float item_keys_usekey(entity l, entity p) {
float valid = l.itemkeys & p.itemkeys;
- if not(valid) {
+ if (!valid) {
// other has none of the needed keys
return FALSE;
} else if (l.itemkeys == valid) {
string n;
// no keys
- if not(keylist)
+ if (!keylist)
return "";
// one key
* Key touch handler.
*/
void item_key_touch(void) {
- if not(IS_PLAYER(other))
+ if (!IS_PLAYER(other))
return;
// player already picked up this key
started_delay = FALSE;
// only player may trigger the lock
- if not(IS_PLAYER(other))
+ if (!IS_PLAYER(other))
return;