if (ent == world)
return;
- if not (ent.turret_scale_damage) ent.turret_scale_damage = 1;
- if not (ent.turret_scale_range) ent.turret_scale_range = 1;
- if not (ent.turret_scale_refire) ent.turret_scale_refire = 1;
- if not (ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
- if not (ent.turret_scale_aim) ent.turret_scale_aim = 1;
- if not (ent.turret_scale_health) ent.turret_scale_health = 1;
- if not (ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
+ if (!ent.turret_scale_damage) ent.turret_scale_damage = 1;
+ if (!ent.turret_scale_range) ent.turret_scale_range = 1;
+ if (!ent.turret_scale_refire) ent.turret_scale_refire = 1;
+ if (!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
+ if (!ent.turret_scale_aim) ent.turret_scale_aim = 1;
+ if (!ent.turret_scale_health) ent.turret_scale_health = 1;
+ if (!ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
sbase = strcat(cvar_base,unitname);
if (is_reload)
if (self.track_flags == TFL_TRACK_NO)
return;
- if not (self.active)
+ if (!self.active)
target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
else if (self.enemy == world)
{
if(e_target.owner == e_turret)
return -0.5;
- if not(checkpvs(e_target.origin, e_turret))
+ if (!checkpvs(e_target.origin, e_turret))
return -1;
- if not (e_target)
+ if (!e_target)
return -2;
if(g_onslaught)
// player
if (IS_CLIENT(e_target))
{
- if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
+ if (!(validate_flags & TFL_TARGETSELECT_PLAYERS))
return -7;
if (e_target.deadflag != DEAD_NO)
// Missile
if (e_target.flags & FL_PROJECTILE)
- if not (validate_flags & TFL_TARGETSELECT_MISSILES)
+ if (!(validate_flags & TFL_TARGETSELECT_MISSILES))
return -10;
if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
- if not (e_target.flags & FL_PROJECTILE)
+ if (!(e_target.flags & FL_PROJECTILE))
return -10.5;
// Team check
#endif
// Handle ammo
- if not (self.spawnflags & TSF_NO_AMMO_REGEN)
+ if (!(self.spawnflags & TSF_NO_AMMO_REGEN))
if (self.ammo < self.ammo_max)
self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
// Inactive turrets needs to run the think loop,
// So they can handle animation and wake up if need be.
- if not (self.active)
+ if (!self.active)
{
turret_stdproc_track();
return;
// This one is doing something.. oddball. assume its handles what needs to be handled.
// Predict?
- if not(self.aim_flags & TFL_AIM_NO)
+ if (!(self.aim_flags & TFL_AIM_NO))
self.tur_aimpos = turret_stdproc_aim_generic();
// Turn & pitch?
- if not(self.track_flags & TFL_TRACK_NO)
+ if (!(self.track_flags & TFL_TRACK_NO))
turret_stdproc_track();
turret_do_updates(self);
if(self.volly_counter != self.shot_volly)
{
// Predict or whatnot
- if not(self.aim_flags & TFL_AIM_NO)
+ if (!(self.aim_flags & TFL_AIM_NO))
self.tur_aimpos = turret_stdproc_aim_generic();
// Turn & pitch
- if not(self.track_flags & TFL_TRACK_NO)
+ if (!(self.track_flags & TFL_TRACK_NO))
turret_stdproc_track();
turret_do_updates(self);
if (self.enemy == world)
{
// Turn & pitch
- if not(self.track_flags & TFL_TRACK_NO)
+ if (!(self.track_flags & TFL_TRACK_NO))
turret_stdproc_track();
// do any per-turret stuff
self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
// Predict?
- if not(self.aim_flags & TFL_AIM_NO)
+ if (!(self.aim_flags & TFL_AIM_NO))
self.tur_aimpos = turret_stdproc_aim_generic();
// Turn & pitch?
- if not(self.track_flags & TFL_TRACK_NO)
+ if (!(self.track_flags & TFL_TRACK_NO))
turret_stdproc_track();
turret_do_updates(self);
self.turret_type = _turret_type;
e = find(world, classname, "turret_manager");
- if not (e)
+ if (!e)
{
e = spawn();
e.classname = "turret_manager";
e.nextthink = time + 2;
}
- if not (self.spawnflags & TSF_SUSPENDED)
+ if (!(self.spawnflags & TSF_SUSPENDED))
builtin_droptofloor(); // why can't we use regular droptofloor here?
// Terrainbase spawnflag. This puts a enlongated model
self.effects = EF_NODRAW;
// Handle turret teams.
- if not (teamplay)
+ if (!teamplay)
self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
else if(g_onslaught && self.targetname)
{
* if it hits a glitch in my logic :P so try to set as mutch
* as possible beforehand.
*/
- if not(self.ticrate)
+ if (!self.ticrate)
{
if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop
if (self.netname == "")
self.netname = self.classname;
- if not (self.respawntime)
+ if (!self.respawntime)
self.respawntime = 60;
self.respawntime = max(-1, self.respawntime);
- if not (self.health)
+ if (!self.health)
self.health = 1000;
self.tur_health = max(1, self.health);
- if not (self.turrcaps_flags)
+ if (!self.turrcaps_flags)
self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
- if not (self.damage_flags)
+ if (!self.damage_flags)
self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
// Shot stuff.
