Merge branch 'master' into Mario/notifications
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_plats.qc
index 774255b..29e57e4 100644 (file)
@@ -95,7 +95,7 @@ void plat_go_up()
 
 void plat_center_touch()
 {
-       if not(other.iscreature)
+       if (!other.iscreature)
                return;
 
        if (other.health <= 0)
@@ -110,7 +110,7 @@ void plat_center_touch()
 
 void plat_outside_touch()
 {
-       if not(other.iscreature)
+       if (!other.iscreature)
                return;
 
        if (other.health <= 0)
@@ -258,7 +258,7 @@ void spawnfunc_func_plat()
        self.angles = '0 0 0';
 
        self.classname = "plat";
-       if not(InitMovingBrushTrigger())
+       if (!InitMovingBrushTrigger())
                return;
        self.effects |= EF_LOWPRECISION;
        setsize (self, self.mins , self.maxs);
@@ -414,6 +414,10 @@ void spawnfunc_func_train()
        if (!self.speed)
                self.speed = 100;
 
+       if (!InitMovingBrushTrigger())
+               return;
+       self.effects |= EF_LOWPRECISION;
+       
        if (self.spawnflags & 2)
        {
                self.platmovetype_turn = TRUE;
@@ -422,10 +426,6 @@ void spawnfunc_func_train()
        else
                self.view_ofs = self.mins;
 
-       if not(InitMovingBrushTrigger())
-               return;
-       self.effects |= EF_LOWPRECISION;
-
        // wait for targets to spawn
        InitializeEntity(self, func_train_find, INITPRIO_SETLOCATION);
 
@@ -448,9 +448,9 @@ void spawnfunc_func_train()
 
 void func_rotating_setactive(float astate)
 {
-       
+
        if (astate == ACTIVE_TOGGLE)
-       {               
+       {
                if(self.active == ACTIVE_ACTIVE)
                        self.active = ACTIVE_NOT;
                else
@@ -458,8 +458,8 @@ void func_rotating_setactive(float astate)
        }
        else
                self.active = astate;
-               
-       if(self.active  == ACTIVE_NOT)          
+
+       if(self.active  == ACTIVE_NOT)
                self.avelocity = '0 0 0';
        else
                self.avelocity = self.pos1;
@@ -480,10 +480,10 @@ void spawnfunc_func_rotating()
                precache_sound(self.noise);
                ambientsound(self.origin, self.noise, VOL_BASE, ATTEN_IDLE);
        }
-       
+
        self.active = ACTIVE_ACTIVE;
        self.setactive = func_rotating_setactive;
-       
+
        if (!self.speed)
                self.speed = 100;
        // FIXME: test if this turns the right way, then remove this comment (negate as needed)
@@ -495,9 +495,9 @@ void spawnfunc_func_rotating()
        // FIXME: test if this turns the right way, then remove this comment (negate as needed)
        else // Z
                self.avelocity = '0 1 0' * self.speed;
-       
+
        self.pos1 = self.avelocity;
-    
+
     if(self.dmg && (self.message == ""))
         self.message = " was squished";
     if(self.dmg && (self.message2 == ""))
@@ -509,7 +509,7 @@ void spawnfunc_func_rotating()
 
     self.dmgtime2 = time;
 
-       if not(InitMovingBrushTrigger())
+       if (!InitMovingBrushTrigger())
                return;
        // no EF_LOWPRECISION here, as rounding angles is bad
 
@@ -527,13 +527,13 @@ void func_bobbing_controller_think()
 {
        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';          
+               self.owner.velocity = '0 0 0';
                return;
        }
-               
+
        // calculate sinewave using makevectors
        makevectors((self.nextthink * self.owner.cnt + self.owner.phase * 360) * '0 1 0');
        v = self.owner.destvec + self.owner.movedir * v_forward_y;
@@ -588,7 +588,7 @@ void spawnfunc_func_bobbing()
        else // Z
                self.movedir = '0 0 1' * self.height;
 
-       if not(InitMovingBrushTrigger())
+       if (!InitMovingBrushTrigger())
                return;
 
        // wait for targets to spawn
@@ -612,7 +612,7 @@ void func_pendulum_controller_think()
        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;
@@ -656,7 +656,7 @@ void spawnfunc_func_pendulum()
        self.blocked = generic_plat_blocked;
 
        self.avelocity_z = 0.0000001;
-       if not(InitMovingBrushTrigger())
+       if (!InitMovingBrushTrigger())
                return;
 
        if(!self.freq)
@@ -745,7 +745,7 @@ void button_reset()
 
 void button_use()
 {
-       if not (self.active == ACTIVE_ACTIVE)
+       if(self.active != ACTIVE_ACTIVE)
                return;
 
        self.enemy = activator;
@@ -756,7 +756,7 @@ void button_touch()
 {
        if (!other)
                return;
-       if not(other.iscreature)
+       if (!other.iscreature)
                return;
        if(other.velocity * self.movedir < 0)
                return;
@@ -788,7 +788,7 @@ When a button is touched, it moves some distance in the direction of it's angle,
 "speed"                override the default 40 speed
 "wait"         override the default 1 second wait (-1 = never return)
 "lip"          override the default 4 pixel lip remaining at end of move
-"health"       if set, the button must be killed instead of touched. If set to -1, the button will fire on ANY attack, even damageless ones like the MinstaGib laser
+"health"       if set, the button must be killed instead of touched. If set to -1, the button will fire on ANY attack, even damageless ones like the InstaGib laser
 "sounds"
 0) steam metal
 1) wooden clunk
@@ -799,7 +799,7 @@ void spawnfunc_func_button()
 {
        SetMovedir ();
 
