void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
{
- if (clienttype(own) != CLIENTTYPE_REAL)
+ if not(IS_REAL_CLIENT(own))
return;
entity axh;
**/
void CSQCVehicleSetup(entity own, float vehicle_id)
{
- if (clienttype(own) != CLIENTTYPE_REAL)
+ if not(IS_REAL_CLIENT(own))
return;
msg_entity = own;
// Better way of determening whats crushable needed! (fl_crushable?)
float vehicles_crushable(entity e)
{
- if(e.classname == "player")
+ if(IS_PLAYER(e))
return TRUE;
- if(e.classname == "monster_zombie")
- return TRUE;
+ if(e.flags & FL_MONSTER)
+ return TRUE; // more bitflags for everyone!
return FALSE;
}
return;
}
- if(other.classname != "player")
+ if not(IS_PLAYER(other))
return;
if(other.deadflag != DEAD_NO)
{
// Remove this when bots know how to use vehicles
- if (clienttype(other) == CLIENTTYPE_BOT)
+ if (IS_BOT_CLIENT(other))
if (autocvar_g_vehicles_allow_bots)
dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
else
self.team = self.owner.team;
self.flags -= FL_NOTARGET;
- if (clienttype(other) == CLIENTTYPE_REAL)
+ if (IS_REAL_CLIENT(other))
{
msg_entity = other;
WriteByte (MSG_ONE, SVC_SETVIEWPORT);
}
vehicles_exit_running = TRUE;
- if(self.flags & FL_CLIENT)
+ if(IS_CLIENT(self))
{
_vehicle = self.vehicle;
if (_player)
{
- if (clienttype(_player) == CLIENTTYPE_REAL)
+ if (IS_REAL_CLIENT(_player))
{
msg_entity = _player;
WriteByte (MSG_ONE, SVC_SETVIEWPORT);