bit flipping cleanup

This commit is contained in:
Bill Currie 2004-04-12 05:37:50 +00:00
parent a83b16f589
commit 165fa62d6e
44 changed files with 455 additions and 464 deletions

View file

@ -498,7 +498,7 @@ void() TeamFortress_ReloadCurrentWeapon =
self.reload_shotgun = RE_SHOTGUN - self.ammo_shells;
sprint(self, PRINT_HIGH, "reloading...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
self.tfstate |= TFSTATE_RELOADING;
tWeapon = spawn();
tWeapon.netname = "reloadtimer"; //WK For Judoka code
tWeapon.owner = self;
@ -535,7 +535,7 @@ void() TeamFortress_ReloadCurrentWeapon =
self.reload_super_shotgun = RE_SUPER_SHOTGUN - self.ammo_shells;
sprint (self, PRINT_HIGH, "reloading...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
self.tfstate |= TFSTATE_RELOADING;
tWeapon = spawn();
tWeapon.netname = "reloadtimer"; //WK For Judoka code
tWeapon.owner = self;
@ -572,7 +572,7 @@ void() TeamFortress_ReloadCurrentWeapon =
self.reload_laser_cannon = RE_LASER_CANNON - self.ammo_cells;
sprint (self, PRINT_HIGH, "Charging cannon...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
self.tfstate |= TFSTATE_RELOADING;
tWeapon = spawn();
tWeapon.netname = "reloadtimer"; //WK For Judoka code
tWeapon.owner = self;
@ -609,7 +609,7 @@ void() TeamFortress_ReloadCurrentWeapon =
self.reload_light_assault = RE_LIGHT_ASSAULT - self.ammo_nails;
sprint (self, PRINT_HIGH, "reloading...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
self.tfstate |= TFSTATE_RELOADING;
tWeapon = spawn();
tWeapon.netname = "reloadtimer"; //WK For Judoka code
tWeapon.owner = self;
@ -646,7 +646,7 @@ void() TeamFortress_ReloadCurrentWeapon =
self.reload_grenade_launcher = RE_GRENADE_LAUNCHER - self.ammo_rockets;
sprint (self, PRINT_HIGH, "reloading...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
self.tfstate |= TFSTATE_RELOADING;
tWeapon = spawn();
tWeapon.netname = "reloadtimer"; //WK For Judoka code
tWeapon.owner = self;
@ -682,7 +682,7 @@ void() TeamFortress_ReloadCurrentWeapon =
self.reload_rocket_launcher = RE_ROCKET_LAUNCHER - self.ammo_rockets;
sprint (self, PRINT_HIGH, "reloading...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
self.tfstate |= TFSTATE_RELOADING;
tWeapon = spawn();
tWeapon.netname = "reloadtimer"; //WK For Judoka code
tWeapon.owner = self;

View file

@ -456,7 +456,7 @@ void() launch_horn =
checkmove(self.origin, self.mins, self.maxs, self.origin + normalize(self.velocity), MOVE_NORMAL, self);
setorigin(self, self.origin + normalize(self.velocity) * trace_fraction); // - OfN - And make them stuck in wall?
self.flags = self.flags - FL_ONGROUND;
self.flags &= ~FL_ONGROUND;
}

15
army.qc
View file

@ -293,7 +293,7 @@ void(float inp) Menu_Army_Input2 =
{
self.demon_one.is_detpacking=0;
self.demon_one.has_teleporter = 0;
self.demon_one.effects = self.demon_one.effects - (self.demon_one.effects & EF_DIMLIGHT);
self.demon_one.effects &= ~EF_DIMLIGHT;
if (self.demon_one.enemy)//self.demon_one.goalentity)
{
@ -390,7 +390,7 @@ void(float inp) Menu_Army_Input1 =
{
self.army_ready=FALSE; // needed for setarmytimer
SetArmyTimer(); // prepare reserve soldier
self.job = self.job | JOB_DEMON_OUT;
self.job |= JOB_DEMON_OUT;
}
self.impulse = 0;
@ -490,7 +490,7 @@ void(float inp) Menu_Army_Input1 =
}
self.demon_one.has_teleporter = 0;
self.demon_one.effects = self.demon_one.effects - (self.demon_one.effects & EF_DIMLIGHT);
self.demon_one.effects &= ~EF_DIMLIGHT;
self.demon_one.penance_time = 1;
if (self.demon_one.goalentity != self)
@ -522,7 +522,7 @@ void(float inp) Menu_Army_Input1 =
}
self.demon_one.has_teleporter = 0;
self.demon_one.effects = self.demon_one.effects - (self.demon_one.effects & EF_DIMLIGHT);
self.demon_one.effects &= ~EF_DIMLIGHT;
}
self.demon_one.goalentity = NIL;
@ -548,7 +548,7 @@ void(float inp) Menu_Army_Input1 =
return;
}
self.demon_one.has_teleporter = 0;
self.demon_one.effects = self.demon_one.effects - (self.demon_one.effects & EF_DIMLIGHT);
self.demon_one.effects &= ~EF_DIMLIGHT;
}
self.demon_one.penance_time = 3;
@ -564,7 +564,7 @@ void(float inp) Menu_Army_Input1 =
}*/
self.demon_one.has_teleporter = 0;
self.demon_one.effects = self.demon_one.effects - (self.demon_one.effects & EF_DIMLIGHT);
self.demon_one.effects &= ~EF_DIMLIGHT;
ResetMenu();
self.impulse = 0;
@ -631,8 +631,7 @@ float() TeleSoldier =
//newmis.velocity = v_forward * 10 + '0 0 250';
newmis.velocity = v_forward * 10;
newmis.angles = vectoangles(newmis.velocity);
if (newmis.flags & FL_ONGROUND)
newmis.flags = newmis.flags - FL_ONGROUND;
newmis.flags &= ~FL_ONGROUND;
newmis.movetype = MOVETYPE_TOSS;
newmis.solid = SOLID_SLIDEBOX;

