WriteByte(MSG_ENTITY, ENT_CLIENT_ACCURACY);
a = self.owner;
- if(a.classname == "spectator")
+ if(IS_SPEC(a))
a = a.enemy;
a = a.accuracy;
w = pow(2, mod(w, 24));
a.SendFlags |= w;
FOR_EACH_CLIENT(a)
- if(a.classname == "spectator")
+ if(IS_SPEC(a))
if(a.enemy == e)
a.SendFlags |= w;
}
float accuracy_isgooddamage(entity attacker, entity targ)
{
- float targ_isvalid = ((g_td) ? targ.flags & FL_MONSTER : targ.flags & FL_CLIENT);
-
- if(!inWarmupStage)
+ float targ_isvalid = ((g_invasion) ? targ.flags & FL_MONSTER : IS_CLIENT(targ));
+
+ if(!warmup_stage)
if(targ_isvalid)
- if not(attacker.flags & FL_MONSTER) // no accuracy for monsters
+ if(!targ.frozen)
if(targ.deadflag == DEAD_NO)
- if(IsDifferentTeam(attacker, targ))
+ if(DIFF_TEAM(attacker, targ))
return TRUE;
return FALSE;
}
float accuracy_canbegooddamage(entity attacker)
{
- if(!inWarmupStage)
+ if(!warmup_stage)
return TRUE;
return FALSE;
}