void SpawnThrownWeapon (vector org, float w)
{
- if(g_minstagib)
- if(self.ammo_cells <= 0)
- return;
-
if(g_pinata)
{
float j;
}
else
{
- if(W_IsWeaponThrowable(self.weapon))
- W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
+ if(WEPSET_CONTAINS_EW(self, self.weapon))
+ if(W_IsWeaponThrowable(self.weapon))
+ W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
}
}
else
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
- if (!g_minstagib)
- {
- v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
- take = v_x;
- save = v_y;
- }
- else
- {
- save = 0;
- take = damage;
- }
+
+ v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
+ take = v_x;
+ save = v_y;
if(attacker == self)
{
//self.pushltime = 0;
self.istypefrag = 0;
}
- else if(attacker.classname == "player")
+ else if(IS_PLAYER(attacker))
{
self.pusher = attacker;
self.pushltime = time + autocvar_g_maxpushtime;
self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
self.dmg_inflictor = inflictor;
- if(g_ca && self != attacker && attacker.classname == "player")
+ if(g_ca && self != attacker && IS_PLAYER(attacker))
PlayerScore_Add(attacker, SP_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
float abot, vbot, awep;
- abot = (clienttype(attacker) == CLIENTTYPE_BOT);
- vbot = (clienttype(self) == CLIENTTYPE_BOT);
+ abot = (IS_BOT_CLIENT(attacker));
+ vbot = (IS_BOT_CLIENT(self));
valid_damage_for_weaponstats = 0;
awep = 0;
- if(vbot || clienttype(self) == CLIENTTYPE_REAL)
- if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
+ if(vbot || IS_REAL_CLIENT(self))
+ if(abot || IS_REAL_CLIENT(attacker))
if(attacker && self != attacker)
if(IsDifferentTeam(self, attacker))
{
Portal_ClearAllLater(self);
- if(clienttype(self) == CLIENTTYPE_REAL)
+ if(IS_REAL_CLIENT(self))
{
self.fixangle = TRUE;
//msg_entity = self;
// player could have been miraculously resuscitated ;)
// e.g. players in freezetag get frozen, they don't really die
- if(self.health >= 1 || self.classname != "player")
+ if(self.health >= 1 || !IS_PLAYER(self))
return;
// when we get here, player actually dies
else
self.respawn_countdown = -1; // do not count down
- if(g_lms || g_cts || autocvar_g_forced_respawn)
+ if(g_cts || autocvar_g_forced_respawn)
self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
self.death_time = time;
msgin = formatmessage(msgin);
- if(source.classname != "player")
+ if not(IS_PLAYER(source))
colorstr = "^0"; // black for spectators
else if(teamplay)
colorstr = Team_ColorCode(source.team);
}
if(!privatesay)
- if(source.classname != "player")
+ if not(IS_PLAYER(source))
{
if not(intermission_running)
if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
{
sprint(source, sourcemsgstr);
dedicated_print(msgstr); // send to server console too
- FOR_EACH_REALCLIENT(head) if(head.classname != "player")
+ FOR_EACH_REALCLIENT(head) if not(IS_PLAYER(head))
if(head != source)
sprint(head, msgstr);
}
if(self.pusher)
{
msg_entity = self;
- if(clienttype(msg_entity) == CLIENTTYPE_REAL)
+ if(IS_REAL_CLIENT(msg_entity))
soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
}
break;
}
break;
case VOICETYPE_TAUNT:
- if(self.classname == "player")
+ if(IS_PLAYER(self))
if(self.deadflag == DEAD_NO)
animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
if(!sv_taunt)
if(self.pusher)
{
msg_entity = self.pusher;
- if(clienttype(msg_entity) == CLIENTTYPE_REAL)
+ if(IS_REAL_CLIENT(msg_entity))
{
if(msg_entity.cvar_cl_voice_directional == 1)
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
if(self.pusher)
{
msg_entity = self.pusher;
- if(clienttype(msg_entity) == CLIENTTYPE_REAL)
+ if(IS_REAL_CLIENT(msg_entity))
{
if(msg_entity.cvar_cl_voice_directional == 1)
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
}
msg_entity = self;
- if(clienttype(msg_entity) == CLIENTTYPE_REAL)
+ if(IS_REAL_CLIENT(msg_entity))
soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
}
break;
}
break;
case VOICETYPE_TAUNT:
- if(self.classname == "player")
+ if(IS_PLAYER(self))
if(self.deadflag == DEAD_NO)
animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
if(!sv_taunt)