float t;
t = 1.0 / g_weaponratefactor;
- if(g_runematch)
- {
- if(self.runes & RUNE_SPEED)
- {
- if(self.runes & CURSE_SLOW)
- t = t * autocvar_g_balance_rune_speed_combo_atkrate;
- else
- t = t * autocvar_g_balance_rune_speed_atkrate;
- }
- else if(self.runes & CURSE_SLOW)
- {
- t = t * autocvar_g_balance_curse_slow_atkrate;
- }
- }
-
return t;
}
lag = ANTILAG_LATENCY(player);
if(lag < 0.001)
lag = 0;
- if(clienttype(player) != CLIENTTYPE_REAL)
+ if not(IS_REAL_CLIENT(player))
lag = 0; // only antilag for clients
org = player.origin + player.view_ofs;
traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
- if(trace_ent.flags & FL_CLIENT)
+ if(IS_CLIENT(trace_ent))
{
antilag_takeback(trace_ent, time - lag);
hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
.float prevstrengthsoundattempt;
void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
{
- if((!g_minstagib)
- && (player.items & IT_STRENGTH)
- && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
- || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
+ if((player.items & IT_STRENGTH)
+ && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
+ || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
{
sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
player.prevstrengthsound = time;
if (!trace_ent.takedamage)
{
traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
- if (trace_ent.takedamage && trace_ent.classname == "player")
+ if (trace_ent.takedamage && IS_PLAYER(trace_ent))
{
entity e;
e = trace_ent;
if (ent.cursor_trace_ent) // client was aiming at someone
if (ent.cursor_trace_ent != ent) // just to make sure
if (ent.cursor_trace_ent.takedamage) // and that person is killable
- if (ent.cursor_trace_ent.classname == "player") // and actually a player
+ if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
{
// verify that the shot would miss without antilag
// (avoids an issue where guns would always shoot at their origin)
float CL_Weaponentity_CustomizeEntityForClient()
{
self.viewmodelforclient = self.owner;
- if(other.classname == "spectator")
+ if(IS_SPEC(other))
if(other.enemy == self.owner)
self.viewmodelforclient = other;
return TRUE;
float f;
if (self.state == WS_RAISE && !intermission_running)
{
- f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
+ f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / ((self.switchdelay_raise < 0) ? autocvar_g_balance_weaponswitchdelay : self.switchdelay_raise);
self.angles_x = -90 * f * f;
}
else if (self.state == WS_DROP && !intermission_running)
{
- f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
+ f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / ((self.switchdelay_drop < 0) ? autocvar_g_balance_weaponswitchdelay : self.switchdelay_drop);
self.angles_x = -90 * f * f;
}
else if (self.state == WS_CLEAR)
if (!f)
{
if (complain)
- if(clienttype(cl) == CLIENTTYPE_REAL)
+ if(IS_REAL_CLIENT(cl))
{
play2(cl, "weapons/unavailable.wav");
Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
if(!self.(self.current_ammo) && self.reload_ammo_min)
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
- if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
+ if(IS_REAL_CLIENT(self) && self.reload_complain < time)
{
play2(self, "weapons/unavailable.wav");
sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));