#define PHYS_INPUT_MOVEVALUES(s) input_movevalues
- #define PHYS_INPUT_BUTTON_MASK(s) (input_buttons | 128 * (input_movevalues_x < 0) | 256 * (input_movevalues_x > 0) | 512 * (input_movevalues_y < 0) | 1024 * (input_movevalues_y > 0))
- #define PHYS_INPUT_BUTTON_ATCK(s) !!(input_buttons & 1)
- #define PHYS_INPUT_BUTTON_JUMP(s) !!(input_buttons & 2)
- #define PHYS_INPUT_BUTTON_ATCK2(s) !!(input_buttons & 4)
- #define PHYS_INPUT_BUTTON_ZOOM(s) !!(input_buttons & 8)
- #define PHYS_INPUT_BUTTON_CROUCH(s) !!(input_buttons & 16)
- #define PHYS_INPUT_BUTTON_HOOK(s) !!(input_buttons & 32)
- #define PHYS_INPUT_BUTTON_USE(s) !!(input_buttons & 64)
- #define PHYS_INPUT_BUTTON_BACKWARD(s) !!(input_buttons & 128)
- #define PHYS_INPUT_BUTTON_FORWARD(s) !!(input_buttons & 256)
- #define PHYS_INPUT_BUTTON_LEFT(s) !!(input_buttons & 512)
- #define PHYS_INPUT_BUTTON_RIGHT(s) !!(input_buttons & 1024)
- #define PHYS_INPUT_BUTTON_JETPACK(s) !!(input_buttons & 4096)
+ #define PHYS_INPUT_BUTTON_MASK(s) (input_buttons | BIT(7) * (input_movevalues.x < 0) | BIT(8) * (input_movevalues.x > 0) | BIT(9) * (input_movevalues.y < 0) | BIT(10) * (input_movevalues.y > 0))
+ #define PHYS_INPUT_BUTTON_ATCK(s) boolean(input_buttons & BIT(0))
+ #define PHYS_INPUT_BUTTON_JUMP(s) boolean(input_buttons & BIT(1))
+ #define PHYS_INPUT_BUTTON_ATCK2(s) boolean(input_buttons & BIT(2))
+ #define PHYS_INPUT_BUTTON_ZOOM(s) boolean(input_buttons & BIT(3))
+ #define PHYS_INPUT_BUTTON_CROUCH(s) boolean(input_buttons & BIT(4))
+ #define PHYS_INPUT_BUTTON_HOOK(s) boolean(input_buttons & BIT(5))
+ #define PHYS_INPUT_BUTTON_USE(s) boolean(input_buttons & BIT(6))
+ #define PHYS_INPUT_BUTTON_BACKWARD(s) boolean(input_buttons & BIT(7))
+ #define PHYS_INPUT_BUTTON_FORWARD(s) boolean(input_buttons & BIT(8))
+ #define PHYS_INPUT_BUTTON_LEFT(s) boolean(input_buttons & BIT(9))
+ #define PHYS_INPUT_BUTTON_RIGHT(s) boolean(input_buttons & BIT(10))
+ #define PHYS_INPUT_BUTTON_JETPACK(s) boolean(input_buttons & BIT(12))
#define PHYS_DEAD(s) s.csqcmodel_isdead
#define GAMEPLAYFIX_NOGRAVITYONGROUND (boolean(moveflags & MOVEFLAG_NOGRAVITYONGROUND))
#define GAMEPLAYFIX_Q2AIRACCELERATE (boolean(moveflags & MOVEFLAG_Q2AIRACCELERATE))
- #define IS_DUCKED(s) !!(s.flags & FL_DUCKED)
+ #define IS_DUCKED(s) boolean(s.flags & FL_DUCKED)
#define SET_DUCKED(s) s.flags |= FL_DUCKED
#define UNSET_DUCKED(s) s.flags &= ~FL_DUCKED
#define SET_JUMP_HELD(s) s.flags &= ~FL_JUMPRELEASED
#define UNSET_JUMP_HELD(s) s.flags |= FL_JUMPRELEASED
- #define IS_ONGROUND(s) !!(s.flags & FL_ONGROUND)
+ #define IS_ONGROUND(s) boolean(s.flags & FL_ONGROUND)
#define SET_ONGROUND(s) s.flags |= FL_ONGROUND
#define UNSET_ONGROUND(s) s.flags &= ~FL_ONGROUND
- #define WAS_ONGROUND(s) !!(s.lastflags & FL_ONGROUND)
+ #define WAS_ONGROUND(s) boolean(s.lastflags & FL_ONGROUND)
#define ITEMS_STAT(s) (s).items
#define SET_JUMP_HELD(s) s.flags &= ~FL_JUMPRELEASED
#define UNSET_JUMP_HELD(s) s.flags |= FL_JUMPRELEASED
- #define IS_ONGROUND(s) !!(s.flags & FL_ONGROUND)
+ #define IS_ONGROUND(s) boolean(s.flags & FL_ONGROUND)
#define SET_ONGROUND(s) s.flags |= FL_ONGROUND
#define UNSET_ONGROUND(s) s.flags &= ~FL_ONGROUND
- #define WAS_ONGROUND(s) !!((s).lastflags & FL_ONGROUND)
+ #define WAS_ONGROUND(s) boolean((s).lastflags & FL_ONGROUND)
#define ITEMS_STAT(s) s.items