X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fsv_monsters.qc;h=97a68b5f8f92877e95d115b0bf6c50d03b804088;hb=a3a388a32d0ea11fe79341ef44edc21c5ba460f4;hp=698049187c0b701b0ac5711af303eba2f5709c7b;hpb=3fc2359b7933352424af07db8f84cbb9342e934f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/monsters/sv_monsters.qc b/qcsrc/common/monsters/sv_monsters.qc index 698049187..97a68b5f8 100644 --- a/qcsrc/common/monsters/sv_monsters.qc +++ b/qcsrc/common/monsters/sv_monsters.qc @@ -84,7 +84,7 @@ bool Monster_ValidTarget(entity this, entity targ) || (game_stopped) || (targ.items & IT_INVISIBILITY) || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators - || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResourceAmount(targ, RES_HEALTH) <= 0 || GetResourceAmount(this, RES_HEALTH) <= 0)) + || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0)) || (this.monster_follow == targ || targ.monster_follow == this) || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET)) || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ)) @@ -375,7 +375,7 @@ bool Monster_Attack_Leap_Check(entity this, vector vel) return false; // already attacking if(!IS_ONGROUND(this)) return false; // not on the ground - if(GetResourceAmount(this, RES_HEALTH) <= 0 || IS_DEAD(this)) + if(GetResource(this, RES_HEALTH) <= 0 || IS_DEAD(this)) return false; // called when dead? if(time < this.attack_finished_single[0]) return false; // still attacking @@ -531,7 +531,7 @@ void Monster_Dead_Fade(entity this) this.takedamage = DAMAGE_NO; setorigin(this, this.pos1); this.angles = this.pos2; - SetResourceAmount(this, RES_HEALTH, this.max_health); + SetResourceExplicit(this, RES_HEALTH, this.max_health); setmodel(this, MDL_Null); } else @@ -560,7 +560,7 @@ vector Monster_Move_Target(entity this, entity targ) // cases where the enemy may have changed their state (don't need to check everything here) if((!this.enemy) - || (IS_DEAD(this.enemy) || GetResourceAmount(this.enemy, RES_HEALTH) < 1) + || (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1) || (STAT(FROZEN, this.enemy)) || (this.enemy.flags & FL_NOTARGET) || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0) @@ -898,7 +898,7 @@ void Monster_Reset(entity this) Unfreeze(this, false); // remove any icy remains - SetResourceAmount(this, RES_HEALTH, this.max_health); + SetResourceExplicit(this, RES_HEALTH, this.max_health); this.velocity = '0 0 0'; this.enemy = NULL; this.goalentity = NULL; @@ -912,7 +912,7 @@ void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float d Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); - if(GetResourceAmount(this, RES_HEALTH) <= -50) // 100 health until gone? + if(GetResource(this, RES_HEALTH) <= -50) // 100 health until gone? { Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); @@ -1000,7 +1000,7 @@ void Monster_Damage(entity this, entity inflictor, entity attacker, float damage if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL) return; - vector v = healtharmor_applydamage(100, GetResourceAmount(this, RES_ARMOR) / 100, deathtype, damage); + vector v = healtharmor_applydamage(100, GetResource(this, RES_ARMOR) / 100, deathtype, damage); float take = v.x; //float save = v.y; @@ -1014,7 +1014,7 @@ void Monster_Damage(entity this, entity inflictor, entity attacker, float damage } if(this.sprite) - WaypointSprite_UpdateHealth(this.sprite, GetResourceAmount(this, RES_HEALTH)); + WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH)); this.dmg_time = time; @@ -1032,7 +1032,7 @@ void Monster_Damage(entity this, entity inflictor, entity attacker, float damage Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker); } - if(GetResourceAmount(this, RES_HEALTH) <= 0) + if(GetResource(this, RES_HEALTH) <= 0) { if(deathtype == DEATH_KILL.m_id) this.candrop = false; // killed by mobkill command @@ -1041,13 +1041,13 @@ void Monster_Damage(entity this, entity inflictor, entity attacker, float damage SUB_UseTargets(this, attacker, this.enemy); this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn - Monster_Dead(this, attacker, (GetResourceAmount(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id)); + Monster_Dead(this, attacker, (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id)); WaypointSprite_Kill(this.sprite); MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype); - if(GetResourceAmount(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed + if(GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed { Violence_GibSplash(this, 1, 0.5, attacker); @@ -1060,12 +1060,12 @@ void Monster_Damage(entity this, entity inflictor, entity attacker, float damage bool Monster_Heal(entity targ, entity inflictor, float amount, float limit) { float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health); - if(GetResourceAmount(targ, RES_HEALTH) <= 0 || GetResourceAmount(targ, RES_HEALTH) >= true_limit) + if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit) return false; GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit); if(targ.sprite) - WaypointSprite_UpdateHealth(targ.sprite, GetResourceAmount(targ, RES_HEALTH)); + WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH)); return true; } @@ -1164,11 +1164,11 @@ void Monster_Frozen_Think(entity this) if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING) { STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1); - SetResourceAmount(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health)); + SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health)); this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1); if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite) - WaypointSprite_UpdateHealth(this.sprite, GetResourceAmount(this, RES_HEALTH)); + WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH)); if(STAT(REVIVE_PROGRESS, this) >= 1) Unfreeze(this, false); @@ -1176,12 +1176,12 @@ void Monster_Frozen_Think(entity this) else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING) { STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - this.ticrate * this.revive_speed, 1); - SetResourceAmount(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this))); + SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this))); if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite) - WaypointSprite_UpdateHealth(this.sprite, GetResourceAmount(this, RES_HEALTH)); + WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH)); - if(GetResourceAmount(this, RES_HEALTH) < 1) + if(GetResource(this, RES_HEALTH) < 1) { Unfreeze(this, false); if(this.event_damage) @@ -1222,7 +1222,7 @@ void Monster_Think(entity this) if(this.monster_lifetime && time >= this.monster_lifetime) { - Damage(this, this, this, GetResourceAmount(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin); + Damage(this, this, this, GetResource(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin); return; } @@ -1254,8 +1254,8 @@ bool Monster_Spawn_Setup(entity this) mon.mr_setup(mon, this); // ensure some basic needs are met - if(!GetResourceAmount(this, RES_HEALTH)) { SetResourceAmount(this, RES_HEALTH, 100); } - if(!GetResourceAmount(this, RES_ARMOR)) { SetResourceAmount(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); } + if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 100); } + if(!GetResource(this, RES_ARMOR)) { SetResourceExplicit(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); } if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; } if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; } if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; } @@ -1265,13 +1265,13 @@ bool Monster_Spawn_Setup(entity this) if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) { Monster_Miniboss_Check(this); - SetResourceAmount(this, RES_HEALTH, GetResourceAmount(this, RES_HEALTH) * MONSTER_SKILLMOD(this)); + SetResourceExplicit(this, RES_HEALTH, GetResource(this, RES_HEALTH) * MONSTER_SKILLMOD(this)); if(!this.skin) this.skin = rint(random() * 4); } - this.max_health = GetResourceAmount(this, RES_HEALTH); + this.max_health = GetResource(this, RES_HEALTH); this.pain_finished = this.nextthink; if(IS_PLAYER(this.monster_follow)) @@ -1300,7 +1300,7 @@ bool Monster_Spawn_Setup(entity this) if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE)) { WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health); - WaypointSprite_UpdateHealth(this.sprite, GetResourceAmount(this, RES_HEALTH)); + WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH)); } }