//print(vtos(to), "\n");
// ang_x stuff works around weird quake angles
- if(player.classname == "player")
+ if(IS_PLAYER(player))
ang = Portal_ApplyTransformToPlayerAngle(transform, player.v_angle);
else
ang = AnglesTransform_ApplyToAngles(transform, player.angles);
if(self.solid != SOLID_TRIGGER)
return; // possibly engine bug
- if(other.classname == "player")
+ if(IS_PLAYER(other))
return; // handled by think
#endif
return;
}
if(other != self.aiment)
- if(other.classname == "player")
+ if(IS_PLAYER(other))
if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
return; // cannot go through someone else's portal
if(other.aiment != self.aiment)
- if(other.aiment.classname == "player")
+ if(IS_PLAYER(other.aiment))
if(IS_INDEPENDENT_PLAYER(other.aiment) || IS_INDEPENDENT_PLAYER(self.aiment))
return; // cannot go through someone else's portal
fixedmakevectors(self.mangle);
float Portal_Customize()
{
- if(other.classname == "spectator")
+ if(IS_SPEC(other))
other = other.enemy;
if(other == self.aiment)
{