if (this.max_health)
{
this.takedamage = DAMAGE_YES;
- SetResourceAmountExplicit(this, RESOURCE_HEALTH, this.max_health);
+ SetResourceAmount(this, RESOURCE_HEALTH, this.max_health);
}
this.state = STATE_DOWN;
if (GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
{
- SetResourceAmountExplicit(this.owner, RESOURCE_HEALTH, this.owner.max_health);
+ SetResourceAmount(this.owner, RESOURCE_HEALTH, this.owner.max_health);
this.owner.takedamage = DAMAGE_NO; // will be reset upon return
door_use(this.owner, attacker, NULL);
}
for(t = this; ; t = t.enemy)
{
if(GetResourceAmount(t, RESOURCE_HEALTH) && !GetResourceAmount(this, RESOURCE_HEALTH))
- SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(t, RESOURCE_HEALTH));
+ SetResourceAmount(this, RESOURCE_HEALTH, GetResourceAmount(t, RESOURCE_HEALTH));
if((t.targetname != "") && (this.targetname == ""))
this.targetname = t.targetname;
if((t.message != "") && (this.message == ""))
// distribute health, targetname, message
for(t = this; t; t = t.enemy)
{
- SetResourceAmountExplicit(t, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH));
+ SetResourceAmount(t, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH));
t.targetname = this.targetname;
t.message = this.message;
if(t.enemy == this)