]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_keepaway.qc
Merge remote-tracking branch 'origin/divVerent/merged-translations'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_keepaway.qc
index 7a16cd62b2716f62d0115916ff4a3f09cee06350..145636239c265d2e661ca30d0a6a4fd8b441a32b 100644 (file)
@@ -6,7 +6,7 @@
 float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame 
 {
        if(e.ballcarried)
-               if(other.classname == "spectator"
+               if(IS_SPEC(other)
                        return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
                
        // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
@@ -41,7 +41,7 @@ void ka_RespawnBall() // runs whenever the ball needs to be relocated
                WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
                WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);    
 
-               sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) 
+               sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) 
        }
        else
        {
@@ -71,10 +71,10 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
                return;
        }
        if(other.deadflag != DEAD_NO) { return; }
-       if(other.classname != "player"
+       if not(IS_PLAYER(other)
        {  // The ball just touched an object, most likely the world
                pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
-               sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
+               sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTEN_NORM);
                return; 
        }
        else if(self.wait > time) { return; }
@@ -103,7 +103,7 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
        ka_EventLog("pickup", other);
        Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname);
        Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname);
-       sound(self.owner, CH_TRIGGER, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) 
+       sound(self.owner, CH_TRIGGER, "keepaway/pickedup.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) 
        
        // scoring
        PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
@@ -131,7 +131,7 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        ball.think = ka_RespawnBall;
        ball.nextthink = time + autocvar_g_keepawayball_respawntime;
        ball.takedamage = DAMAGE_YES;
-       ball.effects &~= EF_NODRAW; 
+       ball.effects &= ~EF_NODRAW; 
        setorigin(ball, plyr.origin + '0 0 10');
        ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
        ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P 
@@ -139,13 +139,13 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        
        // reset the player effects
        plyr.glow_trail = FALSE;
-       plyr.effects &~= autocvar_g_keepaway_ballcarrier_effects;
+       plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
 
        // messages and sounds
        ka_EventLog("dropped", plyr);
        Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
        Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
-       sound(other, CH_TRIGGER, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE);  // ATTN_NONE (it's a sound intended to be heard anywhere) 
+       sound(other, CH_TRIGGER, "keepaway/dropped.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) 
        
        // scoring
        // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
@@ -159,7 +159,7 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
 
 void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal
 {
-       if((self.owner) && (self.owner.classname == "player"))
+       if((self.owner) && (IS_PLAYER(self.owner)))
                ka_DropEvent(self.owner);
 
        ka_RespawnBall();
@@ -243,7 +243,7 @@ void havocbot_role_ka_collector()
 
 MUTATOR_HOOKFUNCTION(ka_Scoring)
 {
-       if((frag_attacker != frag_target) && (frag_attacker.classname == "player"))
+       if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
        {
                if(frag_target.ballcarried) { // add to amount of times killing carrier
                        PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
@@ -271,7 +271,7 @@ MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill)
 MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
 {
        // clear the item used for the ball in keepaway
-       self.items &~= IT_KEY1;
+       self.items &= ~IT_KEY1;
        
        // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
        if(self.ballcarried)
@@ -333,7 +333,7 @@ MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
        // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
        // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player() 
        
-       self.effects &~= autocvar_g_keepaway_ballcarrier_effects;
+       self.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
 
        if(self.ballcarried)
                self.effects |= autocvar_g_keepaway_ballcarrier_effects;