X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fweaponsystem.qc;h=ddf1424439d14e77008ff60580819bd73ecec595;hb=0ee74987765518ffed584a790f90607c3f3f8e71;hp=2586c2ee49a2c23dcdcae491efdb8911fb7f9511;hpb=1617a82857a149add8665e9a8a3e216f91304d2c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index 2586c2ee4..ddf142443 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -316,7 +316,7 @@ void CL_Weaponentity_Think() } self.angles = '0 0 0'; - + float f = (self.owner.weapon_nextthink - time); if (self.state == WS_RAISE && !intermission_running) { @@ -447,7 +447,7 @@ void w_ready() .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 @@ -482,7 +482,7 @@ float weapon_prepareattack_checkammo(float secondary) { W_SwitchToOtherWeapon(self); } - + return FALSE; } return TRUE; @@ -882,7 +882,7 @@ void W_Reload(float sent_ammo_min, string sent_sound) 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; @@ -898,7 +898,7 @@ void W_Reload(float sent_ammo_min, string sent_sound) // 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) { @@ -907,7 +907,7 @@ void W_Reload(float sent_ammo_min, string sent_sound) 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);