float i;
if (damage <= 0)
return;
- if(inWarmupStage)
+ if(warmup_stage)
return;
if (attacker != self)
{
{
// this is protected by a shield, so ignore the damage
if (time > self.pain_finished)
- if (attacker.classname == "player")
+ if (IS_PLAYER(attacker))
{
play2(attacker, "onslaught/damageblockedbyshield.wav");
self.pain_finished = time + 1;
#endif
self.lasthealth = self.health;
}
- else if not(inWarmupStage)
+ else if not(warmup_stage)
{
if (attacker == self)
bprint(Team_ColoredFullName(self.team), " generator spontaneously exploded due to overtime!\n");
{
// this is protected by a shield, so ignore the damage
if (time > self.pain_finished)
- if (attacker.classname == "player")
+ if (IS_PLAYER(attacker))
{
play2(attacker, "onslaught/damageblockedbyshield.wav");
self.pain_finished = time + 1;
return;
}
- if (attacker.classname == "player")
+ if (IS_PLAYER(attacker))
{
nag = FALSE;
if(self.team == NUM_TEAM_1)
{
entity e;
float a;
- if (other.classname != "player")
+ if not(IS_PLAYER(other))
return;
a = onslaught_controlpoint_attackable(self, other.team);
if(a != 2 && a != 4)