diff --git a/ParoxysmII/source/client.r b/ParoxysmII/source/client.r index 87892a7..dbe4094 100644 --- a/ParoxysmII/source/client.r +++ b/ParoxysmII/source/client.r @@ -898,9 +898,9 @@ void() CheckWaterJump = traceline (start, end, TRUE, @self); if (trace_fraction == 1) { // open at eye level - @self.flags = @self.flags | FL_WATERJUMP; + @self.flags |= FL_WATERJUMP; @self.velocity_z = 225; - @self.flags = @self.flags - (@self.flags & FL_JUMPRELEASED); + @self.flags &= ~FL_JUMPRELEASED; @self.teleport_time = time + 2; // safety net return; } @@ -956,7 +956,7 @@ void() PlayerPreThink = PlayerJump (); } else - @self.flags = @self.flags | FL_JUMPRELEASED; + @self.flags |= FL_JUMPRELEASED; // teleporters can force a non-moving pause time if (time < @self.pausetime) @self.velocity = '0 0 0'; @@ -1063,13 +1063,13 @@ void() CheckPowerups = // + POX - ignore light effects in Dark Mode if (@self.invincible_finished > time && !(deathmatch & DM_DARK)) { - @self.effects = @self.effects | EF_DIMLIGHT; - @self.effects = @self.effects | EF_RED; + @self.effects |= EF_DIMLIGHT; + @self.effects |= EF_RED; } else { - @self.effects = @self.effects - (@self.effects & EF_DIMLIGHT); - @self.effects = @self.effects - (@self.effects & EF_RED); + @self.effects &= ~EF_DIMLIGHT; + @self.effects &= ~EF_RED; } } // super damage diff --git a/ParoxysmII/source/dynlight.r b/ParoxysmII/source/dynlight.r index 3783a44..08dfc4f 100644 --- a/ParoxysmII/source/dynlight.r +++ b/ParoxysmII/source/dynlight.r @@ -27,16 +27,16 @@ void() start_dynlight = //POX v1.1 - changed this for QW support //No EF_BRIGHTFIELD in QW - defaults to EF_DIMLIGHT if (@self.dynlight_style == 2) - @self.effects = @self.effects | EF_BRIGHTLIGHT; + @self.effects |= EF_BRIGHTLIGHT; else if (@self.dynlight_style == 4) - @self.effects = @self.effects | EF_BLUE; + @self.effects |= EF_BLUE; else if (@self.dynlight_style == 5) - @self.effects = @self.effects | EF_RED; + @self.effects |= EF_RED; else - @self.effects = @self.effects | EF_DIMLIGHT; + @self.effects |= EF_DIMLIGHT; dynlight_next(); diff --git a/ParoxysmII/source/items.r b/ParoxysmII/source/items.r index d6e4474..ea218d1 100644 --- a/ParoxysmII/source/items.r +++ b/ParoxysmII/source/items.r @@ -42,7 +42,7 @@ void() q_touch = sound (other, CHAN_VOICE, @self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); @self.solid = SOLID_NOT; - other.items = other.items | IT_QUAD; + other.items |= IT_QUAD; @self.model = string_null; //if (deathmatch == 4) //{ @@ -102,7 +102,7 @@ void() r_touch = sound (other, CHAN_VOICE, @self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); @self.solid = SOLID_NOT; - other.items = other.items | IT_INVISIBILITY; + other.items |= IT_INVISIBILITY; @self.model = string_null; // do the apropriate action other.invisible_time = 1; @@ -287,7 +287,7 @@ void() health_touch = // Megahealth = rot down the player's super health if (@self.healtype == 2) { - other.items = other.items | IT_SUPERHEALTH; + other.items |= IT_SUPERHEALTH; //if (deathmatch != 4) //{ @self.nextthink = time + 5; @@ -319,7 +319,7 @@ void() item_megahealth_rot = } // it is possible for a player to die and respawn between rots, so don't // just blindly subtract the flag off - other.items = other.items - (other.items & IT_SUPERHEALTH); + other.items &= ~IT_SUPERHEALTH; //if (deathmatch != 2) // deathmatch 2 is silly old rules //{ @@ -474,7 +474,7 @@ void() weapon_touch = bound_other_ammo (); // change to the weapon old = other.items; - other.items = other.items | new; + other.items |= new; stemp = @self; @self = other; @@ -930,7 +930,7 @@ void() key_touch = sprint (other,PRINT_LOW, "\n"); sound (other, CHAN_ITEM, @self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); - other.items = other.items | @self.items; + other.items |= @self.items; @self.solid = SOLID_NOT; @self.model = string_null; activator = other; @@ -1045,7 +1045,7 @@ void() sigil_touch = stuffcmd (other, "bf\n"); @self.solid = SOLID_NOT; @self.model = string_null; - serverflags = serverflags | (@self.spawnflags & 15); + serverflags &= ~15; @self.classname = ""; // so rune doors won't find it activator = other; @@ -1107,7 +1107,7 @@ void() powerup_touch = sound (other, CHAN_VOICE, @self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); @self.solid = SOLID_NOT; - other.items = other.items | @self.items; + other.items |= @self.items; @self.model = string_null; // do the apropriate action if (@self.classname == "item_artifact_envirosuit") @@ -1153,7 +1153,7 @@ void() item_artifact_invulnerability = @self.noise = "items/protect.wav"; setmodel (@self, "progs/poxmegs.mdl"); @self.netname = "MegaShields"; - @self.effects = @self.effects | EF_RED; + @self.effects |= EF_RED; @self.items = IT_INVULNERABILITY; setsize (@self, '-16 -16 -24', '16 16 32'); StartItem (); @@ -1291,11 +1291,11 @@ void() BackpackTouch = { other.invincible_time = 1; other.invincible_finished = time + 30; - other.items = other.items | IT_INVULNERABILITY; + other.items |= IT_INVULNERABILITY; other.super_time = 1; other.super_damage_finished = time + 30; - other.items = other.items | IT_QUAD; + other.items |= IT_QUAD; other.ammo_cells = 0; @@ -1331,7 +1331,7 @@ void() BackpackTouch = if (!new) new = other.weapon; old = other.items; - other.items = other.items | @self.items; + other.items |= @self.items; bound_other_ammo (); if (@self.ammo_shells) { diff --git a/ParoxysmII/source/nq/client.qc b/ParoxysmII/source/nq/client.qc index 94762a0..45cc219 100644 --- a/ParoxysmII/source/nq/client.qc +++ b/ParoxysmII/source/nq/client.qc @@ -417,8 +417,7 @@ void() PutClientInServer = self.movetype = MOVETYPE_WALK; //POX v1.2 - remove items - self.items = self.items - (self.items & - (IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) ); + self.items &= ~(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) ); self.show_hostile = 0; self.max_health = 100; @@ -442,7 +441,7 @@ void() PutClientInServer = self.weapon = IT_TSHOT; // POX v1.1 - spawn with 50 armour points - self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR1; + self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR1; self.armorvalue = 50; self.armortype = 0.9; @@ -490,7 +489,7 @@ void() PutClientInServer = sound (self, CHAN_AUTO, "items/inv1.wav", 1, ATTN_NORM); stuffcmd (self, "bf\n"); - self.items = self.items | IT_INVISIBILITY; + self.items |= IT_INVISIBILITY; self.invisible_time = 1; self.invisible_finished = time + 9999999999; } @@ -587,17 +586,17 @@ void() PutClientInServer = self.ammo_shells = 200; self.ammo_rockets = 