void plat_center_touch()
{
- if not(other.iscreature)
+ if (!other.iscreature)
return;
if (other.health <= 0)
void plat_outside_touch()
{
- if not(other.iscreature)
+ if (!other.iscreature)
return;
if (other.health <= 0)
self.angles = '0 0 0';
self.classname = "plat";
- if not(InitMovingBrushTrigger())
+ if (!InitMovingBrushTrigger())
return;
self.effects |= EF_LOWPRECISION;
setsize (self, self.mins , self.maxs);
else
self.view_ofs = self.mins;
- if not(InitMovingBrushTrigger())
+ if (!InitMovingBrushTrigger())
return;
self.effects |= EF_LOWPRECISION;
self.dmgtime2 = time;
- if not(InitMovingBrushTrigger())
+ if (!InitMovingBrushTrigger())
return;
// no EF_LOWPRECISION here, as rounding angles is bad
vector v;
self.nextthink = time + 0.1;
- if not (self.owner.active == ACTIVE_ACTIVE)
+ if (!(self.owner.active == ACTIVE_ACTIVE))
{
self.owner.velocity = '0 0 0';
return;
else // Z
self.movedir = '0 0 1' * self.height;
- if not(InitMovingBrushTrigger())
+ if (!InitMovingBrushTrigger())
return;
// wait for targets to spawn
float v;
self.nextthink = time + 0.1;
- if not (self.owner.active == ACTIVE_ACTIVE)
+ if (!(self.owner.active == ACTIVE_ACTIVE))
{
self.owner.avelocity_x = 0;
return;
self.blocked = generic_plat_blocked;
self.avelocity_z = 0.0000001;
- if not(InitMovingBrushTrigger())
+ if (!InitMovingBrushTrigger())
return;
if(!self.freq)
void button_use()
{
- if not (self.active == ACTIVE_ACTIVE)
+ if (!(self.active == ACTIVE_ACTIVE))
return;
self.enemy = activator;
{
if (!other)
return;
- if not(other.iscreature)
+ if (!other.iscreature)
return;
if(other.velocity * self.movedir < 0)
return;
{
SetMovedir ();
- if not(InitMovingBrushTrigger())
+ if (!InitMovingBrushTrigger())
return;
self.effects |= EF_LOWPRECISION;
door = self;
// no key needed
- if not(door.itemkeys)
+ if (!door.itemkeys)
return TRUE;
// this door require a key
// only a player can have a key
- if not(IS_PLAYER(other))
+ if (!IS_PLAYER(other))
return FALSE;
if (item_keys_usekey(door, other)) {
void door_trigger_touch()
{
if (other.health < 1)
- if not(other.iscreature && other.deadflag == DEAD_NO)
+ if (!(other.iscreature && other.deadflag == DEAD_NO))
return;
if (time < self.attack_finished_single)
*/
void door_touch()
{
- if not(IS_PLAYER(other))
+ if (!IS_PLAYER(other))
return;
if (self.owner.attack_finished_single > time)
return;
SetMovedir ();
self.max_health = self.health;
- if not(InitMovingBrushTrigger())
+ if (!InitMovingBrushTrigger())
return;
self.effects |= EF_LOWPRECISION;
self.classname = "door";
self.max_health = self.health;
self.avelocity = self.movedir;
- if not(InitMovingBrushTrigger())
+ if (!InitMovingBrushTrigger())
return;
self.velocity = '0 0 0';
//self.effects |= EF_LOWPRECISION;
*/
void secret_touch()
{
- if not(other.iscreature)
+ if (!other.iscreature)
return;
if (self.attack_finished_single > time)
return;
self.mangle = self.angles;
self.angles = '0 0 0';
self.classname = "door";
- if not(InitMovingBrushTrigger())
+ if (!InitMovingBrushTrigger())
return;
self.effects |= EF_LOWPRECISION;
float n, i, t;
self.nextthink = time + 0.1;
- if not (self.owner.active == ACTIVE_ACTIVE)
+ if (!(self.owner.active == ACTIVE_ACTIVE))
{
self.owner.velocity = '0 0 0';
return;
if(self.netname == "")
self.netname = "1 0 0 0 1";
- if not(InitMovingBrushTrigger())
+ if (!InitMovingBrushTrigger())
return;
self.active = ACTIVE_ACTIVE;
{
self.nextthink = time + 0.1;
- if not (self.owner.active == ACTIVE_ACTIVE)
+ if (!(self.owner.active == ACTIVE_ACTIVE))
{
self.owner.velocity = '0 0 0';
return;
if(self.netname == "")
self.netname = "1 0 0 0 1";
- if not(InitMovingBrushTrigger())
+ if (!InitMovingBrushTrigger())
return;
// wait for targets to spawn