View file

@ -119,7 +119,7 @@ void() SetChangeParms =
}
// remove 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);
// cap super health
if (self.health > 100)
@ -149,7 +149,7 @@ void() SetChangeParms =
{
if (self.tfstate & TFSTATE_RANDOMPC)
{
parm11 = (parm11 | TFSTATE_RANDOMPC);
parm11 |= TFSTATE_RANDOMPC);
self.playerclass = 1 + floor(random() * (PC_RANDOM - 1));
while(!IsLegalClass(self.playerclass))
self.playerclass = 1 + floor(random() * (PC_RANDOM - 1));
@ -196,7 +196,7 @@ void() autoteam_think =
// if (!chris)
PrematchBegin();
toggleflags = toggleflags | TFLAG_AUTOTEAM;
toggleflags |= TFLAG_AUTOTEAM;
dremove(self);
};
@ -209,7 +209,7 @@ void () PrematchBegin =
while (other)
{
other.is_abouttodie = TRUE;
other.items = other.items & ~IT_INVULNERABILITY;
other.items &= ~IT_INVULNERABILITY;
other.invincible_time = 0;
other.invincible_finished = 0;
other.effects &= ~EF_ANYGLOW;
@ -224,7 +224,7 @@ void () PrematchBegin =
while (other)
{
other.is_abouttodie = TRUE;
other.items = other.items & ~IT_INVULNERABILITY;
other.items &= ~IT_INVULNERABILITY;
other.invincible_time = 0;
other.invincible_finished = 0;
other.effects &= ~EF_ANYGLOW;
@ -439,7 +439,7 @@ void() SetToggleFlags =
invis_only = SPY_INVIS_ONLY;
if (coop || !deathmatch)
toggleflags = toggleflags | TFLAG_CLASS_PERSIST;
toggleflags |= TFLAG_CLASS_PERSIST;
nextmap = mapname;
@ -526,21 +526,21 @@ void() SetToggleFlags =
if (NEVER_TEAMFRAGS)
{
toggleflags = toggleflags - (toggleflags & TFLAG_TEAMFRAGS);
toggleflags &= ~TFLAG_TEAMFRAGS;
}
if (ALWAYS_TEAMFRAGS)
{
toggleflags = toggleflags | TFLAG_TEAMFRAGS;
toggleflags |= TFLAG_TEAMFRAGS;
}
if (CHECK_SPEEDS)
{
toggleflags = toggleflags | TFLAG_CHEATCHECK;
toggleflags |= TFLAG_CHEATCHECK;
}
st = infokey(NIL, "temp1");
toggleflags = (toggleflags | TFLAG_FIRSTENTRY | stof(st));
toggleflags |= TFLAG_FIRSTENTRY | stof(st);
local float autoteam_time;
autoteam_time = 30;
// check all serverinfo settings, to set the appropriate toggleflags
@ -550,12 +550,12 @@ void() SetToggleFlags =
if (!st)
st = infokey(NIL, "autoteam");
if (st == "on")
toggleflags = toggleflags | TFLAG_AUTOTEAM;
toggleflags |= TFLAG_AUTOTEAM;
else if (st == "off")
toggleflags = toggleflags - (toggleflags & TFLAG_AUTOTEAM);
toggleflags &= ~TFLAG_AUTOTEAM;
else if (stof(st) != 0)
{
toggleflags = toggleflags | TFLAG_AUTOTEAM;
toggleflags |= TFLAG_AUTOTEAM;
autoteam_time = stof(st);
}
@ -564,9 +564,9 @@ void() SetToggleFlags =
if (!st)
st = infokey(NIL, "teamfrags");
if (st == "on")
toggleflags = toggleflags | TFLAG_TEAMFRAGS;
toggleflags |= TFLAG_TEAMFRAGS;
else if (st == "off")
toggleflags = toggleflags - (toggleflags & TFLAG_TEAMFRAGS);
toggleflags &= ~TFLAG_TEAMFRAGS;
//WK JELLO WATER
st = infokey(NIL, "j");
@ -605,7 +605,7 @@ void() SetToggleFlags =
{
prematch = time + prematchtime; // set it
autoteam_time = prematchtime;
toggleflags = toggleflags | TFLAG_AUTOTEAM;
toggleflags |= TFLAG_AUTOTEAM;
}
else
prematch = FALSE; // otherwise, no prematch
@ -662,7 +662,7 @@ void() SetToggleFlags =
st = infokey(NIL, "respawn_delay");
respawn_delay_time = stof(st);
if (respawn_delay_time)
toggleflags = toggleflags | TFLAG_RESPAWNDELAY;
toggleflags |= TFLAG_RESPAWNDELAY;
// If no Respawndelay has been specified, set the default
if (toggleflags & TFLAG_RESPAWNDELAY && respawn_delay_time == 0)
@ -672,7 +672,7 @@ void() SetToggleFlags =
// Allows restructuring of the teams from the last map nicely.
if (toggleflags & TFLAG_AUTOTEAM)
{
toggleflags = toggleflags - (toggleflags & TFLAG_AUTOTEAM);
toggleflags &= ~TFLAG_AUTOTEAM;
ent = spawn();
ent.nextthink = time + autoteam_time;
ent.think = autoteam_think;
@ -1521,7 +1521,7 @@ void() ClientKill =
self.health = -1;
self.th_die();
self.deadflag = DEAD_RESPAWNABLE;
self.tfstate = self.tfstate | TFSTATE_RESPAWN_READY;
self.tfstate |= TFSTATE_RESPAWN_READY;
// self.respawn_time = time;
};
@ -1934,9 +1934,9 @@ void() PutClientInServer =
self.playerclass = self.nextpc;
if (self.nextpc == PC_RANDOM)
self.tfstate = self.tfstate | TFSTATE_RANDOMPC;
self.tfstate |= TFSTATE_RANDOMPC;
else
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_RANDOMPC);
self.tfstate &= ~TFSTATE_RANDOMPC;
}
// some states are kept
@ -1958,7 +1958,7 @@ void() PutClientInServer =
self.tfstate = 0;
if (iszoom == 1)
self.tfstate = self.tfstate | TFSTATE_ZOOMOFF;
self.tfstate |= TFSTATE_ZOOMOFF;
// Display the Player's class
if (self.playerclass != PC_CUSTOM)
@ -2375,7 +2375,7 @@ void() PlayerDeathThink =
return;
self.deadflag = DEAD_RESPAWNABLE;
// make sure that respawn flag has not been set
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_RESPAWN_READY);
self.tfstate &= ~TFSTATE_RESPAWN_READY;
return;
}
@ -2398,7 +2398,7 @@ void() PlayerDeathThink =
else
{
// button has been pressed, player is ready to respawn
self.tfstate = self.tfstate | TFSTATE_RESPAWN_READY;
self.tfstate |= TFSTATE_RESPAWN_READY;
if (self.respawn_time <= time)
{
@ -2453,7 +2453,7 @@ 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.button2 = 0;
// player jumping sound
if (!(self.cutf_items & CUTF_STEALTH)) // Only play it if we don't have stealth
@ -2603,9 +2603,9 @@ 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;
}
@ -2738,8 +2738,8 @@ void() PlayerPreThink =
if (self.effects & EF_ANYGLOW)
{
sprint(self, PRINT_MEDIUM, "The glowing removes your full invisibility.\n");
self.job = self.job - (self.job & JOB_FULL_HIDE);
self.job = self.job | JOB_ACTIVE;
self.job &= ~JOB_FULL_HIDE);
self.job |= JOB_ACTIVE;
}
} */
@ -2753,7 +2753,7 @@ void() PlayerPreThink =
PlayerJump (); //WK This just does noises for jumps
}
else
self.flags = self.flags | FL_JUMPRELEASED;
self.flags |= FL_JUMPRELEASED;
}
//WK Scuba commando treads water :)
@ -2966,7 +2966,7 @@ void() CheckPowerups =
if (self.invisible_finished < time)
{ // just stopped
self.items = self.items & ~IT_INVISIBILITY;
self.items &= ~IT_INVISIBILITY;
self.invisible_finished = 0;
self.invisible_time = 0;
}
@ -3009,7 +3009,7 @@ void() CheckPowerups =
if (self.invincible_finished < time)
{ // just stopped
self.items = self.items & ~IT_INVULNERABILITY;
self.items &= ~IT_INVULNERABILITY;
self.invincible_time = 0;
self.invincible_finished = 0;
self.effects &= ~EF_ANYGLOW;
@ -3047,11 +3047,11 @@ void() CheckPowerups =
if (self.super_damage_finished < time)
{ // just stopped
self.items = self.items & ~IT_QUAD;
self.items &= ~IT_QUAD;
self.super_damage_finished = 0;
self.super_time = 0;
//WK If inspired, remove inspiration
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_INSPIRED);
self.tfstate &= ~TFSTATE_INSPIRED;
self.effects &= ~EF_ANYGLOW;
self.effects |= EF_GlowColor(self);
}
@ -3089,7 +3089,7 @@ void() CheckPowerups =
if (self.radsuit_finished < time)
{ // just stopped
self.items = self.items & ~IT_SUIT;
self.items &= ~IT_SUIT;
self.rad_time = 0;
self.radsuit_finished = 0;
}
@ -3099,7 +3099,7 @@ void() CheckPowerups =
if (self.aura_time < time)
{
if (self.invisible_finished < time)
self.items = self.items & ~IT_INVISIBILITY;
self.items &= ~IT_INVISIBILITY;
self.aura = 0;
}
@ -3219,7 +3219,7 @@ void() ClientConnect =
// Set Default autozoom
if (DEFAULT_AUTOZOOM == OFF)
self.tfstate = self.tfstate | TFSTATE_ZOOMOFF;
self.tfstate |= TFSTATE_ZOOMOFF;
// Set the MOTD on
self.motd = 0;
@ -3405,7 +3405,7 @@ void() ClientDisconnect =
{
if (te.weaponmode == 1) // Detpack was being disarmed
{
te.enemy.tfstate = te.enemy.tfstate - (te.enemy.tfstate & TFSTATE_CANT_MOVE);
te.enemy.tfstate &= ~TFSTATE_CANT_MOVE;
TeamFortress_SetSpeed(te.enemy);
dremove(te.oldenemy); // CountDown

View file

@ -568,7 +568,7 @@ void(entity targ, entity inflictor, entity attacker, float damage, float T_flags
save = targ.armorvalue;
targ.armortype = 0; // lost all armor
targ.armorclass = 0; // lost special armor
targ.items = targ.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
if (targ.classname == "player")
TeamFortress_SetSpeed(targ);
}

View file

@ -24,7 +24,7 @@ void() DropKey =
if (self.items & IT_KEY1)
{
self.items = self.items & ~IT_KEY1;
self.items &= ~IT_KEY1;
newmis.items = IT_KEY1;
if (world.worldtype == 0)
{
@ -47,7 +47,7 @@ void() DropKey =
}
else if (self.items & IT_KEY2)
{
self.items = self.items & ~IT_KEY2;
self.items &= ~IT_KEY2;
newmis.items = IT_KEY2;
if (world.worldtype == 0)
{

View file

@ -157,7 +157,7 @@ void() CrusaderAddInvisibility =
targ.aura_time = time + 10;
amount = amount - 45;
self.job_finished = time - amount;
targ.items = targ.items | IT_INVISIBILITY;
targ.items |= IT_INVISIBILITY;
}
else
sprint(self, PRINT_HIGH, "You cannot bestow invisibility upon another Crusader\n");

View file

@ -188,7 +188,7 @@ void() DropToCustomClassGen =
sell_no = self.real_frags;
else {
sell_no = 0;
self.done_custom = self.done_custom - (self.done_custom & CUSTOM_SELLING);
self.done_custom &= ~CUSTOM_SELLING;
}
self.real_frags = self.real_frags - sell_no;
@ -232,7 +232,7 @@ void() DropFromCustomClassGen =
//Make sure they have at least one axe-like weapon
if (!(self.weapons_carried & (WEAP_MEDIKIT | WEAP_SPANNER)) || (self.cutf_items & CUTF_KNIFE))
self.weapons_carried = self.weapons_carried | WEAP_AXE;
self.weapons_carried |= WEAP_AXE;
//CH if you bought Guerilla, you get 20 rockets :)
if (self.job & JOB_GUERILLA)
@ -560,12 +560,12 @@ void(float cost, float item) BuyWeapon =
if (item == WEAP_ROCKET_LAUNCHER && self.tf_items & NIT_RL_LASER_SIGHT)
{
self.money = self.money + 1000;
self.tf_items = self.tf_items & ~NIT_RL_LASER_SIGHT;
self.tf_items &= ~NIT_RL_LASER_SIGHT;
}
if (item == WEAP_ROCKET_LAUNCHER && self.tf_items & NIT_CLUSTER_ROCKETS)
{
self.money = self.money + 3250;
self.tf_items = self.tf_items & ~NIT_CLUSTER_ROCKETS;
self.tf_items &= ~NIT_CLUSTER_ROCKETS;
}
self.maxammo_shells = self.maxammo_shells - countshells(item);
self.maxammo_nails = self.maxammo_nails - countnails(item);
@ -586,7 +586,7 @@ void(float cost, float item) BuyWeapon =
self.maxammo_rockets = self.maxammo_rockets + countrockets(item);
self.maxammo_cells = self.maxammo_cells + countcells(item);
self.weapons_carried = self.weapons_carried | item;
self.weapons_carried |= item;
self.money = self.money - cost;
PrintMoney();
};
@ -623,7 +623,7 @@ void(float cost, float item) BuyCuTF =
self.maxammo_cells = self.maxammo_cells + 130;
}
self.cutf_items = self.cutf_items | item;
self.cutf_items |= item;
self.money = self.money - cost;
PrintMoney();
};
@ -695,7 +695,7 @@ void(float cost, float item) BuyItem =
return;
}
self.tf_items = self.tf_items | item;
self.tf_items |= item;
self.money = self.money - cost;
PrintMoney();
};
@ -712,21 +712,21 @@ void(float cost, float type) BuyJob =
if (!(self.cutf_items & CUTF_DEMONLORE))
cost = cost - 300; // sync with demonlore cost
else
self.cutf_items = self.cutf_items - (self.cutf_items & CUTF_DEMONLORE);
self.cutf_items &= ~CUTF_DEMONLORE;
}
if (self.job & JOB_RUNNER)
{
if (!(self.cutf_items & CUTF_HIGHJUMP))
cost = cost - 200; // sync with highjump cost
else
self.cutf_items = self.cutf_items - (self.cutf_items & CUTF_HIGHJUMP);
self.cutf_items &= ~CUTF_HIGHJUMP;
}
if (self.job & JOB_JUDOKA)
{
if (!(self.cutf_items & CUTF_STEALTH))
cost = cost - 400; // sync with stealth cost
else
self.cutf_items = self.cutf_items - (self.cutf_items & CUTF_STEALTH);
self.cutf_items &= ~CUTF_STEALTH;
}
PrintRefund(cost);
self.job = 0;
@ -750,19 +750,19 @@ void(float cost, float type) BuyJob =
if (self.cutf_items & CUTF_DEMONLORE)
self.money = self.money + 300; // sync this with demonlore cost
else
self.cutf_items = self.cutf_items | CUTF_DEMONLORE; // warlocks see demon health
self.cutf_items |= CUTF_DEMONLORE; // warlocks see demon health
if (type == JOB_RUNNER)
if (self.cutf_items & CUTF_HIGHJUMP)
self.money = self.money + 200; // sync with highjump cost
else
self.cutf_items = self.cutf_items | CUTF_HIGHJUMP; // runner jumps high
self.cutf_items |= CUTF_HIGHJUMP; // runner jumps high
if (type == JOB_JUDOKA)
if (self.cutf_items & CUTF_STEALTH)
self.money = self.money + 400; // sync with stealth price
else
self.cutf_items = self.cutf_items | CUTF_STEALTH; // Judo is a master of stealth by default
self.cutf_items |= CUTF_STEALTH; // Judo is a master of stealth by default
//Ok we buy it
self.job = type;
@ -1161,7 +1161,7 @@ void() KracGrenadeExplode =
// This code handles disarming a detpack
if (te.weaponmode == 1) // Detpack was being disarmed
{
te.enemy.tfstate = te.enemy.tfstate - (te.enemy.tfstate & TFSTATE_CANT_MOVE);
te.enemy.tfstate &= ~TFSTATE_CANT_MOVE;
TeamFortress_SetSpeed(te.enemy);
dremove(te.oldenemy); // CountDown

