entity nade_type = Nade_FromProjectile(proj.cnt);
if (nade_type == NADE_TYPE_Null) return;
- if(STAT(NADES_SMALL, NULL))
+ if(STAT(NADES_SMALL))
{
proj.mins = '-8 -8 -8';
proj.maxs = '8 8 8';
float current_freeze_time = this.ltime - time - 0.1;
- FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage && !IS_DEAD(it) && it.health > 0 && current_freeze_time > 0,
+ FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage && !IS_DEAD(it) && GetResourceAmount(it, RESOURCE_HEALTH) > 0 && current_freeze_time > 0,
{
if(!autocvar_g_nades_ice_teamcheck || (DIFF_TEAM(it, this.realowner) || it == this.realowner))
if(!it.revival_time || ((time - it.revival_time) >= 1.5))
if ( health_factor > 0 )
{
maxhealth = (IS_MONSTER(toucher)) ? toucher.max_health : g_pickup_healthmega_max;
- if ( toucher.health < maxhealth )
+ float hp = GetResourceAmount(toucher, RESOURCE_HEALTH);
+ if (hp < maxhealth)
{
- if ( this.nade_show_particles )
+ if (this.nade_show_particles)
+ {
Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1);
- toucher.health = min(toucher.health+health_factor, maxhealth);
+ }
+ GiveResourceWithLimit(toucher, RESOURCE_HEALTH, health_factor, maxhealth);
}
- toucher.pauserothealth_finished = max(toucher.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
}
else if ( health_factor < 0 )
{
if(autocvar_g_nades_pickup)
if(time >= this.spawnshieldtime)
- if(!toucher.nade && this.health == this.max_health) // no boosted shot pickups, thank you very much
+ if(!toucher.nade && GetResourceAmount(this, RESOURCE_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much
if(CanThrowNade(toucher)) // prevent some obvious things, like dead players
if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
{
//setsize(this, '-2 -2 -2', '2 2 2');
//UpdateCSQCProjectile(this);
- if(this.health == this.max_health)
+ if(GetResourceAmount(this, RESOURCE_HEALTH) == this.max_health)
{
spamsound(this, CH_SHOTS, SND_GRENADE_BOUNCE_RANDOM(), VOL_BASE, ATTEN_NORM);
return;
if(damage <= 0 || ((IS_ONGROUND(this)) && IS_PLAYER(attacker)))
return;
- if(this.health == this.max_health)
+ float hp = GetResourceAmount(this, RESOURCE_HEALTH);
+ if(hp == this.max_health)
{
sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
this.nextthink = max(time + this.nade_lifetime, time);
setthink(this, nade_beep);
}
- this.health -= damage;
+ hp -= damage;
+ SetResourceAmount(this, RESOURCE_HEALTH, hp);
+
if ( this.nade_type != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker) )
this.realowner = attacker;
- if(this.health <= 0)
+ if(hp <= 0)
W_PrepareExplosionByDamage(this, attacker, nade_boom);
else
nade_burn_spawn(this);
settouch(_nade, nade_touch);
_nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
- _nade.health = autocvar_g_nades_nade_health;
+ SetResourceAmount(_nade, RESOURCE_HEALTH, autocvar_g_nades_nade_health);
_nade.max_health = _nade.health;
_nade.takedamage = DAMAGE_AIM;
_nade.event_damage = nade_damage;
if(n && STAT(FROZEN, player) == 3) // OK, there is at least one teammate reviving us
{
player.revive_progress = bound(0, player.revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
- player.health = max(1, player.revive_progress * start_health);
+ SetResourceAmount(player, RESOURCE_HEALTH, max(1, player.revive_progress * start_health));
if(player.revive_progress >= 1)
{
if(time - frag_inflictor.toss_time <= 0.1)
{
Unfreeze(frag_target);
- frag_target.health = autocvar_g_freezetag_revive_nade_health;
+ SetResourceAmount(frag_target, RESOURCE_HEALTH, autocvar_g_freezetag_revive_nade_health);
Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3);
M_ARGV(4, float) = 0;
M_ARGV(6, vector) = '0 0 0';