100; self.ammo_cells = 200; - self.items = self.items | IT_PLASMAGUN; - self.items = self.items | IT_SUPER_NAILGUN; - self.items = self.items | IT_COMBOGUN; - self.items = self.items | IT_ROCKET_LAUNCHER; - self.items = self.items | IT_GRENADE_LAUNCHER; + self.items |= IT_PLASMAGUN; + self.items |= IT_SUPER_NAILGUN; + self.items |= IT_COMBOGUN; + self.items |= IT_ROCKET_LAUNCHER; + self.items |= IT_GRENADE_LAUNCHER; - self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3; + self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3; self.armorvalue = 250; self.armortype = 0.9; self.health = 200; - self.items = self.items | IT_INVULNERABILITY; + self.items |= IT_INVULNERABILITY; self.invincible_time = 1; self.invincible_finished = time + 3; @@ -605,7 +604,7 @@ void() PutClientInServer = self.currentammo = self.ammo_rockets; self.weaponmodel = "progs/v_rhino.mdl"; self.weaponframe = 0; - self.items = self.items | IT_ROCKETS; + self.items |= IT_ROCKETS; self.max_health = 200; sound (self, CHAN_AUTO, "items/protect.wav", 1, ATTN_NORM); @@ -697,17 +696,17 @@ void() NextLevel = else if (!(serverflags & 1)) { mapname = "e1m1"; - serverflags = serverflags | 1; + serverflags |= 1; } else if (!(serverflags & 2)) { mapname = "e2m1"; - serverflags = serverflags | 2; + serverflags |= 2; } else if (!(serverflags & 4)) { mapname = "e3m1"; - serverflags = serverflags | 4; + serverflags |= 4; } else if (!(serverflags & 8)) { @@ -844,7 +843,7 @@ void() PlayerJump = if ( !(self.flags & FL_JUMPRELEASED) ) return; // don't pogo stick - self.flags = self.flags - (self.flags & FL_JUMPRELEASED); + self.flags &= ~FL_JUMPRELEASED); self.flags = self.flags - FL_ONGROUND; // don't stairwalk @@ -1021,9 +1020,9 @@ void() CheckWaterJump = traceline (start, end, TRUE, self); if (trace_fraction == 1) { // open at eye level - self.flags = self.flags | FL_WATERJUMP; + self.flags |= FL_WATERJUMP; self.velocity_z = 225; - self.flags = self.flags - (self.flags & FL_JUMPRELEASED); + self.flags &= ~FL_JUMPRELEASED); self.teleport_time = time + 2; // safety net return; } @@ -1082,7 +1081,7 @@ void() PlayerPreThink = PlayerJump (); } else - self.flags = self.flags | FL_JUMPRELEASED; + self.flags |= FL_JUMPRELEASED; // teleporters can force a non-moving pause time if (time < self.pausetime) @@ -1123,7 +1122,7 @@ void() CheckPowerups = //POX v1.1 - change armour to Yellow if (self.armorvalue == 150) - self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR2; + self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR2; } // invisibility @@ -1202,9 +1201,9 @@ void() CheckPowerups = if (!(deathmatch & DM_DARK)) { if (self.invincible_finished > time) - self.effects = self.effects | EF_DIMLIGHT; + self.effects |= EF_DIMLIGHT; else - self.effects = self.effects - (self.effects & EF_DIMLIGHT); + self.effects &= ~EF_DIMLIGHT); } } @@ -1242,9 +1241,9 @@ void() CheckPowerups = if (!