if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
{
if(tflags & TELEPORT_FLAG_SOUND)
- sound (player, CH_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTN_NORM);
+ sound (player, CH_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTEN_NORM);
if(tflags & TELEPORT_FLAG_PARTICLES)
{
pointparticles(particleeffectnum("teleport"), player.origin, '0 0 0', 1);
tdeath(player, teleporter, telefragger, telefragmin, telefragmax);
// player no longer is on ground
- player.flags &~= FL_ONGROUND;
+ player.flags &= ~FL_ONGROUND;
// reset tracking of oldvelocity for impact damage (sudden velocity changes)
player.oldvelocity = player.velocity;
if(!other.vehicle.teleportable)
return;
- if(other.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
+ if(other.turret_flags & TUR_FLAG_ISTURRET)
return;
if(other.deadflag != DEAD_NO)
return;
if(self.team)
- if((self.spawnflags & 4 == 0) == (self.team != other.team))
+ if(((self.spawnflags & 4) == 0) == (self.team != other.team))
return;
EXACTTRIGGER_TOUCH;