View file

@ -193,7 +193,7 @@ void(float timer) TeamFortress_SetDetpack =
makeImmune(self,time + 2);
//self.immune_to_check = time + 2;
self.tfstate = self.tfstate | TFSTATE_CANT_MOVE;
self.tfstate |= TFSTATE_CANT_MOVE;
// Save the current weapon and remove it
self.weapon = self.current_weapon;
self.current_weapon = 0;
@ -246,7 +246,7 @@ void(float krac) TeamFortress_DetpackStop =
dremove(detpack_timer);
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_CANT_MOVE);
self.tfstate &= ~TFSTATE_CANT_MOVE;
self.is_detpacking = 0;
self.current_weapon = self.weapon;
@ -264,7 +264,7 @@ void() TeamFortress_DetpackSet =
local entity countd, oldself;
self.is_detpacking = 0;
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_CANT_MOVE);
self.owner.tfstate &= ~TFSTATE_CANT_MOVE;
self.owner.is_detpacking = 0;
TeamFortress_SetSpeed(self.owner);
@ -463,7 +463,7 @@ void() TeamFortress_DetpackTouch =
makeImmune(other,time + 2);
//other.immune_to_check = time + 2;
other.tfstate = other.tfstate | TFSTATE_CANT_MOVE;
other.tfstate |= TFSTATE_CANT_MOVE;
sprint(other, PRINT_HIGH, "Disarming detpack...\n");
TeamFortress_SetSpeed(other);
@ -501,7 +501,7 @@ void() TeamFortress_DetpackDisarm =
//if (!(self.owner.is_feigning))
//- OfN already checked on TeamFortress_SetSpeed()
//{
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_CANT_MOVE);
self.owner.tfstate &= ~TFSTATE_CANT_MOVE;
// Reset speeds of scout
TeamFortress_SetSpeed(self.owner);

View file

@ -137,8 +137,7 @@ void() demon1_jump4 =[ $leap4, demon1_jump5 ]
self.velocity_z = self.velocity_z + jello;
self.has_tesla = 0;
}
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
self.flags &= ~FL_ONGROUND;
};
void() demon1_jump5 =[ $leap5, demon1_jump6 ] {};
void() demon1_jump6 =[ $leap6, demon1_jump7 ] {};
@ -646,7 +645,7 @@ void() Demon_JumpTouch =
//self.velocity_x = (random() - 0.5) * 600;
//self.velocity_y = (random() - 0.5) * 600;
//self.velocity_z = 200;
//self.flags = self.flags - FL_ONGROUND;
//self.flags &= ~FL_ONGROUND;
}
return; // not on ground yet
}
@ -711,7 +710,7 @@ void () custom_demon_die =
if (self.real_owner.classname == "player" && self.real_owner.demon_one == self)
{
sprint(self.real_owner,PRINT_HIGH,"Your fiend is dead.\n");
self.real_owner.job = self.real_owner.job - (self.real_owner.job & JOB_DEMON_OUT);
self.real_owner.job &= ~JOB_DEMON_OUT;
self.real_owner.job_finished = time + 5; //Can't summon streams of demons SB can so
self.real_owner.demon_one = NIL;
}

View file

@ -100,7 +100,7 @@ void() army_atk2 =[ $shoot2, army_atk3 ] {ai_face();};
void() army_atk3 =[ $shoot3, army_atk4 ] {ai_face();};
void() army_atk4 =[ $shoot4, army_atk5 ] {ai_face();};
void() army_atk5 =[ $shoot5, army_atk6 ] {ai_face();army_fire();
self.effects = self.effects | EF_DIMLIGHT;};
self.effects |= EF_DIMLIGHT;};
void() army_atk6 =[ $shoot6, army_atk7 ] {ai_face(); self.effects = 0;};
void() army_atk7 =[ $shoot7, army_atk8 ] {ai_face();SUB_CheckRefire (army_atk1);};
void() army_atk8 =[ $shoot8, army_atk9 ] {ai_face();};
@ -208,7 +208,7 @@ void() custom_grunt_die =
if (self.real_owner.classname == "player")
{
sprint(self.real_owner,PRINT_HIGH,"Your soldier has been killed\n");
self.real_owner.job = self.real_owner.job - (self.real_owner.job & JOB_DEMON_OUT);
self.real_owner.job &= ~JOB_DEMON_OUT);
self.real_owner.demon_points = self.real_owner.demon_points + 2;
self.real_owner.job_finished = time + 10; //Can't summon streams of demons
}

View file

@ -294,7 +294,7 @@ void() door_touch =
}
other.items = other.items - self.items;
other.tf_items = other.tf_items | self.items;
other.tf_items |= self.items;
if (DoorShouldOpen())
{

View file

@ -569,7 +569,7 @@ void() TeamFortress_EngineerBuild =
sprint(self, PRINT_HIGH, "You stop building.\n");
self.is_building = 0;
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_CANT_MOVE);
self.tfstate &= ~TFSTATE_CANT_MOVE;
TeamFortress_SetSpeed(self);
@ -838,7 +838,7 @@ void(float objtobuild) TeamFortress_Build =
trace_endpos_z--;
obj.origin = trace_endpos;
obj.flags = obj.flags | FL_ONGROUND;
obj.flags |= FL_ONGROUND;
obj.movetype = MOVETYPE_TOSS;
#ifdef DISALLOW_BLOCKED_TELE
@ -886,7 +886,7 @@ void(float objtobuild) TeamFortress_Build =
self.is_building = 1;
makeImmune(self,time + 2);
//self.immune_to_check = time + 2;
self.tfstate = self.tfstate | TFSTATE_CANT_MOVE;
self.tfstate |= TFSTATE_CANT_MOVE;
// Save the current weapon and remove it
self.weapon = self.current_weapon;
@ -946,7 +946,7 @@ void() TeamFortress_FinishedBuilding =
oldself.real_owner = self;
self.is_building = 0;
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_CANT_MOVE);
self.tfstate &= ~TFSTATE_CANT_MOVE;
self.current_weapon = self.weapon;
self.StatusRefreshTime = time + 0.1;

View file

@ -396,9 +396,9 @@ void() grunty_shotgun =
self.frame = $shotatt1 + floor(self.weaponframe);
if (self.weaponframe == 0)
self.effects = self.effects | EF_DIMLIGHT;
self.effects |= EF_DIMLIGHT;
else if (self.weaponframe == 0.5)
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
self.effects &= ~EF_DIMLIGHT;
self.weaponframe = self.weaponframe + 0.5;
GruntyThink();
@ -420,9 +420,9 @@ void() grunty_rocket =
self.frame = $rockatt1 + floor(self.weaponframe);
if (self.weaponframe == 0)
self.effects = self.effects | EF_DIMLIGHT;
self.effects |= EF_DIMLIGHT;
else if (self.weaponframe == 0.5)
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
self.effects &= ~EF_DIMLIGHT;
self.weaponframe = self.weaponframe + 0.5;
GruntyThink();
@ -463,7 +463,7 @@ void(vector org, vector dir) grunty_spike =
// Grunty uses the nailgun
void() grunty_nail1 = [$nailatt1, grunty_nail2]
{
GruntyThink(); GRun(); self.effects = self.effects | EF_DIMLIGHT;
GruntyThink(); GRun(); self.effects |= EF_DIMLIGHT;
if (self.ammo_nails > 0)
{
W_FireSpikes(4);
@ -472,11 +472,11 @@ void() grunty_nail1 = [$nailatt1, grunty_nail2]
};
void() grunty_nail2 = [$nailatt1, grunty_nail3]
{
GruntyThink(); GRun(); self.effects = self.effects | EF_DIMLIGHT;
GruntyThink(); GRun(); self.effects |= EF_DIMLIGHT;
};
void() grunty_nail3 = [$nailatt2, grunty_nail4]
{
GruntyThink(); GRun(); self.effects = self.effects - (self.effects & EF_DIMLIGHT);
GruntyThink(); GRun(); self.effects &= ~EF_DIMLIGHT;
if (self.ammo_nails > 0)
{
W_FireSpikes(-4);
@ -485,7 +485,7 @@ void() grunty_nail3 = [$nailatt2, grunty_nail4]
};
void() grunty_nail4 = [$nailatt2, grunty_nail1]
{
GruntyThink(); GRun(); self.effects = self.effects - (self.effects & EF_DIMLIGHT);
GruntyThink(); GRun(); self.effects &= ~EF_DIMLIGHT;
local float vis, dist;
@ -695,7 +695,7 @@ void() GruntyScanTargets =
}
self.has_teleporter = 0;
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
self.effects &= ~EF_DIMLIGHT;
return;
}
// If we have a target already
@ -723,7 +723,7 @@ void() GruntyScanTargets =
self.goalentity = ReturnEasyWaypoint(self,self);
self.has_teleporter = 0;
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
self.effects &= ~EF_DIMLIGHT;
return;
}
@ -959,7 +959,7 @@ void() GruntyCheckFire =
else
{
// Do whatever you want
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
self.effects &= ~EF_DIMLIGHT;
//self.walkframe = 0; ofn
if (self.health > 0) self.think = grunty_run;
#ifdef VERBOSE_GRUNTY
@ -1340,7 +1340,7 @@ void() custom_grunt_die =
if (self.real_owner.classname == "player")
{
sprint(self.real_owner,PRINT_HIGH,"Your soldier is dead.\n");
self.real_owner.job = self.real_owner.job - (self.real_owner.job & JOB_DEMON_OUT);
self.real_owner.job &= ~JOB_DEMON_OUT;
self.real_owner.job_finished = time + 2; //Can't summon streams of demons SB can so
self.real_owner.demon_one = NIL;
@ -1790,7 +1790,7 @@ void () GruntyPayThink =
r = random();
if (r < 0.5)
{
self.weapons_carried = self.weapons_carried | WEAP_SHOTGUN;
self.weapons_carried |= WEAP_SHOTGUN;
self.money = self.money - GRUNTY_COST_SHOTGUN;
PrintFromSoldier(self,self.real_owner,"i have bought a shotgun.\n");
//sprint(self.real_owner, PRINT_HIGH, "Your soldier has just purchased a shotgun.\n");
@ -1803,7 +1803,7 @@ void () GruntyPayThink =
r = random();
if (r < 0.5)
{
self.cutf_items = self.cutf_items | CUTF_KNIFE;
self.cutf_items |= CUTF_KNIFE;
self.money = self.money - GRUNTY_COST_KNIFE;
PrintFromSoldier(self,self.real_owner,"i have bought a knife.\n");
//sprint(self.real_owner, PRINT_HIGH, "Your soldier has just purchased a knife.\n");
@ -1816,7 +1816,7 @@ void () GruntyPayThink =
r = random();
if (r < 0.25)
{
self.weapons_carried = self.weapons_carried | WEAP_NAILGUN;
self.weapons_carried |= WEAP_NAILGUN;
self.money = self.money - GRUNTY_COST_NAILGUN;
PrintFromSoldier(self,self.real_owner,"i now own a nailgun.\n");
//sprint(self.real_owner, PRINT_HIGH, "Your soldier now owns a nailgun.\n");
@ -1829,7 +1829,7 @@ void () GruntyPayThink =
r = random();
if (r < 0.25)
{
self.weapons_carried = self.weapons_carried | WEAP_SUPER_SHOTGUN;
self.weapons_carried |= WEAP_SUPER_SHOTGUN;
self.money = self.money - GRUNTY_COST_SUPER_SHOTGUN;
PrintFromSoldier(self,self.real_owner,"i've just bought a super shotgun.\n");
//sprint(self.real_owner, PRINT_HIGH, "Your soldier just bought a super shotgun.\n");
@ -1843,7 +1843,7 @@ void () GruntyPayThink =
r = random();
if (r < 0.15)
{
self.tf_items = self.tf_items | NIT_SCANNER;
self.tf_items |= NIT_SCANNER;
self.money = self.money - GRUNTY_COST_SCANNER;
PrintFromSoldier(self,self.real_owner,"i now own a scanner.\n");
//sprint(self.real_owner, PRINT_HIGH, "Your soldier now owns a scanner.\n");
@ -1856,7 +1856,7 @@ void () GruntyPayThink =
r = random();
if (r < 0.3) //- was 0.2
{
self.weapons_carried = self.weapons_carried | WEAP_ROCKET_LAUNCHER;
self.weapons_carried |= WEAP_ROCKET_LAUNCHER;
self.money = self.money - GRUNTY_COST_ROCKET_LAUNCHER;
PrintFromSoldier(self,self.real_owner,"i have bought a ROCKET LAUNCHER!! hehe\n");
//sprint(self.real_owner, PRINT_HIGH, "Your soldier is now the proud owner of a brand new rocket launcher.\n");

