self.solid = SOLID_NOT;
self.tur_head.solid = self.solid;
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
self.health = 0;
self.SendFlags |= TNSF_STATUS;
self.nextthink = time + 0.2;
self.think = turret_hide;
-
+
if (self.turret_diehook)
self.turret_diehook();
}
// this function doubles as "teamchange" function.
self.tur_head.team = self.team;
- self.effects &~= EF_NODRAW;
+ self.effects &= ~EF_NODRAW;
self.deadflag = DEAD_NO;
self.effects = EF_LOWPRECISION;
self.solid = SOLID_BBOX;
-
+
self.takedamage = DAMAGE_AIM;
self.event_damage = turret_stdproc_damage;
self.nextthink = time + self.ticrate;
self.think = turret_think;
-
+
self.SendFlags = TNSF_FULL_UPDATE;
if (self.turret_respawnhook)
return;
// Inactive turrets take no damage. (hm..)
- if not (self.tur_active)
+ if (!self.active)
return;
if (teamplay)
if (self.team == attacker.team)
{
// This does not happen anymore. Re-enable if you fix that.
- if(clienttype(attacker) == CLIENTTYPE_REAL)
+ if(IS_REAL_CLIENT(attacker))
sprint(attacker, "\{1}Turret tells you: I'm on your team!\n");
if(autocvar_g_friendlyfire)
{
self.tur_head.angles_x = self.tur_head.angles_x + (-0.5 + random()) * damage;
self.tur_head.angles_y = self.tur_head.angles_y + (-0.5 + random()) * damage;
-
- self.SendFlags |= TNSF_ANG;
+ self.SendFlags |= TNSF_ANG;
}
if (self.turrcaps_flags & TFL_TURRCAPS_MOVE)
self.velocity = self.velocity + vforce;
-
+
if (self.health <= 0)
{
- self.event_damage = SUB_Null;
- self.tur_head.event_damage = SUB_Null;
+ self.event_damage = func_null;
+ self.tur_head.event_damage = func_null;
self.takedamage = DAMAGE_NO;
self.nextthink = time;
self.think = turret_stdproc_die;
}
-
+
self.SendFlags |= TNSF_STATUS;
}