else
return; // do nothing
}
- else if(toucher.classname != "player") // The flag just touched an object, most likely the world
+ else if not(IS_PLAYER(toucher)) // The flag just touched an object, most likely the world
{
if(time > self.wait) // if we haven't in a while, play a sound/effect
{
case FLAG_PASSING:
{
- if((toucher.classname == "player") && (toucher.deadflag == DEAD_NO) && (toucher != self.pass_sender))
+ if((IS_PLAYER(toucher)) && (toucher.deadflag == DEAD_NO) && (toucher != self.pass_sender))
{
if(IsDifferentTeam(toucher, self.pass_sender))
ctf_Handle_Return(self, toucher);
void ctf_Reset()
{
if(self.owner)
- if(self.owner.classname == "player")
+ if(IS_PLAYER(self.owner))
ctf_Handle_Throw(self.owner, world, DROP_RESET);
ctf_RespawnFlag(self);
MUTATOR_HOOKFUNCTION(ctf_PlayerDies)
{
- if((frag_attacker != frag_target) && (frag_attacker.classname == "player") && (frag_target.flagcarried))
+ if((frag_attacker != frag_target) && (IS_PLAYER(frag_target)) && (frag_target.flagcarried))
{
PlayerTeamScore_AddScore(frag_attacker, autocvar_g_ctf_score_kill);
PlayerScore_Add(frag_attacker, SP_CTF_FCKILLS, 1);
while(head) // find the closest acceptable target to pass to
{
- if(head.classname == "player" && head.deadflag == DEAD_NO)
+ if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
if(head != player && !IsDifferentTeam(head, player))
if(!head.speedrunning && !head.vehicle)
{
{
if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried)
{
- if(clienttype(head) == CLIENTTYPE_BOT)
+ if(IS_BOT_CLIENT(head))
{
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PASS_REQUESTING, head.netname);
ctf_Handle_Throw(head, player, DROP_PASS);