else
dprint(ftos(trace_dphitq3surfaceflags), "\n");
*/
- if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
+ if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
{
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
GlobalSound(globalsound_metalstep, CH_PLAYER, VOICETYPE_PLAYERSOUND);
{
if (self)
if (self.gametypefilter != "")
- if not(isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
+ if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
{
remove(self);
return;
else
{
k = s;
- if not(cvar(k))
+ if (!cvar(k))
goto cvar_fail;
}
}
inv = !inv;
:cvar_fail
// now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
- if not(inv)
+ if (!inv)
{
//print("cvarfilter fail\n");
remove(self);