View file

@ -351,7 +351,7 @@ void() SBFireInterface =
self.is_haxxxoring = 0;
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_CANT_MOVE);
self.tfstate &= ~TFSTATE_CANT_MOVE;
TeamFortress_SetSpeed(self);
if (hackThis == -2)
@ -404,7 +404,7 @@ void() SBFireInterface =
sprint(self, PRINT_HIGH, "You make a few adjustments...\n");
if (hackThis == SCREWUP_ONE)
{
targ.is_malfunctioning = targ.is_malfunctioning | SCREWUP_ONE;
targ.is_malfunctioning |= SCREWUP_ONE;
if (targ.classname == "building_sentrygun") //
sprint(self, PRINT_HIGH, "The sentrygun is now incapacitated.\n");
else if (targ.classname == "building_tesla")
@ -427,7 +427,7 @@ void() SBFireInterface =
}
else if (hackThis == SCREWUP_TWO)
{
targ.is_malfunctioning = targ.is_malfunctioning | SCREWUP_TWO;
targ.is_malfunctioning |= SCREWUP_TWO;
if (targ.classname == "building_sentrygun")
sprint(self, PRINT_HIGH, "The sentrygun's accuracy is now reduced.\n");
else if (targ.classname == "building_tesla")
@ -454,7 +454,7 @@ void() SBFireInterface =
}
else if (hackThis == SCREWUP_THREE)
{
targ.is_malfunctioning = targ.is_malfunctioning | SCREWUP_THREE;
targ.is_malfunctioning |= SCREWUP_THREE;
if (targ.classname == "building_sentrygun")
sprint(self, PRINT_HIGH, "The sentrygun rocket launcher will now malfunction...\n");
else if (targ.classname == "building_tesla")
@ -573,7 +573,7 @@ void() SBFireInterface =
else if (Teammate(targ.team_no,self.team_no))
{
//FRIENDLY IMPROVEMENTS
targ.num_mines = targ.num_mines | hackThis;
targ.num_mines |= hackThis;
local string st;
st=GetBuildingName(targ);
@ -917,7 +917,7 @@ void(float input) SBInitiateInterface =
te.martyr_enemy = self.demon_two;
te.think = SBHackDotTimerThink;
self.tfstate = self.tfstate | TFSTATE_CANT_MOVE;
self.tfstate |= TFSTATE_CANT_MOVE;
TeamFortress_SetSpeed(self);
sprint (self, PRINT_HIGH, "You immerse yourself in the cybernet...\n");
makeImmune(self,time + te.heat); //- OfN - WORKS? yup
@ -1164,7 +1164,7 @@ float() CheckHaxxx =
if (!retval)
{
self.owner.is_haxxxoring = 0;
self.owner.tfstate = self.tfstate - (self.tfstate & TFSTATE_CANT_MOVE);
self.owner.tfstate &= ~TFSTATE_CANT_MOVE;
TeamFortress_SetSpeed(self.owner);
self.think = SUB_Remove;
self.nextthink = time + 0.1;

View file

@ -203,7 +203,7 @@ void() hknight_die =
if (self.real_owner.classname == "player")
{
sprint(self.real_owner,PRINT_HIGH,"Your hell knight is dead.\n");
self.real_owner.job = self.real_owner.job - (self.real_owner.job & JOB_DEMON_OUT);
self.real_owner.job &= ~JOB_DEMON_OUT);
self.real_owner.job_finished = time + 5; //Can't summon streams of demons SB can so
self.real_owner.demon_one = NIL;
}

View file

@ -302,7 +302,7 @@ void () Anchor_Grapple =
if (self.owner.flags & FL_ONGROUND)
{
self.owner.flags = self.owner.flags - FL_ONGROUND;
self.owner.flags &= ~FL_ONGROUND;
setorigin(self.owner,self.owner.origin + '0 0 1');
}

View file

@ -253,7 +253,7 @@ void() health_touch =
{
sprint(other, PRINT_MEDIUM, "You have been healed of your infection!");
other.tfstate = other.tfstate - (other.tfstate & TFSTATE_INFECTED);
other.tfstate &= ~TFSTATE_INFECTED;
}
else
{
@ -275,7 +275,7 @@ 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;
@ -307,7 +307,7 @@ 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 & ~IT_SUPERHEALTH;
other.items &= ~IT_SUPERHEALTH;
if (self.classname == "medikit_rot")
{
@ -470,7 +470,7 @@ void() armor_touch =
other.armortype = type;
other.armorvalue = value;
other.items = other.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3) | bit;
other.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3) | bit;
}
if (other.armorvalue) {
@ -794,7 +794,7 @@ void() weapon_touch =
// change to the weapon
old = other.weapons_carried;
other.weapons_carried = other.weapons_carried | new;
other.weapons_carried |= new;
stemp = self;
self = other;
@ -1396,7 +1396,7 @@ void() key_touch =
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)
{
@ -1547,7 +1547,7 @@ void() sigil_touch =
stuffcmd (other, "bf\n");
self.solid = SOLID_NOT;
self.model = "";
serverflags = serverflags | (self.spawnflags & 15);
serverflags |= (self.spawnflags & 15);
self.classname = ""; // so rune doors won't find it
activator = other;
@ -1660,7 +1660,7 @@ 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 = "";
// do the apropriate action

