X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fmonster%2Fzombie.qc;h=4f0d9802815b6ad6d952e007bc67f6b59af2b0e9;hb=5d929ee0b1dc587e3154a4fa4b56e83b9ba9100b;hp=297bab87ddeac5409cc962be2776fdeec6fcc263;hpb=15a474a8dd9705bfb43f00cbef66f4ab49e76aa8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/monsters/monster/zombie.qc b/qcsrc/common/monsters/monster/zombie.qc index 297bab87d..4f0d98028 100644 --- a/qcsrc/common/monsters/monster/zombie.qc +++ b/qcsrc/common/monsters/monster/zombie.qc @@ -51,7 +51,7 @@ const float zombie_anim_spawn = 30; void M_Zombie_Attack_Leap_Touch(entity this, entity toucher) { - if (this.health <= 0) + if (GetResource(this, RES_HEALTH) <= 0) return; vector angles_face; @@ -74,16 +74,16 @@ void M_Zombie_Attack_Leap_Touch(entity this, entity toucher) void M_Zombie_Defend_Block_End(entity this) { - if(this.health <= 0) + if(GetResource(this, RES_HEALTH) <= 0) return; setanim(this, this.anim_blockend, false, true, true); - this.armorvalue = autocvar_g_monsters_armor_blockpercent; + SetResource(this, RES_ARMOR, autocvar_g_monsters_armor_blockpercent); } bool M_Zombie_Defend_Block(entity this) { - this.armorvalue = 0.9; + SetResource(this, RES_ARMOR, 0.9); this.state = MONSTER_ATTACK_MELEE; // freeze monster this.attack_finished_single[0] = time + 2.1; this.anim_finished = this.attack_finished_single[0]; @@ -100,7 +100,7 @@ bool M_Zombie_Attack(int attack_type, entity actor, entity targ, .entity weapone { case MONSTER_ATTACK_MELEE: { - if(random() < 0.3 && actor.health < 75 && actor.enemy.health > 10) + if(random() < 0.3 && GetResource(actor, RES_HEALTH) < 75 && GetResource(actor.enemy, RES_HEALTH) > 10) return M_Zombie_Defend_Block(actor); float anim_chance = random(); @@ -148,7 +148,7 @@ METHOD(Zombie, mr_pain, float(Zombie this, entity actor, float damage_take, enti METHOD(Zombie, mr_death, bool(Zombie this, entity actor)) { TC(Zombie, this); - actor.armorvalue = autocvar_g_monsters_armor_blockpercent; + SetResource(actor, RES_ARMOR, autocvar_g_monsters_armor_blockpercent); setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true); return true; @@ -180,7 +180,7 @@ METHOD(Zombie, mr_anim, bool(Zombie this, entity actor)) METHOD(Zombie, mr_setup, bool(Zombie this, entity actor)) { TC(Zombie, this); - if(!actor.health) actor.health = (autocvar_g_monster_zombie_health); + if(!GetResource(actor, RES_HEALTH)) SetResource(actor, RES_HEALTH, autocvar_g_monster_zombie_health); if(!actor.speed) { actor.speed = (autocvar_g_monster_zombie_speed_walk); } if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_zombie_speed_run); } if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_zombie_speed_stop); }