}
self.angles = '0 0 0';
-
+
float f = (self.owner.weapon_nextthink - time);
if (self.state == WS_RAISE && !intermission_running)
{
.float prevwarntime;
float weapon_prepareattack_checkammo(float secondary)
{
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
if (!WEP_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;
self.reload_sound = sent_sound;
// 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(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+ if (!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
{
self.clip_load = -1; // reload later
W_SwitchToOtherWeapon(self);