64
jobs.qc
View file

@ -93,17 +93,17 @@ void() JobThief =
self.frame = 0;
self.weaponframe = 0;
self.modelindex = modelindex_null;
self.job = self.job | JOB_FULL_HIDE;
self.job |= JOB_FULL_HIDE;
} */
if (self.invisible_time)
sprint (self, PRINT_HIGH, "Leaving shadows... just as soon as this ring wears off...\n");
else {
sprint (self, PRINT_HIGH, "Leaving shadows...\n");
self.items = self.items & ~IT_INVISIBILITY;
self.items &= ~IT_INVISIBILITY;
self.modelindex = modelindex_player;
}
self.job = self.job - JOB_ACTIVE;
self.job = self.job - (self.job & JOB_FULL_HIDE);
self.job &= ~JOB_FULL_HIDE;
self.job_finished = time + 2;
TeamFortress_SetSpeed(self);
}
@ -126,10 +126,10 @@ void() JobThief =
self.frame = 0;
self.weaponframe = 0;
self.modelindex = modelindex_eyes;
self.job = self.job | JOB_ACTIVE;
self.job |= JOB_ACTIVE;
self.job_finished = time + 2;
TeamFortress_SetSpeed(self);
self.items = self.items | IT_INVISIBILITY;
self.items |= IT_INVISIBILITY;
te = spawn();
te.nextthink = time + PC_SPY_CELL_REGEN_TIME;
@ -158,13 +158,13 @@ void() RunnerThink =
}
else if (self.heat == 2) {
sprint(self.owner,PRINT_HIGH,"Recovering...\n");
self.owner.job = self.owner.job | JOB_TIRED;
self.owner.job |= JOB_TIRED;
TeamFortress_SetSpeed(self.owner);
self.nextthink = time + PHASE2;
}
else if (self.heat == 3) {
self.owner.job = self.owner.job - (self.owner.job & JOB_ACTIVE);
self.owner.job = self.owner.job - (self.owner.job & JOB_TIRED);
self.owner.job &= ~JOB_ACTIVE;
self.owner.job &= ~JOB_TIRED;
TeamFortress_SetSpeed(self.owner);
self.nextthink = time + PHASE3;
}
@ -176,7 +176,7 @@ void() JobRunner =
{
local entity RunnerTimer;
self.job = self.job | JOB_ACTIVE; //Timer will remove this
self.job |= JOB_ACTIVE; //Timer will remove this
RunnerTimer = spawn ();
RunnerTimer.classname = "timer";
@ -315,10 +315,10 @@ void() ChaplanThink = {
else { //We stopped preaching
sprint(self,PRINT_HIGH,"You finish your sermon\n");
//Sync CHAN_MUSIC with disconnect and sound below
self.job = self.job - (self.job & JOB_ACTIVE);
self.job &= ~JOB_ACTIVE;
sound (self, CHAN_MUSIC, "items/r_item1.wav", 0.1, ATTN_NORM);
self.effects &= ~EF_ANYGLOW;
//self.tfstate = self.tfstate - (self.tfstate & TFSTATE_RELOADING);
//self.tfstate &= ~TFSTATE_RELOADING);
self.current_weapon = self.weapon;
W_SetCurrentAmmo();
oself.nextthink = time + 0.1;
@ -352,7 +352,7 @@ void() JobChaplan =
tWeapon.classname = "timer";
tWeapon.nextthink = time + GUIDE_TIME;
tWeapon.think = ChaplanThink;
self.job = self.job | JOB_ACTIVE;
self.job |= JOB_ACTIVE;
self.job_finished = time + 0.3; //Don't allow them to trigger too often
//Hide our weapon. Can't shoot while preaching.
@ -361,7 +361,7 @@ void() JobChaplan =
self.weaponmodel = "";
self.weaponframe = 0;
self.heat = TRUE; //We're actively preaching.
//self.tfstate = self.tfstate | TFSTATE_RELOADING;
//self.tfstate |= TFSTATE_RELOADING;
//Start playing preacher music, glow and inspire!
//sound (self, CHAN_VOICE, "ambience/orff.wav", 0.75, ATTN_NORM);
@ -382,11 +382,11 @@ void() MartyrThink =
//Self.owner is the guy who became a martyr
//Clean these up so we can kill him
self.job = self.job - (self.job & JOB_ACTIVE); //why not?
self.owner.items = self.items & ~IT_INVULNERABILITY;
self.job &= ~JOB_ACTIVE; //why not?
self.owner.items &= ~IT_INVULNERABILITY;
self.owner.invincible_time = 0;
self.owner.invincible_finished = 0;
self.owner.effects = self.owner.effects - (self.owner.effects & EF_DIMLIGHT);
self.owner.effects &= ~EF_DIMLIGHT;
//if (self.owner.martyr_enemy == self.owner)
deathmsg = DMSG_MARTYR;
@ -412,7 +412,7 @@ void() JobMartyr =
sprint(self,PRINT_HIGH,"Beginning your suicide run...\n");
GivePent (self, martyr_time + 1);
self.job = self.job | JOB_ACTIVE; //why not?
self.job |= JOB_ACTIVE; //why not?
tWeapon = spawn();
tWeapon.owner = self;
@ -466,8 +466,8 @@ void() JobBerserker =
}
self.super_time = 1;
self.super_damage_finished = time + BERSERK_TIME + 1;
self.items = self.items | IT_QUAD;
self.job = self.job | JOB_ACTIVE; //- OfN
self.items |= IT_QUAD;
self.job |= JOB_ACTIVE; //- OfN
self.job_finished = time + BERSERK_TIME * 2; // GR was * 3
stuffcmd(self, "v_idlescale 30\n");
@ -488,7 +488,7 @@ void() JudokaRearm =
//Self.enemy is the guy who took it away
local entity oself,te;
self.enemy.job = self.enemy.job - (self.enemy.job & JOB_ACTIVE);
self.enemy.job &= ~JOB_ACTIVE;
if (self.heat == 1) { //We have their weapon
////Fix feign while stolen
self.enemy.weapon = 0;
@ -509,8 +509,8 @@ void() JudokaRearm =
////Fix double weapons
#ifndef NO_AUTORIFLE
if (self.current_weapon == WEAP_SNIPER_RIFLE) {
self.owner.weapons_carried = self.owner.weapons_carried | WEAP_AUTO_RIFLE;
self.enemy.weapons_carried = self.enemy.weapons_carried - (self.enemy.weapons_carried & WEAP_AUTO_RIFLE);
self.owner.weapons_carried |= WEAP_AUTO_RIFLE;
self.enemy.weapons_carried &= ~WEAP_AUTO_RIFLE);
}
#endif
////Fix weird weapons
@ -537,10 +537,10 @@ void() JudokaRearm =
}
sprint(self.owner,PRINT_HIGH,"You get your weapon back\n");
self.owner.weapons_carried = self.owner.weapons_carried | self.current_weapon;
self.owner.weapons_carried |= self.current_weapon;
sprint(self.enemy,PRINT_HIGH,"You lose your stolen weapon\n");
self.enemy.weapons_carried = self.enemy.weapons_carried - (self.enemy.weapons_carried & self.current_weapon);
self.enemy.weapons_carried &= ~self.current_weapon;
//Fix for a bug that would let someone keep their weapon if they switched to autorifle before
//the weapon returned.
if (self.enemy.current_weapon == self.current_weapon || self.current_weapon == WEAP_SNIPER_RIFLE || self.current_weapon == WEAP_MEDIKIT) {
@ -608,7 +608,7 @@ void() JobJudoka =
sprint (trace_ent, PRINT_HIGH, self.netname);
sprint (trace_ent, PRINT_HIGH, "\n");
self.job = self.job | JOB_ACTIVE;
self.job |= JOB_ACTIVE;
//Simplify the dual-weapon problem
#ifndef NO_AUTORIFLE
if (trace_ent.current_weapon == WEAP_AUTO_RIFLE)
@ -671,8 +671,8 @@ void() JobJudoka =
//Fix double weapons
#ifndef NO_AUTORIFLE
if (trace_ent.current_weapon == WEAP_SNIPER_RIFLE) {
self.weapons_carried = self.weapons_carried | WEAP_AUTO_RIFLE;
trace_ent.weapons_carried = trace_ent.weapons_carried - (trace_ent.weapons_carried & WEAP_AUTO_RIFLE);
self.weapons_carried |= WEAP_AUTO_RIFLE;
trace_ent.weapons_carried &= ~WEAP_AUTO_RIFLE);
}
#endif
if (trace_ent.current_weapon == WEAP_MEDIKIT) {
@ -700,11 +700,11 @@ void() JobJudoka =
self = oself;
}
self.weapons_carried = self.weapons_carried | trace_ent.current_weapon;
self.weapons_carried |= trace_ent.current_weapon;
self.current_weapon = trace_ent.current_weapon;
W_SetCurrentAmmo();
trace_ent.weapons_carried = trace_ent.weapons_carried - (trace_ent.weapons_carried & trace_ent.current_weapon);
trace_ent.weapons_carried &= ~trace_ent.current_weapon;
trace_ent.current_weapon = 0;
deathmsg = DMSG_JUDOKA;
@ -1039,7 +1039,7 @@ void (entity targ, float pain) RevealThief =
if (!targ.invisible_time) {
targ.modelindex = modelindex_player;
targ.items = targ.items & ~IT_INVISIBILITY;
targ.items &= ~IT_INVISIBILITY;
}
if (pain) {
if (targ.invisible_time)
@ -1057,7 +1057,7 @@ void (entity targ, float pain) RevealThief =
if (targ.job & JOB_FULL_HIDE)
targ.attack_finished = time + FULLH_NORELOAD_TIME;
}
targ.job = targ.job - (targ.job & JOB_FULL_HIDE);
targ.job = targ.job - (targ.job & JOB_ACTIVE);
targ.job &= ~JOB_FULL_HIDE;
targ.job &= ~JOB_ACTIVE;
TeamFortress_SetSpeed(targ);
};

View file

@ -255,7 +255,7 @@ void() knight_die =
if (self.real_owner.classname == "player")
{
sprint(self.real_owner,PRINT_HIGH,"Your knight is dead.\n");
self.real_owner.job = self.real_owner.job - (self.real_owner.job & JOB_DEMON_OUT);
self.real_owner.job &= ~JOB_DEMON_OUT);
self.real_owner.job_finished = time + 5; //Can't summon streams of demons SB can so
self.real_owner.demon_one = NIL;
}

View file

@ -62,7 +62,7 @@ float (entity targ, entity attacker, float prob) BioInfect =
sprint(attacker,PRINT_HIGH,"!\n");
}
targ.tfstate = targ.tfstate | TFSTATE_INFECTED;
targ.tfstate |= TFSTATE_INFECTED;
BioInfection = spawn ();
BioInfection.classname = "timer";
@ -134,7 +134,7 @@ float(entity doc, entity patient, vector org) CureAdverseEffects =
if (te)
{
SpawnBlood(org, 20);
patient.tfstate = patient.tfstate - (patient.tfstate & TFSTATE_CONCUSSIONED);
patient.tfstate &= ~TFSTATE_CONCUSSIONED;
if (doc == patient)
sprint(doc, PRINT_HIGH, "The ground is behaving itself now.\n");
else
@ -166,7 +166,7 @@ float(entity doc, entity patient, vector org) CureAdverseEffects =
if (te)
{
patient.tfstate = patient.tfstate - (patient.tfstate & TFSTATE_HALLUCINATING);
patient.tfstate &= ~TFSTATE_HALLUCINATING;
SpawnBlood(org, 20);
if (patient == doc)
sprint(doc, PRINT_HIGH, "The visions have stopped.\n");
@ -203,7 +203,7 @@ float(entity doc, entity patient, vector org) CureAdverseEffects =
}
if (te)
{
patient.tfstate = patient.tfstate - (patient.tfstate & TFSTATE_TRANQUILISED);
patient.tfstate &= ~TFSTATE_TRANQUILISED;
TeamFortress_SetSpeed(patient);
SpawnBlood(org, 20);
@ -234,7 +234,7 @@ float(entity doc, entity patient, vector org) CureAdverseEffects =
// check if the healed player is blinded
/*if (patient.tfstate & TFSTATE_STASIS)
{
patient.tfstate = patient.tfstate - (patient.tfstate & TFSTATE_STASIS);
patient.tfstate &= ~TFSTATE_STASIS;
TeamFortress_SetSpeed(patient);
if (doc == patient)
sprint(doc, PRINT_HIGH, "You can move freely again!\n");
@ -245,7 +245,7 @@ float(entity doc, entity patient, vector org) CureAdverseEffects =
}
// patient.movetype = patient.stasismovetype;
patient.gravity = patient.stasisGravity;
patient.effects = patient.effects - (patient.effects & EF_BRIGHTFIELD);
patient.effects &= ~EF_BRIGHTFIELD;
return 1;
}*/
@ -257,7 +257,7 @@ float(entity doc, entity patient, vector org) CureAdverseEffects =
healam = rint(patient.health / 2);
// remove the infection
patient.tfstate = patient.tfstate - (patient.tfstate & TFSTATE_INFECTED);
patient.tfstate &= ~TFSTATE_INFECTED;
te = find(NIL, netname, "biotimer");