(deathmatch & DM_DARK)) { if (self.super_damage_finished > time) - self.effects = self.effects | EF_DIMLIGHT; + self.effects |= EF_DIMLIGHT; else - self.effects = self.effects - (self.effects & EF_DIMLIGHT); + self.effects &= ~EF_DIMLIGHT); } } diff --git a/ParoxysmII/source/nq/combat.qc b/ParoxysmII/source/nq/combat.qc index f16f133..1e34c10 100644 --- a/ParoxysmII/source/nq/combat.qc +++ b/ParoxysmII/source/nq/combat.qc @@ -138,7 +138,7 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage= { save = targ.armorvalue; targ.armortype = 0; // lost all armor - targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)); + targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)); } targ.armorvalue = targ.armorvalue - save; @@ -147,19 +147,19 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage= if (targ.armorvalue > 150) { targ.armortype = 0.8; //Red Armour - targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3; + targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3; } else if (targ.armorvalue > 50) { targ.armortype = 0.8; //Yellow Armour - targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR2; + targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR2; } else if (targ.armorvalue > 1) { targ.armortype = 0.8; //Blue Armour - targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR1; + targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR1; } take = ceil(damage-save); diff --git a/ParoxysmII/source/nq/doors.qc b/ParoxysmII/source/nq/doors.qc index d2c585b..2cec870 100644 --- a/ParoxysmII/source/nq/doors.qc +++ b/ParoxysmII/source/nq/doors.qc @@ -603,7 +603,7 @@ void () fd_secret_use = sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); self.nextthink = self.ltime + 0.1; - temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1 + temp &= ~SECRET_1ST_LEFT); // 1 or -1 makevectors(self.mangle); if (!self.t_width) diff --git a/ParoxysmII/source/nq/dynlight.qc b/ParoxysmII/source/nq/dynlight.qc index dc58399..6cbc929 100644 --- a/ParoxysmII/source/nq/dynlight.qc +++ b/ParoxysmII/source/nq/dynlight.qc @@ -25,13 +25,13 @@ void() start_dynlight = //POX v1.1 - changed this for QW support //No EF_BLUE or EF_RED in Quake - defaults to EF_DIMLIGHT if (self.dynlight_style == 2) - self.effects = self.effects | EF_BRIGHTLIGHT; + self.effects |= EF_BRIGHTLIGHT; else if (self.dynlight_style == 3) - self.effects = self.effects | EF_BRIGHTFIELD; + self.effects |= EF_BRIGHTFIELD; else - self.effects = self.effects | EF_DIMLIGHT; + self.effects |= EF_DIMLIGHT; dynlight_next(); }; diff --git a/ParoxysmII/source/nq/items.qc b/ParoxysmII/source/nq/items.qc index 29d953f..861b34a 100644 --- a/ParoxysmII/source/nq/items.qc +++ b/ParoxysmII/source/nq/items.qc @@ -18,7 +18,7 @@ void() SUB_regen = } if (self.classname == "item_artifact_super_damage" || self.classname == "item_artifact_invulnerability" || self.classname == "item_artifact_invisibility") - self.effects = self.effects | EF_DIMLIGHT; + self.effects |= EF_DIMLIGHT; }; @@ -199,7 +199,7 @@ void() health_touch = // Megahealth = rot down the player's super health if (self.healtype == 2) { - other.items = other.items | IT_SUPERHEALTH; + other.items |= IT_SUPERHEALTH; self.nextthink = time + 5; self.think = item_megahealth_rot; self.owner = other; @@ -231,7 +231,7 @@ void() item_megahealth_rot = // it is possible for a player to die and respawn between rots, so don't // just blindly subtract the flag off - other.items = other.items - (other.items & IT_SUPERHEALTH); + other.items &= ~IT_SUPERHEALTH); if (deathmatch >= 1) // deathmatch 2 is silly old rules { @@ -391,7 +391,7 @@ void() weapon_touch = // change to