- if not (self.shot_refire)
+ if (!self.shot_refire)
self.shot_refire = 1;
self.shot_refire = bound(0.01, self.shot_refire, 9999);
- if not (self.shot_dmg)
+ if (!self.shot_dmg)
self.shot_dmg = self.shot_refire * 50;
self.shot_dmg = max(1, self.shot_dmg);
- if not (self.shot_radius)
+ if (!self.shot_radius)
self.shot_radius = self.shot_dmg * 0.5;
self.shot_radius = max(1, self.shot_radius);
- if not (self.shot_speed)
+ if (!self.shot_speed)
self.shot_speed = 2500;
self.shot_speed = max(1, self.shot_speed);
- if not (self.shot_spread)
+ if (!self.shot_spread)
self.shot_spread = 0.0125;
self.shot_spread = bound(0.0001, self.shot_spread, 500);
- if not (self.shot_force)
+ if (!self.shot_force)
self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
self.shot_force = bound(0.001, self.shot_force, 5000);
- if not (self.shot_volly)
+ if (!self.shot_volly)
self.shot_volly = 1;
self.shot_volly = bound(1, self.shot_volly, floor(self.ammo_max / self.shot_dmg));
- if not (self.shot_volly_refire)
+ if (!self.shot_volly_refire)
self.shot_volly_refire = self.shot_refire * self.shot_volly;
self.shot_volly_refire = bound(self.shot_refire, self.shot_volly_refire, 60);
- if not (self.firecheck_flags)
+ if (!self.firecheck_flags)
self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE;
// Range stuff.
- if not (self.target_range)
+ if (!self.target_range)
self.target_range = self.shot_speed * 0.5;
self.target_range = bound(0, self.target_range, MAX_SHOT_DISTANCE);
- if not (self.target_range_min)
+ if (!self.target_range_min)
self.target_range_min = self.shot_radius * 2;
self.target_range_min = bound(0, self.target_range_min, MAX_SHOT_DISTANCE);
- if not (self.target_range_optimal)
+ if (!self.target_range_optimal)
self.target_range_optimal = self.target_range * 0.5;
self.target_range_optimal = bound(0, self.target_range_optimal, MAX_SHOT_DISTANCE);
// Aim stuff.
- if not (self.aim_maxrot)
+ if (!self.aim_maxrot)
self.aim_maxrot = 90;
self.aim_maxrot = bound(0, self.aim_maxrot, 360);
- if not (self.aim_maxpitch)
+ if (!self.aim_maxpitch)
self.aim_maxpitch = 20;
self.aim_maxpitch = bound(0, self.aim_maxpitch, 90);
- if not (self.aim_speed)
+ if (!self.aim_speed)
self.aim_speed = 36;
self.aim_speed = bound(0.1, self.aim_speed, 1000);
- if not (self.aim_firetolerance_dist)
+ if (!self.aim_firetolerance_dist)
self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
self.aim_firetolerance_dist = bound(0.1, self.aim_firetolerance_dist, MAX_SHOT_DISTANCE);
- if not (self.aim_flags)
+ if (!self.aim_flags)
{
self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
self.aim_flags |= TFL_AIM_GROUNDGROUND;
}
- if not (self.track_type)
+ if (!self.track_type)
self.track_type = TFL_TRACKTYPE_STEPMOTOR;
if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
// Fluid / Ineria mode. Looks mutch nicer.
// Can reduce aim preformance alot, needs a bit diffrent aimspeed
- if not (self.aim_speed)
+ if (!self.aim_speed)
self.aim_speed = 180;
self.aim_speed = bound(0.1, self.aim_speed, 1000);
- if not (self.track_accel_pitch)
+ if (!self.track_accel_pitch)
self.track_accel_pitch = 0.5;
- if not (self.track_accel_rot)
+ if (!self.track_accel_rot)
self.track_accel_rot = 0.5;
- if not (self.track_blendrate)
+ if (!self.track_blendrate)
self.track_blendrate = 0.35;
}
// Target selection stuff.
- if not (self.target_select_rangebias)
+ if (!self.target_select_rangebias)
self.target_select_rangebias = 1;
self.target_select_rangebias = bound(-10, self.target_select_rangebias, 10);
- if not (self.target_select_samebias)
+ if (!self.target_select_samebias)
self.target_select_samebias = 1;
self.target_select_samebias = bound(-10, self.target_select_samebias, 10);
- if not (self.target_select_anglebias)
+ if (!self.target_select_anglebias)
self.target_select_anglebias = 1;
self.target_select_anglebias = bound(-10, self.target_select_anglebias, 10);
- if not (self.target_select_missilebias)
+ if (!self.target_select_missilebias)
self.target_select_missilebias = -10;
self.target_select_missilebias = bound(-10, self.target_select_missilebias, 10);
self.target_select_playerbias = bound(-10, self.target_select_playerbias, 10);
- if not (self.target_select_flags)
+ if (!self.target_select_flags)
{
self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
| TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
self.target_validate_flags = self.target_select_flags;
// Ammo stuff
- if not (self.ammo_max)
+ if (!self.ammo_max)
self.ammo_max = self.shot_dmg * 10;
self.ammo_max = max(self.shot_dmg, self.ammo_max);
- if not (self.ammo)
+ if (!self.ammo)
self.ammo = self.shot_dmg * 5;
self.ammo = bound(0,self.ammo, self.ammo_max);
- if not (self.ammo_recharge)
+ if (!self.ammo_recharge)
self.ammo_recharge = self.shot_dmg * 0.5;
self.ammo_recharge = max(0 ,self.ammo_recharge);
// Convert the recharge from X per sec to X per ticrate
self.ammo_recharge = self.ammo_recharge * self.ticrate;
- if not (self.ammo_flags)
+ if (!self.ammo_flags)
self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
// Damage stuff
if(self.spawnflags & TSL_NO_RESPAWN)
- if not (self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
+ if (!(self.damage_flags & TFL_DMG_DEATH_NORESPAWN))
self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
// Offsets & origins
self.tur_head.movetype = MOVETYPE_NOCLIP;
// Defend mode?
- if not (self.tur_defend)
+ if (!self.tur_defend)
if (self.target != "")
{
self.tur_defend = find(world, targetname, self.target);