]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_nex.qc
Merge branch 'master' into terencehill/vehicles_fixes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_nex.qc
index 5ab21e2eae01edd38cb1cd16d9f100f90cb816dc..919e27e5ae81b96022f65deeb5ffd6d6b9439178 100644 (file)
@@ -76,7 +76,7 @@ void W_Nex_Attack (float issecondary)
        FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
 
        if(yoda && flying)
-               Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); 
+               Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
 
        //beam and muzzle flash done on client
        SendCSQCNexBeamParticle(charge);
@@ -156,7 +156,7 @@ float w_nex(float req)
                                                        if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
                                                        {
                                                                dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
-                                                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+                                                               if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                                                                {
                                                                        // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
                                                                        if(autocvar_g_balance_nex_reload_ammo)
@@ -231,7 +231,7 @@ float w_nex(float req)
                {
                        // don't allow charging if we don't have enough ammo
                        ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_secondary_ammo;    
+                       ammo_amount += self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_secondary_ammo;
                        return ammo_amount;
                }
                else