if (player.switchweapon == w_getbestweapon(player))
_switchweapon = TRUE;
- if not(player.weapons & WepSet_FromWeapon(player.switchweapon))
+ if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
_switchweapon = TRUE;
pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
}
}
- if not(IS_PLAYER(other))
+ if (!IS_PLAYER(other))
return;
if (other.frozen)
return;
if (self.classname == "droppedweapon")
remove (self);
- else if not(self.spawnshieldtime)
+ else if (!self.spawnshieldtime)
return;
else
{
{
wi = get_weaponinfo(i);
- if not(player.weapons & WepSet_FromWeapon(i))
+ if (!(player.weapons & WepSet_FromWeapon(i)))
continue;
if(wi.items & IT_SHELLS)
return;
}
- if not(IS_PLAYER(activator))
+ if (!IS_PLAYER(activator))
return;
if(activator.deadflag != DEAD_NO)
return;
{
wi = get_weaponinfo(j);
if(wi.weapon)
- if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
got += GiveWeapon(e, j, op, val);
}
case "allammo":
if(wi.weapon)
{
POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
- if not(save_weapons & WepSet_FromWeapon(j))
+ if (!(save_weapons & WepSet_FromWeapon(j)))
if(e.weapons & WepSet_FromWeapon(j))
weapon_action(wi.weapon, WR_PRECACHE);
}
else
e.superweapons_finished += time;
- if not(e.weapons & WepSet_FromWeapon(e.switchweapon))
+ if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
_switchweapon = TRUE;
if(_switchweapon)
W_SwitchWeapon_Force(e, w_getbestweapon(e));