.float antilag_debug;
// VorteX: static frame globals
-float WFRAME_DONTCHANGE = -1;
-float WFRAME_FIRE1 = 0;
-float WFRAME_FIRE2 = 1;
-float WFRAME_IDLE = 2;
-float WFRAME_RELOAD = 3;
+const float WFRAME_DONTCHANGE = -1;
+const float WFRAME_FIRE1 = 0;
+const float WFRAME_FIRE2 = 1;
+const float WFRAME_IDLE = 2;
+const float WFRAME_RELOAD = 3;
.float wframe;
void(float fr, float t, void() func) weapon_thinkf;
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;
&& ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
|| (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
{
- sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
+ sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTEN_NORM);
player.prevstrengthsound = time;
}
player.prevstrengthsoundattempt = time;
if (snd != "")
{
- sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
+ sound (ent, chan, snd, VOL_BASE, ATTEN_NORM);
W_PlayStrengthSound(ent);
}
tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
self.effects = self.owner.effects & EFMASK_CHEAP;
- self.effects &~= EF_LOWPRECISION;
- self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
- self.effects &~= EF_TELEPORT_BIT;
- self.effects &~= EF_RESTARTANIM_BIT;
+ self.effects &= ~EF_LOWPRECISION;
+ self.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it
+ self.effects &= ~EF_TELEPORT_BIT;
+ self.effects &= ~EF_RESTARTANIM_BIT;
self.effects |= tb;
if(self.owner.alpha == default_player_alpha)
}
self.angles = '0 0 0';
-
+
float f = (self.owner.weapon_nextthink - time);
if (self.state == WS_RAISE && !intermission_running)
{
complain = 0;
if(complain)
self.hasweapon_complain_spam = time + 0.2;
-
- if(wpn == WEP_HOOK && !g_grappling_hook && autocvar_g_nades && !WEPSET_CONTAINS_EW(cl, wpn) && !WEPSET_CONTAINS_AW(weaponsInMap, wpn))
+
+ if(wpn == WEP_HOOK && !g_grappling_hook && autocvar_g_nades && !((cl.weapons | weaponsInMap) & WepSet_FromWeapon(wpn)))
complain = 0;
if (wpn < WEP_FIRST || wpn > WEP_LAST)
sprint(self, "Invalid weapon\n");
return FALSE;
}
- if (WEPSET_CONTAINS_EW(cl, wpn))
+ if (cl.weapons & WepSet_FromWeapon(wpn))
{
if (andammo)
{
{
// DRESK - 3/16/07
// Report Proper Weapon Status / Modified Weapon Ownership Message
- if (WEPSET_CONTAINS_AW(weaponsInMap, wpn))
+ if (weaponsInMap & WepSet_FromWeapon(wpn))
{
Send_WeaponComplain(cl, wpn, W_Name(wpn), 1);
{
if(e.classname == "droppedweapon")
continue;
- if not(e.flags & FL_ITEM)
+ if (!(e.flags & FL_ITEM))
continue;
WaypointSprite_Spawn(
s,
{
entity e;
e = get_weaponinfo(windex);
- self.items &~= IT_AMMO;
+ self.items &= ~IT_AMMO;
self.items = self.items | (e.items & IT_AMMO);
// the two weapon entities will notice this has changed and update their models
// hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
float w, ww;
w = pl.weapon;
- if(WEPSET_CONTAINS_EW(pl, w))
+ if(pl.weapons & WepSet_FromWeapon(w))
{
- WEPSET_ANDNOT_EW(pl, w);
+ pl.weapons &= ~WepSet_FromWeapon(w);
ww = w_getbestweapon(pl);
- WEPSET_OR_EW(pl, w);
+ pl.weapons |= WepSet_FromWeapon(w);
}
else
ww = w_getbestweapon(pl);
.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
if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
{
- sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTEN_NORM);
self.prevdryfire = time;
}
{
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!
e = get_weaponinfo(self.weapon);
// 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);
// now begin the reloading process
- sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTEN_NORM);
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,