vector ang = '0 0 0';
entity rune;
- if(self.owner.classname != "player" || time < game_starttime)
+ if(!IS_PLAYER(self.owner) || time < game_starttime)
{
rune_respawn();
return;
return;
}
- if(other.classname != "player" || other.health < 1)
+ if(!IS_PLAYER(other) || other.health < 1)
return;
if(self.wait > time)
return; // "notouch" time isn't finished
if(!rune)
return;
- if(rune.owner.classname == "player")
+ if(IS_PLAYER(rune.owner))
{
UpdateFrags(rune.owner, autocvar_g_runematch_pointamt);
}