the weapon old = other.items; - other.items = other.items | new; + other.items |= new; stemp = self; self = other; @@ -859,7 +859,7 @@ local float best; sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); - other.items = other.items | self.items; + other.items |= self.items; if (!coop) { @@ -1019,12 +1019,12 @@ local float best; sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); self.solid = SOLID_NOT; - other.items = other.items | self.items; + other.items |= self.items; self.model = string_null; if (self.classname == "item_artifact_super_damage") { - self.effects = self.effects - (self.effects & EF_DIMLIGHT); + self.effects &= ~EF_DIMLIGHT); self.quadcore.mdl = self.quadcore.model; self.quadcore.model = string_null; @@ -1041,7 +1041,7 @@ local float best; if (self.classname == "item_artifact_invulnerability") { - self.effects = self.effects - (self.effects & EF_DIMLIGHT); + self.effects &= ~EF_DIMLIGHT); other.invincible_time = 1; other.invincible_finished = time + 30; } @@ -1050,7 +1050,7 @@ local float best; { other.invisible_time = 1; other.invisible_finished = time + 30; - self.effects = self.effects - (self.effects & EF_DIMLIGHT); + self.effects &= ~EF_DIMLIGHT); } @@ -1077,7 +1077,7 @@ void() item_artifact_invulnerability = self.netname = "MegaShields"; self.items = IT_INVULNERABILITY; - self.effects = self.effects | EF_DIMLIGHT; + self.effects |= EF_DIMLIGHT; setsize (self, '-16 -16 -24', '16 16 32'); StartItem (); @@ -1124,7 +1124,7 @@ void() item_artifact_invisibility = self.netname = "Cloaking Device"; self.items = IT_INVISIBILITY; - self.effects = self.effects | EF_DIMLIGHT; + self.effects |= EF_DIMLIGHT; setsize (self, '-16 -16 -24', '16 16 32'); StartItem (); @@ -1177,7 +1177,7 @@ void() item_artifact_super_damage = self.items = IT_QUAD; setsize (self, '-16 -16 -24', '16 16 32'); - self.effects = self.effects | EF_DIMLIGHT; + self.effects |= EF_DIMLIGHT; Spawn_QuadCore (); @@ -1234,7 +1234,7 @@ void() BackpackTouch = if (!new) new = other.weapon; old = other.items; - other.items = other.items | new; + other.items |= new; bound_other_ammo (); diff --git a/ParoxysmII/source/nq/player.qc b/ParoxysmII/source/nq/player.qc index 0176271..7e999d6 100644 --- a/ParoxysmII/source/nq/player.qc +++ b/ParoxysmII/source/nq/player.qc @@ -178,7 +178,7 @@ void() player_run =[0, player_run ] /* //used for PulseGun fire void() player_pulse1 = [$shotatt1, player_pulse2 ] {self.weaponframe=1; -self.effects = self.effects | EF_MUZZLEFLASH;}; +self.effects |= EF_MUZZLEFLASH;}; void() player_pulse2 = [$shotatt2, player_pulse3 ] {self.weaponframe=2;}; void() player_pulse3 = [$shotatt3, player_pulse4 ] {self.weaponframe=3;}; void() player_pulse4 = [$shotatt4, player_pulse5 ] {self.weaponframe=4;}; @@ -196,7 +196,7 @@ void() player_pflex6 = [$shotatt5, player_run ] {self.weaponframe=11;}; //used for t-sht and combo gun void() player_shot1 = [15, player_shot2 ] {self.weaponframe=1; -self.effects = self.effects | EF_MUZZLEFLASH;}; +self.effects |= EF_MUZZLEFLASH;}; void() player_shot2 = [16, player_shot3 ] {self.weaponframe=2;}; void() player_shot3 = [17, player_shot4 ] {self.weaponframe=3;}; void() player_shot4 = [18, player_shot5 ] {self.weaponframe=4;}; @@ -205,7 +205,7 @@ void() player_shot6 = [19, player_run ] {self.weaponframe=6;}; // New Frame Macro For T-Shot 3 barrel fire void() player_tshot1 = [15, player_tshot2 ] {self.weaponframe=1; -self.effects = self.effects | EF_MUZZLEFLASH;}; +self.effects |= EF_MUZZLEFLASH;}; void() player_tshot2 = [16, player_tshot3 ] {self.weaponframe=16;};//triple flare frame void() player_tshot3 = [17, player_tshot4 ] {self.weaponframe=3;}; void() player_tshot4 = [18, player_tshot5 ] {self.weaponframe=4;}; @@ -228,7 +228,7 @@ void() player_reshot9 = [15, player_run ] {self.weaponframe=15;}; // New Frame Macro For SuperShotgun Second Trigger (Impact Grenades) void() player_gshot1 = [15, player_gshot2 ] {self.weaponframe=2; -self.effects = self.effects | EF_MUZZLEFLASH;}; +self.effects |= EF_MUZZLEFLASH;}; void() player_gshot2 = [16, player_gshot3 ] {self.weaponframe=3;}; void() player_gshot3 = [17, player_gshot4 ] {self.weaponframe=4;}; void() player_gshot4 = [18, player_gshot5 ] {self.weaponframe=5;}; @@ -237,7 +237,7 @@ void() player_gshot5 = [19, player_run ] {self.weaponframe=6;}; // New Frame Macro For Nailgun Second Trigger (Shrapnel Bomb) void() player_shrap1 = [15, player_shrap2 ] { -self.effects = self.effects | EF_MUZZLEFLASH;}; +self.effects |= EF_MUZZLEFLASH;}; void() player_shrap2 = [16, player_run ] {}; // End Nailgun Second Trigger Macro @@ -345,7 +345,7 @@ void() player_nail1 =[15, player_nail2 ] } else { - self.effects = self.effects | EF_MUZZLEFLASH; + self.effects |= EF_MUZZLEFLASH; if (!self.button0) {player_run ();return;} @@ -375,7 +375,7 @@ void() player_nail2 =[16, player_nail1 ] else { - self.effects = self.effects | EF_MUZZLEFLASH; + self.effects |= EF_MUZZLEFLASH; if (!self.button0) {player_run ();return;} @@ -410,7 +410,7 @@ void() player_plasma1 =[15, player_plasma2 ] } else { - self.effects = self.effects | EF_MUZZLEFLASH; + self.effects |= EF_MUZZLEFLASH; if (!self.button0) {player_run ();return;} @@ -447,7 +447,7 @@ void() player_plasma2 =[16, player_plasma1 ] else { - self.effects = self.effects | EF_MUZZLEFLASH; + self.effects |= EF_MUZZLEFLASH; if (!self.button0) {player_run ();return;} @@ -471,7 +471,7 @@ void() player_plasma2 =[16, player_plasma1 ] //Had to seperate Grenade Macro from Anihilator //to make room for new rhino animations void() player_grenade1 =[15, player_grenade2 ] {self.weaponframe=1; -self.effects = self.effects | EF_MUZZLEFLASH;}; +self.effects |= EF_MUZZLEFLASH;}; void() player_grenade2 =[16, player_grenade3 ] {self.weaponframe=2;}; void() player_grenade3 =[17, player_grenade4 ] {self.weaponframe=3;}; void() player_grenade4 =[18, player_grenade5 ] {self.weaponframe=4;}; @@ -494,7 +494,7 @@ sound (self, CHAN_WEAPON, "weapons/rhino.wav", 1, ATTN_NORM); self.velocity = v_forward* -25; self.punchangle_x = -3; -self.effects = self.effects | EF_MUZZLEFLASH;}; +self.effects |= EF_MUZZLEFLASH;}; void() player_rocket2 =[15, player_rocket3 ] {self.weaponframe=2; W_FireRocket('0 0 24');}; void() player_rocket3 =[16, player_run ] {self.weaponframe=3;}; @@ -813,7 +813,7 @@ void(string gibname, float dm) ThrowHead = setsize (self, '-16 -16 0', '16 16 56'); self.velocity = VelocityForDamage (dm); self.origin_z = self.origin_z - 24; - self.flags = self.flags - (self.flags & FL_ONGROUND); + self.flags &= ~FL_ONGROUND); self.avelocity = crandom() * '0 600 0'; }; @@ -915,7 +915,7 @@ void() PlayerDie = { local float i; - //self.items = self.items - (self.items & IT_INVISIBILITY); + //self.items &= ~IT_INVISIBILITY); self.invisible_finished = 0; // don't die as eyes self.invincible_finished = 0; self.super_damage_finished = 0; @@ -937,7 +937,7 @@ void() PlayerDie = self.view_ofs = '0 0 -8'; self.deadflag = DEAD_DYING; self.solid = SOLID_NOT; - self.flags = self.flags - (self.flags & FL_ONGROUND); + self.flags &= ~FL_ONGROUND); self.movetype = MOVETYPE_TOSS; if (self.velocity_z < 10) self.velocity_z = self.velocity_z + random()*300; diff --git a/ParoxysmII/source/nq/sectrig.qc b/ParoxysmII/source/nq/sectrig.qc index a672739..2faf6ea 100644 --- a/ParoxysmII/source/nq/sectrig.qc +++ b/ParoxysmII/source/nq/sectrig.qc @@ -170,7 +170,7 @@ void() launch_megaplasma = newmis.movetype = MOVETYPE_FLYMISSILE; newmis.solid = SOLID_BBOX; newmis.classname = "megaplasma"; - newmis.effects = newmis.effects | EF_BRIGHTFIELD | EF_BRIGHTLIGHT; + newmis.effects |= EF_BRIGHTFIELD | EF_BRIGHTLIGHT; // set speed dir = aim ( self, 1000 ); @@ -420,7 +420,7 @@ void() MineArm = self.takedamage = DAMAGE_YES; self.skin = 1; self.classname = "minearmed"; - self.effects = self.effects | EF_MUZZLEFLASH; + self.effects |= EF_MUZZLEFLASH; } if ((time > self.delay) || (self.spawnmaster.no_obj == TRUE)) @@ -892,8 +892,8 @@ void() W_SecondTrigger = // check for rockets if (self.ammo_rockets < 1) { - self.items = self.items - ( self.items & (IT_SHELLS) ); - self.items = self.items | IT_ROCKETS; + self.items &= ~(IT_SHELLS) ); + self.items |= IT_ROCKETS; self.currentammo = self.ammo_rockets; self.which_ammo = 1; sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM); @@ -903,8 +903,8 @@ void() W_SecondTrigger = if (self.st_pball < time) { - self.items = self.items - ( self.items & (IT_SHELLS) ); - self.items = self.items | IT_ROCKETS; + self.items &= ~(IT_SHELLS) ); + self.items |= IT_ROCKETS; self.currentammo = self.ammo_rockets; self.which_ammo = 1; player_gshot1(); diff --git a/ParoxysmII/source/nq/triggers.qc b/ParoxysmII/source/nq/triggers.qc index 22daefe..72da637 100644 --- a/ParoxysmII/source/nq/triggers.qc +++ b/ParoxysmII/source/nq/triggers.qc @@ -429,7 +429,7 @@ local vector org; stuffcmd (other, "tele_zoom\n"); } - other.flags = other.flags - other.flags & FL_ONGROUND; + other.flags &= ~FL_ONGROUND; }; /*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32) diff --git a/ParoxysmII/source/nq/weapons.qc b/ParoxysmII/source/nq/weapons.qc index 7f0fb41..bf7cb27 100644 --- a/ParoxysmII/source/nq/weapons.qc +++ b/ParoxysmII/source/nq/weapons.qc @@ -997,7 +997,7 @@ void() W_SetCurrentAmmo = if (!self.saw_on) player_run (); // get out of any weapon firing states - self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) ); + self.items &= ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) ); self.weaponmodel = ""; //Hack for ChaseCam @@ -1019,7 +1019,7 @@ void() W_SetCurrentAmmo = self.weaponframe = 0; - self.items = self.items | IT_SHELLS; + self.items |= IT_SHELLS; } else if (self.weapon == IT_COMBOGUN) { @@ -1033,12 +1033,12 @@ void() W_SetCurrentAmmo = if (self.which_ammo == 1) { self.currentammo = self.ammo_rockets; - self.items = self.items | IT_ROCKETS; + self.items |= IT_ROCKETS; } else { self.currentammo = self.ammo_shells; - self.items = self.items | IT_SHELLS; + self.items |= IT_SHELLS; } } else if (self.weapon == IT_PLASMAGUN) @@ -1049,7 +1049,7 @@ void() W_SetCurrentAmmo = self.weaponmodel = "progs/v_plasma.mdl"; self.weaponframe = 0; - self.items = self.items | IT_CELLS; + self.items |= IT_CELLS; } else if (self.weapon == IT_SUPER_NAILGUN) { @@ -1059,7 +1059,7 @@ void() W_SetCurrentAmmo = self.weaponmodel = "progs/v_nailg.mdl"; self.weaponframe = 0; - self.items = self.items | IT_NAILS; + self.items |= IT_NAILS; } else if (self.weapon == IT_GRENADE_LAUNCHER) { @@ -1069,7 +1069,7 @@ void() W_SetCurrentAmmo = self.weaponmodel = "progs/v_gren.mdl"; self.weaponframe = 0; - self.items = self.items | IT_ROCKETS; + self.items |= IT_ROCKETS; } else if (self.weapon == IT_ROCKET_LAUNCHER) { @@ -1079,7 +1079,7 @@ void() W_SetCurrentAmmo = self.weaponmodel = "progs/v_rhino.mdl"; self.weaponframe = 0; - self.items = self.items | IT_ROCKETS; + self.items |= IT_ROCKETS; } else { @@ -1208,8 +1208,8 @@ void() W_Attack = if (self.ammo_shells < 1) { self.currentammo = self.ammo_shells; - self.items = self.items - ( self.items & (IT_ROCKETS) ); - self.items = self.items | IT_SHELLS; + self.items &= ~(IT_ROCKETS) ); + self.items |= IT_SHELLS; self.which_ammo = 0; sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM); self.st_sshotgun = time + 0.7; @@ -1218,8 +1218,8 @@ void() W_Attack = else { self.currentammo = self.ammo_shells; - self.items = self.items - ( self.items & (IT_ROCKETS) ); - self.items = self.items | IT_SHELLS; + self.items &= ~(IT_ROCKETS) ); + self.items |= IT_SHELLS; self.which_ammo = 0; player_shot1 (); W_FireSuperShotgun (); @@ -1387,14 +1387,9 @@ void() CheatCommand = self.ammo_nails = 200; self.ammo_shells = 100; self.ammo_cells = 200; - self.items = self.items | - IT_BONESAW | - IT_TSHOT | - IT_COMBOGUN | - IT_PLASMAGUN | - IT_SUPER_NAILGUN | - IT_GRENADE_LAUNCHER | - IT_ROCKET_LAUNCHER; + self.items |= (IT_BONESAW | IT_TSHOT | IT_COMBOGUN | IT_PLASMAGUN + | IT_SUPER_NAILGUN | IT_GRENADE_LAUNCHER + | IT_ROCKET_LAUNCHER); self.weapon = IT_COMBOGUN; self.impulse = 0; @@ -1576,7 +1571,7 @@ void() QuadCheat = return; self.super_time = 1; self.super_damage_finished = time + 30; - self.items = self.items | IT_QUAD; + self.items |= IT_QUAD; dprint ("quad cheat\n"); }; diff --git a/ParoxysmII/source/observe.r b/ParoxysmII/source/observe.r index 6689106..85ab593 100644 --- a/ParoxysmII/source/observe.r +++ b/ParoxysmII/source/observe.r @@ -45,7 +45,7 @@ void (string destination) ObserverTeleportTouch = if (@self.flags & FL_ONGROUND) @self.flags = @self.flags - FL_ONGROUND; @self.velocity = v_forward * 300; - @self.flags = @self.flags - @self.flags & FL_ONGROUND; + @self.flags &= ~FL_ONGROUND; }; /*------------------ ObserverImpulses diff --git a/ParoxysmII/source/sectrig.r b/ParoxysmII/source/sectrig.r index 9b8847c..76c5876 100644 --- a/ParoxysmII/source/sectrig.r +++ b/ParoxysmII/source/sectrig.r @@ -136,7 +136,7 @@ void() launch_megaplasma = newmis.movetype = MOVETYPE_FLYMISSILE; newmis.solid = SOLID_BBOX; newmis.classname = "megaplasma"; - newmis.effects = newmis.effects | EF_BLUE; + newmis.effects |= EF_BLUE; // set speed dir = aim ( @self, 1000 );