-       if not(InitMovingBrushTrigger())
+       if (!InitMovingBrushTrigger())
                return;
        self.effects |= EF_LOWPRECISION;
 
@@ -992,22 +992,22 @@ ACTIVATION FUNCTIONS
 
 float door_check_keys(void) {
        local entity door;
-       
-       
+
+
        if (self.owner)
                door = self.owner;
        else
                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)) {
                // some keys were used
                if (other.key_door_messagetime <= time) {
@@ -1099,7 +1099,7 @@ void door_use()
        entity oself;
 
        //dprint("door_use (model: ");dprint(self.model);dprint(")\n");
-       
+
        if (self.owner)
        {
                oself = self;
@@ -1113,16 +1113,16 @@ void door_use()
 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)
                return;
-       
+
        // check if door is locked
        if (!door_check_keys())
                return;
-       
+
        self.attack_finished_single = time + 1;
 
        activator = other;
@@ -1139,12 +1139,12 @@ void door_damage(entity inflictor, entity attacker, float damage, float deathtyp
                if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
                        return;
        self.health = self.health - damage;
-       
+
        if (self.itemkeys) {
                // don't allow opening doors through damage if keys are required
                return;
        }
-       
+
        if (self.health <= 0)
        {
                oself = self;
@@ -1166,7 +1166,7 @@ Prints messages
 */
 void door_touch()
 {
-       if not(IS_PLAYER(other))
+       if (!IS_PLAYER(other))
                return;
        if (self.owner.attack_finished_single > time)
                return;
@@ -1489,13 +1489,13 @@ void spawnfunc_func_door()
                self.itemkeys |= ITEM_KEY_BIT(0);
        if (self.spawnflags & SPAWNFLAGS_SILVER_KEY)
                self.itemkeys |= ITEM_KEY_BIT(1);
-               
+
        //if (!self.deathtype) // map makers can override this
        //      self.deathtype = " got in the way";
        SetMovedir ();
 
        self.max_health = self.health;
-       if not(InitMovingBrushTrigger())
+       if (!InitMovingBrushTrigger())
                return;
        self.effects |= EF_LOWPRECISION;
        self.classname = "door";
@@ -1621,7 +1621,7 @@ void spawnfunc_func_door_rotating()
 
        self.max_health = self.health;
        self.avelocity = self.movedir;
-       if not(InitMovingBrushTrigger())
+       if (!InitMovingBrushTrigger())
                return;
        self.velocity = '0 0 0';
        //self.effects |= EF_LOWPRECISION;
@@ -1839,7 +1839,7 @@ Prints messages
 */
 void secret_touch()
 {
-       if not(other.iscreature)
+       if (!other.iscreature)
                return;
        if (self.attack_finished_single > time)
                return;
@@ -1895,7 +1895,7 @@ void spawnfunc_func_door_secret()
        self.mangle = self.angles;
        self.angles = '0 0 0';
        self.classname = "door";
-       if not(InitMovingBrushTrigger())
+       if (!InitMovingBrushTrigger())
                return;
        self.effects |= EF_LOWPRECISION;
 
@@ -1940,9 +1940,9 @@ void func_fourier_controller_think()
        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';          
+               self.owner.velocity = '0 0 0';
                return;
        }
 
@@ -1991,7 +1991,7 @@ void spawnfunc_func_fourier()
        if(self.netname == "")
                self.netname = "1 0 0 0 1";
 
-       if not(InitMovingBrushTrigger())
+       if (!InitMovingBrushTrigger())
                return;
 
        self.active = ACTIVE_ACTIVE;
@@ -2073,9 +2073,9 @@ void func_vectormamamam_controller_think()
 {
        self.nextthink = time + 0.1;
 
-       if not (self.owner.active == ACTIVE_ACTIVE)
+       if(self.owner.active != ACTIVE_ACTIVE)
        {
-               self.owner.velocity = '0 0 0';          
+               self.owner.velocity = '0 0 0';
                return;
        }
 
@@ -2154,7 +2154,7 @@ void spawnfunc_func_vectormamamam()
        if(self.netname == "")
                self.netname = "1 0 0 0 1";
 
-       if not(InitMovingBrushTrigger())
+       if (!InitMovingBrushTrigger())
                return;
 
        // wait for targets to spawn