if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
{
if(!self.hook)
- if not(self.hook_state & HOOK_WAITING_FOR_RELEASE)
- if not(self.hook_state & HOOK_FIRING)
+ if (!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
+ if (!(self.hook_state & HOOK_FIRING))
if (time > self.hook_refire)
if (weapon_prepareattack(0, -1))
{
self.hook_refire = max(self.hook_refire, time + autocvar_g_balance_hook_primary_refire * W_WeaponRateFactor());
// hook also inhibits health regeneration, but only for 1 second
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
}
{
if ( time > self.hook_time_fueldecrease )
{
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
{