force = decompressShortVector(ReadShort());
species = ReadByte();
- if not(isNew)
+ if (!isNew)
return;
if(rad < 0)
// TODO spawn particle effects and sounds based on w_deathtype
if(!DEATH_ISSPECIAL(w_deathtype))
- if not(hitplayer && !rad) // don't show ground impacts for hitscan weapons if a player was hit
+ if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
{
float hitwep;