return (v0 != v1);
}
-float GiveBit(entity e, .float fld, float bit, float op, float val)
-{
- float v0, v1;
- v0 = (e.(fld) & bit);
- switch(op)
- {
- case OP_SET:
- if(val > 0)
- e.(fld) |= bit;
- else
- e.(fld) &= ~bit;
- break;
- case OP_MIN:
- case OP_PLUS:
- if(val > 0)
- e.(fld) |= bit;
- break;
- case OP_MAX:
- if(val <= 0)
- e.(fld) &= ~bit;
- break;
- case OP_MINUS:
- if(val > 0)
- e.(fld) &= ~bit;
- break;
- }
- v1 = (e.(fld) & bit);
- return (v0 != v1);
-}
-
-float GiveValue(entity e, .float fld, float op, float val)
-{
- float v0, v1;
- v0 = e.(fld);
- switch(op)
- {
- case OP_SET:
- e.(fld) = val;
- break;
- case OP_MIN:
- e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
- break;
- case OP_MAX:
- e.(fld) = min(e.(fld), val);
- break;
- case OP_PLUS:
- e.(fld) += val;
- break;
- case OP_MINUS:
- e.(fld) -= val;
- break;
- }
- v1 = e.(fld);
- return (v0 != v1);
-}
-
void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
{
if(v1 == v0)