void func_breakable_behave_destroyed(entity this)
{
- SetResourceAmountExplicit(this, RESOURCE_HEALTH, this.max_health);
+ SetResourceAmount(this, RESOURCE_HEALTH, this.max_health);
this.takedamage = DAMAGE_NO;
if(this.bot_attack)
IL_REMOVE(g_bot_targets, this);
void func_breakable_destroy(entity this, entity actor, entity trigger);
void func_breakable_behave_restore(entity this)
{
- SetResourceAmountExplicit(this, RESOURCE_HEALTH, this.max_health);
+ SetResourceAmount(this, RESOURCE_HEALTH, this.max_health);
if(this.sprite)
{
WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
{
float n, i;
if(!GetResourceAmount(this, RESOURCE_HEALTH))
- SetResourceAmountExplicit(this, RESOURCE_HEALTH, 100);
+ SetResourceAmount(this, RESOURCE_HEALTH, 100);
this.max_health = GetResourceAmount(this, RESOURCE_HEALTH);
// yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway