FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
if(yoda && flying)
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
//beam and muzzle flash done on client
SendCSQCNexBeamParticle(charge);
if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
{
dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if(autocvar_g_balance_nex_reload_ammo)
{
// don't allow charging if we don't have enough ammo
ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
- ammo_amount += self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_secondary_ammo;
+ ammo_amount += self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_secondary_ammo;
return ammo_amount;
}
else