74
menu.qc
View file

@ -210,7 +210,7 @@ void() Player_Menu =
// WK - Check to see if the custom class menu is overriding us
if ((self.done_custom & CUSTOM_BUILDING) && !(self.done_custom & CUSTOM_OVERRIDE) && self.playerclass == PC_CUSTOM) {
self.current_menu = MENU_PRIMARY_WEAPON;
self.done_custom = self.done_custom | CUSTOM_OVERRIDE;
self.done_custom |= CUSTOM_OVERRIDE;
}
//Don't flash status bars
@ -1450,7 +1450,7 @@ void(float inp) Menu_EngineerFix_Dispenser_Input =
{
self.armortype = 0; // lost all armor
self.armorclass = 0; // lost special armor
self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
}
W_SetCurrentAmmo();
@ -1630,11 +1630,11 @@ void(float inp) Menu_EngineerFix_SentryGun_Input =
self.building.angles_z = 180;
setmodel(self.building.trigger_field, "");
self.building.trigger_field.solid = SOLID_NOT;
self.building.flags = self.building.flags - (self.building.flags & FL_ONGROUND);
self.building.flags &= ~FL_ONGROUND;
self.building.movetype = MOVETYPE_FLY;
self.building.velocity_z = 200;
setsize (self.building, '-16 -16 -40', '16 16 -10'); //WK -40, -10
self.building.tf_items = self.building.tf_items | NIT_TURRET;
self.building.tf_items |= NIT_TURRET;
}
}
}
@ -1649,7 +1649,7 @@ void(float inp) Menu_EngineerFix_SentryGun_Input =
{
self.armortype = 0; // lost all armor
self.armorclass = 0; // lost special armor
self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
}
W_SetCurrentAmmo();
@ -1707,7 +1707,7 @@ void(float inp) Menu_EngineerFix_Sensor_Input =
{
self.armortype = 0; // lost all armor
self.armorclass = 0; // lost special armor
self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
}
W_SetCurrentAmmo();
@ -1766,7 +1766,7 @@ void(float inp) Menu_EngineerFix_Camera_Input =
{
self.armortype = 0; // lost all armor
self.armorclass = 0; // lost special armor
self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
}
W_SetCurrentAmmo();
@ -1838,7 +1838,7 @@ void(float inp) Menu_EngineerFix_Teleporter_Input =
{
self.armortype = 0; // lost all armor
self.armorclass = 0; // lost special armor
self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
}
W_SetCurrentAmmo();
@ -1912,7 +1912,7 @@ void(float inp) Menu_EngineerFix_FieldGen_Input =
{
self.armortype = 0; // lost all armor
self.armorclass = 0; // lost special armor
self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
}
W_SetCurrentAmmo();
@ -2263,13 +2263,13 @@ void(float inp) Menu_EngineerFix_Tesla_Input =
if (inp == 4) { //Spy Detector
if (Check_Tesla_Ups(4, self, self.building, 4, 0))
{
self.building.tf_items = self.building.tf_items | NIT_AUTOID;
self.building.tf_items |= NIT_AUTOID;
}
}
if (inp == 5) { //CH Get frags for upgrades
if (Check_Tesla_Ups(3, self, self.building, 5, 0))
{
self.building.tf_items = self.building.tf_items | NIT_TELEPORTER;
self.building.tf_items |= NIT_TELEPORTER;
}
}
if (inp == 6){ // Tinker by Cyt0 Remade by CH to fit with new code
@ -2309,7 +2309,7 @@ void(float inp) Menu_EngineerFix_Tesla_Input =
{
self.armortype = 0; // lost all armor
self.armorclass = 0; // lost special armor
self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
}
W_SetCurrentAmmo();
@ -2338,22 +2338,22 @@ void(float inp) Menu_EngineerFix_Tesla_Input2 =
if (inp == 1) { //Kevlar
if (Check_Tesla_Ups(1, self, self.building, 6, 1))
{
self.building.tf_items = self.building.tf_items | NIT_KEVLAR;
self.building.armorclass = self.building.armorclass | AT_SAVESHOT;
self.building.tf_items |= NIT_KEVLAR;
self.building.armorclass |= AT_SAVESHOT;
}
}
if (inp == 2) { //Blast
if (Check_Tesla_Ups(1, self, self.building, 7, 1))
{
self.building.tf_items = self.building.tf_items | NIT_BLAST;
self.building.armorclass = self.building.armorclass | AT_SAVEEXPLOSION;
self.building.tf_items |= NIT_BLAST;
self.building.armorclass |= AT_SAVEEXPLOSION;
}
}
if (inp == 3) { //Blast
if (Check_Tesla_Ups(1, self, self.building, 8, 1))
{
self.building.tf_items = self.building.tf_items | NIT_ASBESTOS;
self.building.armorclass = self.building.armorclass | AT_SAVEFIRE;
self.building.tf_items |= NIT_ASBESTOS;
self.building.armorclass |= AT_SAVEFIRE;
}
}
if (inp == 4) { //Tesla Turret(tm)
@ -2387,11 +2387,11 @@ void(float inp) Menu_EngineerFix_Tesla_Input2 =
}
self.building.angles_z = 180;
self.building.flags = self.building.flags - (self.building.flags & FL_ONGROUND);
self.building.flags &= ~FL_ONGROUND;
self.building.movetype = MOVETYPE_FLY;
self.building.velocity_z = 200;
setsize (self.building, '-16 -16 10', '16 16 62');
self.building.tf_items = self.building.tf_items | NIT_TURRET;
self.building.tf_items |= NIT_TURRET;
self.building.is_haxxxoring=1; //flag determines if flying and it's used for cloaking teslas, set to 0 when landed
}
@ -2401,14 +2401,14 @@ void(float inp) Menu_EngineerFix_Tesla_Input2 =
if (inp == 5) { //Improved Targeter
if (Check_Tesla_Ups(1, self, self.building, 10, 1))
{
self.building.tf_items = self.building.tf_items | NIT_SCANNER;
self.building.tf_items |= NIT_SCANNER;
}
}
//CH its commented out here and in the centerprint - OfN nomore!
if (inp == 6) { //Cloaking tesla
if (Check_Tesla_Ups(1, self, self.building, 11, 1))
{
self.building.tf_items = self.building.tf_items | NIT_TESLA_CLOAKING;
self.building.tf_items |= NIT_TESLA_CLOAKING;
if (self.building.job == 1)
{
local entity oself;
@ -2448,7 +2448,7 @@ void(float inp) Menu_EngineerFix_Tesla_Input2 =
{
self.armortype = 0; // lost all armor
self.armorclass = 0; // lost special armor
self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
}
W_SetCurrentAmmo();
@ -2557,7 +2557,7 @@ void(float inp) Menu_Dispenser_Input =
if (self.armortype == 0)
{
self.armortype = self.armor_allowed;
//self.items = self.items | IT_ARMOR1;
//self.items |= IT_ARMOR1;
W_SetCurrentAmmo();
}
@ -2581,7 +2581,7 @@ void(float inp) Menu_Dispenser_Input =
{
self.armortype = 0; // lost all armor
self.armorclass = 0; // lost special armor
self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
}
W_SetCurrentAmmo();
@ -2692,7 +2692,7 @@ void(float inp) Menu_PrimaryWeapon_Input =
}
else if (self.money >= PRICE) {
self.money = self.money - PRICE;
self.weapons_carried = self.weapons_carried | WEAP_SNIPER_RIFLE | WEAP_AUTO_RIFLE;
self.weapons_carried |= WEAP_SNIPER_RIFLE | WEAP_AUTO_RIFLE;
self.maxammo_shells = self.maxammo_shells + 75;
PrintMoney();
}
@ -2722,7 +2722,7 @@ void(float inp) Menu_PrimaryWeapon_Input =
//Clean up asbestos armor
if (!(self.tf_items & NIT_ASBESTOS))
self.money = self.money - 750; //Sync this with asbestos
self.tf_items = self.tf_items & ~NIT_ASBESTOS;
self.tf_items &= ~NIT_ASBESTOS;
PrintRefund(PRICE);
self.weapons_carried = self.weapons_carried - WEAP_INCENDIARY;
@ -2733,11 +2733,11 @@ void(float inp) Menu_PrimaryWeapon_Input =
else if (self.money >= PRICE)
{
self.money = self.money - PRICE;
self.weapons_carried = self.weapons_carried | WEAP_INCENDIARY | WEAP_FLAMETHROWER;
self.weapons_carried |= WEAP_INCENDIARY | WEAP_FLAMETHROWER;
//Give em asbestos armor, and a refund if they have it
if (self.tf_items & NIT_ASBESTOS)
self.money = self.money + 750; //Sync this with asbestos price
self.tf_items = self.tf_items | NIT_ASBESTOS;
self.tf_items |= NIT_ASBESTOS;
self.maxammo_cells = self.maxammo_cells + 200;
@ -2850,7 +2850,7 @@ void(float inp) Menu_SecondaryWeapon_Input =
}
else if (self.money >= PRICE) {
self.money = self.money - PRICE;
self.cutf_items = self.cutf_items | CUTF_KNIFE;
self.cutf_items |= CUTF_KNIFE;
PrintMoney();
}
else
@ -3490,16 +3490,16 @@ void(float inp) Menu_Special_Input =
//Clean up auto-medic (sync this with Custom.qc)
if (self.tf_items & NIT_AUTOSCANNER)
self.money = self.money + 250; //Sync this with price below
self.tf_items = self.tf_items & ~NIT_AUTOSCANNER;
self.tf_items &= ~NIT_AUTOSCANNER;
PrintRefund(PRICE);
self.tf_items = self.tf_items & ~NIT_SCANNER;
self.tf_items_flags = self.tf_items_flags - (self.tf_items & NIT_SCANNER_ENEMY);
self.tf_items &= ~NIT_SCANNER;
self.tf_items_flags &= ~NIT_SCANNER_ENEMY;
}
else if (self.money >= PRICE) {
self.money = self.money - PRICE;
self.tf_items = self.tf_items | NIT_SCANNER;
self.tf_items_flags = self.tf_items_flags | NIT_SCANNER_ENEMY;
self.tf_items |= NIT_SCANNER;
self.tf_items_flags |= NIT_SCANNER_ENEMY;
PrintMoney();
}
else
@ -3525,7 +3525,7 @@ void(float inp) Menu_Special_Input =
}
else if (self.money >= PRICE) {
self.money = self.money - PRICE;
self.cutf_items = self.cutf_items | CUTF_DETPACK;
self.cutf_items |= CUTF_DETPACK;
self.maxammo_detpack = self.maxammo_detpack + 1;
PrintMoney();
}
@ -3543,7 +3543,7 @@ void(float inp) Menu_Special_Input =
}
else if (self.money >= PRICE) {
self.money = self.money - PRICE;
self.weapons_carried = self.weapons_carried | WEAP_MEDIKIT;
self.weapons_carried |= WEAP_MEDIKIT;
self.maxammo_medikit = self.maxammo_medikit + 80;
PrintMoney();
}

View file

@ -545,7 +545,7 @@ void() walkmonster_start_go =
if (IsMonster(self))
if (self.real_owner.classname == "player")
{
//self.real_owner.job = self.real_owner.job - (self.real_owner.job & JOB_DEMON_OUT);
//self.real_owner.job &= ~JOB_DEMON_OUT);
local string MName;
MName=GetMonsterName(self);
sprint(self.real_owner,PRINT_HIGH,"Your ");
@ -587,7 +587,7 @@ void() walkmonster_start_go =
self.view_ofs = '0 0 25';
self.use = monster_use;
self.flags = self.flags | FL_MONSTER;
self.flags |= FL_MONSTER;
if (self.target)
{
@ -653,8 +653,8 @@ void() flymonster_start_go =
self.view_ofs = '0 0 25';
self.use = monster_use;
self.flags = self.flags | FL_FLY;
self.flags = self.flags | FL_MONSTER;
self.flags |= FL_FLY;
self.flags |= FL_MONSTER;
if (!walkmove(0,0))
{
@ -714,8 +714,8 @@ void() swimmonster_start_go =
self.view_ofs = '0 0 10';
self.use = monster_use;
self.flags = self.flags | FL_SWIM;
self.flags = self.flags | FL_MONSTER;
self.flags |= FL_SWIM;
self.flags |= FL_MONSTER;
if (self.target)
{

