float excess = max(0, frag_damage - damage_take - damage_save);
- if (frag_target != frag_attacker && IS_PLAYER(frag_attacker) && !SAME_TEAM(frag_target, frag_attacker))
+ if (frag_target != frag_attacker && IS_PLAYER(frag_attacker) && DIFF_TEAM(frag_target, frag_attacker))
GameRules_scoring_add_team(frag_attacker, SCORE, (frag_damage - excess) * autocvar_g_ca_damage2score_multiplier);
}
{
FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
{
- if (!SAME_TEAM(it, this))
+ if (DIFF_TEAM(it, this))
{
continue;
}
if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_max && tested >= autocvar_g_spawn_near_teammate_ignore_spawnpoint_max) break;
if (PHYS_INPUT_BUTTON_CHAT(it)) continue;
- if (!SAME_TEAM(player, it)) continue;
+ if (DIFF_TEAM(player, it)) continue;
if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health && GetResourceAmount(it, RESOURCE_HEALTH) < autocvar_g_balance_health_regenstable) continue;
if (IS_DEAD(it)) continue;
if (time < it.msnt_timer) continue;
if (this != attacker) {
float realdmg = damage - excess;
- if (IS_PLAYER(attacker) && !SAME_TEAM(attacker, this)) {
+ if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this)) {
GameRules_scoring_add(attacker, DMG, realdmg);
}
if (IS_PLAYER(this)) {