_ROCKETS, max(0,
+ GetResource(random_start_ammo, RES_ROCKETS)));
+ SetResource(random_start_ammo, RES_CELLS, max(0,
+ GetResource(random_start_ammo, RES_CELLS)));
+ SetResource(random_start_ammo, RES_PLASMA, max(0,
+ GetResource(random_start_ammo, RES_PLASMA)));
warmup_start_ammo_shells = max(0, warmup_start_ammo_shells);
warmup_start_ammo_nails = max(0, warmup_start_ammo_nails);