self.velocity_z = self.velocity_z + mjumpheight;
self.oldvelocity_z = self.velocity_z;
- self.flags &~= FL_ONGROUND;
- self.flags &~= FL_JUMPRELEASED;
+ self.flags &= ~FL_ONGROUND;
+ self.flags &= ~FL_JUMPRELEASED;
animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
{ // open at eye level
self.flags |= FL_WATERJUMP;
self.velocity_z = 225;
- self.flags &~= FL_JUMPRELEASED;
+ self.flags &= ~FL_JUMPRELEASED;
self.teleport_time = time + 2; // safety net
return;
}
else
{
// now set angles_x so that the car points forward, but is tilted in velocity direction
- self.flags &~= FL_ONGROUND;
+ self.flags &= ~FL_ONGROUND;
}
self.velocity = (neworigin - self.origin) * (1.0 / frametime);
bot_think();
}
- self.items &~= IT_USING_JETPACK;
+ self.items &= ~IT_USING_JETPACK;
if(IS_PLAYER(self))
{
maxspd_mod = autocvar_sv_spectator_speed_multiplier;
if(!self.spectatorspeed)
self.spectatorspeed = maxspd_mod;
- if(self.impulse && self.impulse <= 19 || self.impulse >= 200 && self.impulse <= 209 || self.impulse >= 220 && self.impulse <= 229)
+ if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
{
if(self.lastclassname != "player")
{
- if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || self.impulse >= 200 && self.impulse <= 209)
+ if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
else if(self.impulse == 11)
self.spectatorspeed = maxspd_mod;
- else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || self.impulse >= 220 && self.impulse <= 229)
+ else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
else if(self.impulse >= 1 && self.impulse <= 9)
self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
self.velocity_y = self.movedir_y;
if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
{
- self.flags &~= FL_WATERJUMP;
+ self.flags &= ~FL_WATERJUMP;
self.teleport_time = 0;
}
}
else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
{
// noclipping or flying
- self.flags &~= FL_ONGROUND;
+ self.flags &= ~FL_ONGROUND;
self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
makevectors(self.v_angle);
else if (self.waterlevel >= WATERLEVEL_SWIMMING)
{
// swimming
- self.flags &~= FL_ONGROUND;
+ self.flags &= ~FL_ONGROUND;
makevectors(self.v_angle);
//wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
else if (time < self.ladder_time)
{
// on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
- self.flags &~= FL_ONGROUND;
+ self.flags &= ~FL_ONGROUND;
float g;
g = autocvar_sv_gravity * frametime;
self.velocity = self.velocity + wishvel * f * frametime;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
- self.flags &~= FL_ONGROUND;
+ self.flags &= ~FL_ONGROUND;
self.items |= IT_USING_JETPACK;
// jetpack also inhibits health regeneration, but only for 1 second