.float cnt;
.int state;
-.bool isplayermodel;
void DamageEffect_Think(entity this)
{
return;
}
this.state = this.owner.csqcmodel_isdead;
- if(this.owner.isplayermodel && (this.owner.entnum == player_localentnum) && !autocvar_chase_active)
+ if((this.owner.isplayermodel & ISPLAYER_LOCAL) && !autocvar_chase_active)
return; // if we aren't using a third person camera, hide our own effects
// now generate the particles
if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
{
- if(this.isplayermodel)
+ if((this.isplayermodel & ISPLAYER_MODEL))
{
specstr = species_prefix(specnum);
specstr = substring(specstr, 0, strlen(specstr) - 1);
DamageEffect(it, w_org, thisdmg, w_deathtype, species);
- if(it.isplayermodel)
+ if((it.isplayermodel & ISPLAYER_MODEL))
hitplayer = true; // this impact damaged a player
});