View file

@ -413,7 +413,7 @@ void(entity player) UpdateCells =
|| player.current_weapon == WEAP_LASERCANNON)
{
player.currentammo = player.ammo_cells;
player.items = player.items | IT_CELLS;
player.items |= IT_CELLS;
}
};
@ -624,7 +624,7 @@ void() FlareGrenadeExplode =
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
self.effects = self.effects | EF_DIMLIGHT;
self.effects |= EF_DIMLIGHT;
self.think = SUB_Remove;
self.nextthink = time + FLARE_DURATION;

View file

@ -190,7 +190,7 @@ void() player_touch =
Bio.classname = "timer";
Bio.netname = "biotimer";
other.tfstate = other.tfstate | TFSTATE_INFECTED;
other.tfstate |= TFSTATE_INFECTED;
other.infection_team_no = self.infection_team_no;
sprint(other, PRINT_MEDIUM, "You have been infected by ");
@ -1145,7 +1145,7 @@ 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';
/*
@ -1176,7 +1176,7 @@ void(string gibname) HeadShotThrowHead =
setsize (self, '-16 -16 0', '16 16 56');
self.velocity = normalize(self.head_shot_vector) * 600;
self.origin_z = self.origin_z + 24;
self.flags = self.flags - (self.flags & FL_ONGROUND);
self.flags &= ~FL_ONGROUND;
self.avelocity = '0 0 0';
setorigin (self, self.origin);
@ -1332,7 +1332,7 @@ 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)

View file

@ -237,7 +237,7 @@ void() NapalmGrenadeExplode =
local entity head;
// do an incendiary-cannon explosion instead
self.effects = self.effects | EF_BRIGHTLIGHT;
self.effects |= EF_BRIGHTLIGHT;
// don't do radius damage to the other, because all the damage
// was done in the impact
@ -805,7 +805,7 @@ void() T_IncendiaryTouch =
remove(self);
return;
}
self.effects = self.effects | EF_BRIGHTLIGHT;
self.effects |= EF_BRIGHTLIGHT;
damg = 20 + random()*20;

View file

@ -842,7 +842,7 @@ void() func_rotate_train =
self.dest1 = self.origin; // original position
self.flags = self.flags | FL_ONGROUND;
self.flags |= FL_ONGROUND;
};
//************************************************

View file

@ -151,7 +151,7 @@ void() PrimeC4Det =
te.classname = "timer";
te.netname = "C4detpack_timer";
self.is_toffingadet = 1;
self.tfstate = self.tfstate | TFSTATE_C4THROW;
self.tfstate |= TFSTATE_C4THROW;
TeamFortress_SetSpeed(self);
sprint(self, PRINT_HIGH, "Arming detpack...\n");
};
@ -175,7 +175,7 @@ void() TeamFortress_C4DetpackTouch =
makeImmune(other,time + 2);
//other.immune_to_check = time + 2;
other.tfstate = other.tfstate | TFSTATE_CANT_MOVE;
other.tfstate |= TFSTATE_CANT_MOVE;
sprint(other, PRINT_HIGH, "Disarming detpack...\n");
TeamFortress_SetSpeed(other);
@ -284,7 +284,7 @@ void() ThrowC4Det =
teamprefixsprint(self.team_no,self);
teamsprint6(self,self.netname," throws a C4!\n","","","","");
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_C4THROW);
self.tfstate &= ~TFSTATE_C4THROW;
TeamFortress_SetSpeed(self); // let's roll
};
@ -583,8 +583,7 @@ void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusAnt
if (head.classname != "player")
{
if(head.flags & FL_ONGROUND)
head.flags = head.flags - FL_ONGROUND;
head.flags &= ~FL_ONGROUND;
}
else
{

View file

@ -73,7 +73,7 @@ void() FlashGrenadeExplode =
local entity te;
local float loopc = 0;
self.effects = self.effects | EF_BRIGHTLIGHT;
self.effects |= EF_BRIGHTLIGHT;
sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
@ -323,11 +323,11 @@ void(float scanrange,float inAuto) TeamFortress_Scan =
if (self.tf_items_flags & NIT_SCANNER_ENEMY)
{
sprint (self, PRINT_HIGH, "Enemy Scanning disabled.\n");
self.tf_items_flags = self.tf_items_flags & ~NIT_SCANNER_ENEMY;
self.tf_items_flags &= ~NIT_SCANNER_ENEMY;
return;
}
sprint (self, PRINT_HIGH, "Enemy Scanning enabled.\n");
self.tf_items_flags = self.tf_items_flags | NIT_SCANNER_ENEMY;
self.tf_items_flags |= NIT_SCANNER_ENEMY;
return;
}
@ -337,11 +337,11 @@ void(float scanrange,float inAuto) TeamFortress_Scan =
if (self.tf_items_flags & NIT_SCANNER_FRIENDLY)
{
sprint (self, PRINT_HIGH, "Friendly Scanning disabled.\n");
self.tf_items_flags = self.tf_items_flags & ~NIT_SCANNER_FRIENDLY;
self.tf_items_flags &= ~NIT_SCANNER_FRIENDLY;
return;
}
sprint (self, PRINT_HIGH, "Friendly Scanning enabled.\n");
self.tf_items_flags = self.tf_items_flags | NIT_SCANNER_FRIENDLY;
self.tf_items_flags |= NIT_SCANNER_FRIENDLY;
return;
}
@ -709,8 +709,7 @@ void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusBou
if (head.classname != "player")
{
if(head.flags & FL_ONGROUND)
head.flags = head.flags - FL_ONGROUND;
head.flags &= ~FL_ONGROUND;
}
else
{

View file

@ -55,7 +55,7 @@ $frame lvl3_shoot1 lvl3_shoot2
*/
void() RemoveGlow = {
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
self.effects &= ~EF_DIMLIGHT;
};
//===========================
@ -561,7 +561,7 @@ float() Sentry_Fire =
if (self.ammo_shells > 0)
{
//WK muzzleflash();
self.effects = self.effects | EF_DIMLIGHT;
self.effects |= EF_DIMLIGHT;
/* if (self.tf_items & NIT_TURRET)
sound (self ,CHAN_WEAPON, "weapons/asscan2.wav", 1, ATTN_NORM);
else */
@ -761,7 +761,7 @@ void() Sentry_Touch =
}
if (!other) { //The eagle has landed!
// sprint(self.real_owner, PRINT_HIGH, "The eagle has landed!\n");
self.flags = self.flags | FL_ONGROUND;
self.flags |= FL_ONGROUND;
self.movetype = MOVETYPE_STEP;
self.origin_z = self.origin_z + 32;//32; // was 40, old custom bug? fixed
return;

View file

@ -286,7 +286,7 @@ void() CastLightning =
local vector org, dir;
local float ldmg;
self.effects = self.effects | EF_DIMLIGHT;
self.effects |= EF_DIMLIGHT;
ai_face ();
@ -359,7 +359,7 @@ void() sham_magic2 =[ $magic2, sham_magic3 ] {ai_face();};
void() sham_magic3 =[ $magic3, sham_magic4 ] {ai_face();self.nextthink = self.nextthink + 0.2;
local entity o;
self.effects = self.effects | EF_DIMLIGHT;
self.effects |= EF_DIMLIGHT;
ai_face();
self.owner = spawn();
o = self.owner;
@ -371,12 +371,12 @@ o.think = SUB_Remove;
};
void() sham_magic4 =[ $magic4, sham_magic5 ]
{
self.effects = self.effects | EF_DIMLIGHT;
self.effects |= EF_DIMLIGHT;
self.owner.frame = 1;
};
void() sham_magic5 =[ $magic5, sham_magic6 ]
{
self.effects = self.effects | EF_DIMLIGHT;
self.effects |= EF_DIMLIGHT;
self.owner.frame = 2;
};
void() sham_magic6 =[ $magic6, sham_magic9 ]
@ -465,7 +465,7 @@ void() custom_shambler_die =
if (self.real_owner.classname == "player" && self.real_owner.demon_one == self)
{
sprint(self.real_owner,PRINT_HIGH,"Your shambler is dead.\n");
self.real_owner.job = self.real_owner.job - (self.real_owner.job & JOB_DEMON_OUT);
self.real_owner.job &= ~JOB_DEMON_OUT;
self.real_owner.job_finished = time + 5; //Can't summon streams of demons SB can so
self.real_owner.demon_one = NIL;
}

View file

@ -75,7 +75,7 @@ void() SniperSight_Update =
if (!(self.owner.tfstate & TFSTATE_AIMING) || (self.owner.current_weapon != WEAP_SNIPER_RIFLE))
{
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_AIMING);
self.owner.tfstate &= ~TFSTATE_AIMING;
TeamFortress_SetSpeed(self.owner);
self.owner.heat = 0;
dremove(self);
@ -122,7 +122,7 @@ void() SniperSight_Update2 =
if (!(self.owner.tfstate & TFSTATE_RL_LASER) || (self.owner.current_weapon != WEAP_ROCKET_LAUNCHER))
{
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_RL_LASER);
self.owner.tfstate &= ~TFSTATE_RL_LASER;
TeamFortress_SetSpeed(self.owner);
self.owner.heat = 0;
dremove(self);
@ -155,9 +155,9 @@ void(float type) SniperSight_Create =
{
local entity sight;
if (type == 1)
self.tfstate = self.tfstate | TFSTATE_RL_LASER;
self.tfstate |= TFSTATE_RL_LASER;
else
self.tfstate = self.tfstate | TFSTATE_AIMING;
self.tfstate |= TFSTATE_AIMING;
sight = spawn ();
sight.owner = self;
@ -182,12 +182,12 @@ void() TeamFortress_AutoZoomToggle =
{
if (self.tfstate & TFSTATE_ZOOMOFF)
{
self.tfstate = self.tfstate - TFSTATE_ZOOMOFF;
self.tfstate &= ~TFSTATE_ZOOMOFF;
sprint(self, PRINT_HIGH, "autozoom ON\n");
}
else
{
self.tfstate = self.tfstate | TFSTATE_ZOOMOFF;
self.tfstate |= TFSTATE_ZOOMOFF;
sprint(self, PRINT_HIGH, "autozoom OFF\n");
}

