float vehic = (self.vehicle_flags & VHF_ISVEHICLE);
float projectile = (self.flags & FL_PROJECTILE);
+ float monster = (self.flags & FL_MONSTER);
if (self.watertype <= CONTENT_WATER && self.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug)
{
self.dmgtime = 0;
}
- if(!vehic && !projectile) // vehicles and projectiles don't drown
+ if(!vehic && !projectile && !monster) // vehicles, monsters and projectiles don't drown
{
if (self.waterlevel != WATERLEVEL_SUBMERGED)
{
{
// check for falling damage
float velocity_len = vlen(self.velocity);
- if(!self.hook.state && !g_ca && !(g_cts && !autocvar_g_cts_selfdamage))
+ if(!self.hook.state && !(g_cts && !autocvar_g_cts_selfdamage))
{
dm = vlen(self.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
if (self.deadflag)
c_seen = 0;
FOR_EACH_CLIENT(cl)
{
- if(clienttype(cl) == CLIENTTYPE_REAL)
+ if(IS_REAL_CLIENT(cl))
++c_seeing;
- if(cl.classname == "player")
+ if(IS_PLAYER(cl))
++c_seen;
}
print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");