lag = ANTILAG_LATENCY(player);
if(lag < 0.001)
lag = 0;
- if not(IS_REAL_CLIENT(player))
+ if (!IS_REAL_CLIENT(player))
lag = 0; // only antilag for clients
org = player.origin + player.view_ofs;
}
self.angles = '0 0 0';
-
+
float f = (self.owner.weapon_nextthink - time);
if (self.state == WS_RAISE && !intermission_running)
{
entity newwep = get_weaponinfo(self.owner.switchweapon);
f = f * g_weaponratefactor / max(f, cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)));
- //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), (self.owner.weapon_nextthink - time)));
+ //printf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), (self.owner.weapon_nextthink - time));
self.angles_x = -90 * f * f;
}
else if (self.state == WS_DROP && !intermission_running)
{
entity oldwep = get_weaponinfo(self.owner.weapon);
f = 1 - f * g_weaponratefactor / max(f, cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)));
- //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), (self.owner.weapon_nextthink - time)));
+ //printf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), (self.owner.weapon_nextthink - time));
self.angles_x = -90 * f * f;
}
else if (self.state == WS_CLEAR)
complain = 0;
if(complain)
self.hasweapon_complain_spam = time + 0.2;
-
+
if(wpn == WEP_HOOK && !g_grappling_hook && autocvar_g_nades && !((cl.weapons | weaponsInMap) & WepSet_FromWeapon(wpn)))
complain = 0;
{
if(e.classname == "droppedweapon")
continue;
- if not(e.flags & FL_ITEM)
+ if (!(e.flags & FL_ITEM))
continue;
WaypointSprite_Spawn(
s,
.float prevwarntime;
float weapon_prepareattack_checkammo(float secondary)
{
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
{
// always keep the Mine Layer if we placed mines, so that we can detonate them
{
W_SwitchToOtherWeapon(self);
}
-
+
return FALSE;
}
return TRUE;
if(spread <= 0)
return forward;
sstyle = autocvar_g_projectiles_spread_style;
-
+
if(sstyle == 0)
{
// this is the baseline for the spread value!
return; // TODO
// don't reload weapons that don't have the RELOADABLE flag
- if not(e.spawnflags & WEP_FLAG_RELOADABLE)
+ if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
{
dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
return;
// no ammo, so nothing to load
if(!self.(self.current_ammo) && self.reload_ammo_min)
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
if(IS_REAL_CLIENT(self) && self.reload_complain < time)
{
self.reload_complain = time + 1;
}
// switch away if the amount of ammo is not enough to keep using this weapon
- if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
+ if (!(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2)))
{
self.clip_load = -1; // reload later
W_SwitchToOtherWeapon(self);