View file

@ -82,19 +82,19 @@ void () TeamFortress_CheckForSpeed =
max = max + 200;
//make sure ok to check
if (self.owner.immune_to_chec > time)
immune = immune | IMMUNE; //its ok since IMMUNE becomes 1
immune |= IMMUNE; //its ok since IMMUNE becomes 1
if (self.owner.hook_out)
immune = immune | GRAPPLE;
immune |= GRAPPLE;
//WK We should boot if they have no set speed and are moving
//if (self.owner.maxspeed == 0) // no set speed
if (!(self.owner.flags & FL_ONGROUND)) //WK People in air immune
immune = immune | FLYING;
immune |= FLYING;
if (self.owner.playerclass == PC_UNDEFINED)
immune = immune | NOCLASS;
immune |= NOCLASS;
if (self.owner.done_custom & CUSTOM_BUILDING)
immune = immune | BUILDING;
immune |= BUILDING;
if (self.owner.health <= 0)
immune = immune | DEAD;
immune |= DEAD;
if (self.owner.has_disconnected)
dremove(self);

30
spy.qc
View file

@ -240,7 +240,7 @@ void(float type) TeamFortress_SpyFeignDeath =
self.current_weapon = self.weapon;
W_SetCurrentAmmo();
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_CANT_MOVE);
self.tfstate &= ~TFSTATE_CANT_MOVE;
TeamFortress_SetSpeed(self);
// Check .weapon, because .current_weapon has been reset
@ -333,7 +333,7 @@ void(float type) TeamFortress_SpyFeignDeath =
makeImmune(self,time+2);
//self.immune_to_check = time + 2;
self.tfstate = self.tfstate | TFSTATE_CANT_MOVE;
self.tfstate |= TFSTATE_CANT_MOVE;
TeamFortress_SetSpeed(self);
self.is_feigning = TRUE;
@ -348,7 +348,7 @@ void(float type) TeamFortress_SpyFeignDeath =
}
if (self.undercover_team == 0 && self.undercover_skin == 0)
self.items = self.items & ~IT_INVISIBILITY;
self.items &= ~IT_INVISIBILITY;
self.invisible_finished = 0;
self.modelindex = modelindex_player; // don't use eyes
@ -417,7 +417,7 @@ void() TeamFortress_SpyGoUndercover =
{
self.is_undercover = 0;
self.modelindex = modelindex_player; // return to normal
//WK self.items = self.items & ~IT_INVISIBILITY;
//WK self.items &= ~IT_INVISIBILITY;
}
else if (self.is_undercover == 2)
{
@ -533,7 +533,7 @@ void() TeamFortress_SpyUndercoverThink =
if (self.owner.is_undercover == 2)
{
//WK self.owner.items = self.owner.items | IT_INVISIBILITY;
//WK self.owner.items |= IT_INVISIBILITY;
if (invis_only == TRUE)
{
self.owner.frame = 0;
@ -653,7 +653,7 @@ void(float teamno) TeamFortress_SpyChangeColor =
if (self.undercover_skin == 0)
{
//WK self.items = self.items & ~IT_INVISIBILITY;
//WK self.items &= ~IT_INVISIBILITY;
self.is_undercover = 0;
}
return;
@ -780,7 +780,7 @@ void() GasGrenadeMakeGas =
else
{
sprint(te, PRINT_HIGH, "You stop breathing as the poison attacks your nerves...\n");
te.tfstate = te.tfstate | TFSTATE_HALLUCINATING;
te.tfstate |= TFSTATE_HALLUCINATING;
// Create a timer entity
timer = spawn();
timer.nextthink = time + GR_HALLU_TIME;
@ -845,7 +845,7 @@ void() HallucinationTimer =
if (self.owner.weapons_carried & WEAP_MEDIKIT) //WK
self.health = self.health - GR_HALLU_DEC;
if (self.health <= 0)
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_HALLUCINATING);
self.owner.tfstate &= ~TFSTATE_HALLUCINATING;
if (!(self.owner.tfstate & TFSTATE_HALLUCINATING))
{
sprint(self.owner, PRINT_HIGH, "You feel a little better now.\n");
@ -988,7 +988,7 @@ void() T_TranqDartTouch =
}
else
{
other.tfstate = other.tfstate | TFSTATE_TRANQUILISED;
other.tfstate |= TFSTATE_TRANQUILISED;
// Create a timer entity
timer = spawn();
timer.nextthink = time + TRANQ_TIME;
@ -1016,7 +1016,7 @@ void() T_TranqDartTouch =
else
{
sprint(other, PRINT_HIGH, "You stop breathing...\n");
other.tfstate = other.tfstate | TFSTATE_TRANQUILISED;
other.tfstate |= TFSTATE_TRANQUILISED;
// Create a timer entity
timer = spawn();
timer.nextthink = time + TRANQ_TIME;
@ -1054,7 +1054,7 @@ void() T_TranqDartTouch =
// Just remove the player's tranquilisation.
void() TranquiliserTimer =
{
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_TRANQUILISED);
self.owner.tfstate &= ~TFSTATE_TRANQUILISED;
TeamFortress_SetSpeed(self.owner);
@ -1066,7 +1066,7 @@ void() TranquiliserTimer =
void() TranquiliserTimer2 =
{
if (self.owner.tfstate & TFSTATE_TRANQUILISED) //Just in case
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_TRANQUILISED);
self.owner.tfstate &= ~TFSTATE_TRANQUILISED;
dremove(self);
};
@ -1082,7 +1082,7 @@ void(entity spy) Spy_RemoveDisguise =
// Reset the Skin
if (spy.undercover_skin != 0)
{
//WK spy.items = spy.items & ~IT_INVISIBILITY;
//WK spy.items &= ~IT_INVISIBILITY;
makeImmune(spy,time + 4);
//spy.immune_to_check = time + 4;
spy.undercover_skin = 0;
@ -1093,7 +1093,7 @@ void(entity spy) Spy_RemoveDisguise =
// Set their color
if (spy.undercover_team != 0)
{
//WK spy.items = spy.items - (spy.items & IT_INVISIBILITY);
//WK spy.items &= ~IT_INVISIBILITY);
makeImmune(spy,time + 4);
//spy.immune_to_check = time + 4;
spy.undercover_team = 0;
@ -1118,7 +1118,7 @@ void(entity spy) Spy_RemoveDisguise =
spy.modelindex = modelindex_player; // return to normal
//WK if (spy.items & IT_INVISIBILITY)
//WK spy.items = spy.items & ~IT_INVISIBILITY;
//WK spy.items &= ~IT_INVISIBILITY;
self.StatusRefreshTime = time + 0.1;
}

View file

@ -146,7 +146,7 @@ void() Tesla_Lose_Glow =
if (self.job == 3) self.job = 1;
}
}
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
self.effects &= ~EF_DIMLIGHT;
};
void() Tesla_Give_Glow =
{
@ -160,7 +160,7 @@ void() Tesla_Give_Glow =
self.pain_finished=1;
}
}
self.effects = self.effects | EF_DIMLIGHT;
self.effects |= EF_DIMLIGHT;
};
void() TeslaThink;
@ -670,7 +670,7 @@ void() Tesla_Touch =
{ //The eagle has landed!
// sprint(self.real_owner, PRINT_HIGH, "The eagle has landed!\n");
self.solid = SOLID_BBOX;
self.flags = self.flags | FL_ONGROUND;
self.flags |= FL_ONGROUND;
self.movetype = MOVETYPE_STEP;
self.origin_z = self.origin_z + 40;
@ -678,7 +678,7 @@ void() Tesla_Touch =
if (self.job == 1)
{
self.effects = self.effects | EF_DIMLIGHT; // hack to make lose_glow to run properly to make disappear again the tesla
self.effects |= EF_DIMLIGHT; // hack to make lose_glow to run properly to make disappear again the tesla
Tesla_Lose_Glow();
}
@ -904,7 +904,7 @@ entity(entity OldTesla) TeslaClone =
newmis.skin = OldTesla.skin; //
//newmis.flags = newmis.flags - (newmis.flags & FL_ONGROUND);
//newmis.flags &= ~FL_ONGROUND;
newmis.flags = OldTesla.flags;
///////////////////////////
@ -922,7 +922,7 @@ entity(entity OldTesla) TeslaClone =
newmis.colormap = OldTesla.colormap; //self.colormap; // Set the Base Color
//newmis.velocity = '0 0 -8';
newmis.avelocity = '0 0 0';
newmis.flags = OldTesla.flags; // newmis.flags - (newmis.flags & FL_ONGROUND);
newmis.flags = OldTesla.flags; // &= ~FL_ONGROUND;
newmis.team_no = OldTesla.team_no;
//- OfN -

156
tfort.qc
View file

@ -185,7 +185,7 @@ void() TeamFortress_ChangeClass =
self.nextpc = self.impulse - TF_CHANGEPC;
//WK - Handle Custom Class
if (self.nextpc == PC_CUSTOM) {
self.done_custom = self.done_custom | CUSTOM_ON_SPAWN; //Generate a new custom class when we respawn
self.done_custom |= CUSTOM_ON_SPAWN; //Generate a new custom class when we respawn
}
sprint(self, PRINT_HIGH, "After dying, you will return as a new class\n");
return;
@ -301,7 +301,7 @@ void() TeamFortress_ChangeClass =
if ( self.playerclass == PC_RANDOM ) {
sprint(self, PRINT_HIGH, "Random Playerclass.\n");
self.tfstate = (self.tfstate | TFSTATE_RANDOMPC);
self.tfstate |= TFSTATE_RANDOMPC);
self.playerclass = 1 + floor(random() * (PC_RANDOM - 1));
}
@ -348,7 +348,7 @@ void() TeamFortress_ChangeClass =
TeamFortress_SetSkin(self);
//WK Give them invincibility if they are a normal class or bought it
if (self.playerclass >= PC_SCOUT && self.playerclass <= PC_RANDOM) {
self.items = self.items & IT_INVULNERABILITY;
self.items &= IT_INVULNERABILITY;
self.invincible_time = 1;
self.invincible_finished = time + RESPAWN_GUARD_TIME;
}
@ -1140,7 +1140,7 @@ void() TeamFortress_PrimeGrenade =
}
}
self.tfstate = (self.tfstate | TFSTATE_GRENPRIMED);
self.tfstate |= TFSTATE_GRENPRIMED;
tGrenade = spawn();
tGrenade.owner = self;
tGrenade.weapon = gtype;
@ -1184,8 +1184,8 @@ void() TeamFortress_GrenadePrimed =
if (!(user.tfstate & TFSTATE_GRENPRIMED))
RPrint("GrenadePrimed logic error\n");
user.tfstate = user.tfstate - (user.tfstate & TFSTATE_GRENPRIMED);
user.tfstate = user.tfstate - (user.tfstate & TFSTATE_GRENTHROWING);
user.tfstate &= ~TFSTATE_GRENPRIMED;
user.tfstate &= ~TFSTATE_GRENTHROWING;
// ofn
if (self.weapon == GR_TYPE_FLARE)
@ -1360,7 +1360,7 @@ void() TeamFortress_ThrowGrenade =
if (self.job & JOB_THIEF && self.job & JOB_FULL_HIDE)
RevealThief(self,FALSE);
self.tfstate = self.tfstate | TFSTATE_GRENTHROWING;
self.tfstate |= TFSTATE_GRENTHROWING;
};
//=========================================================================
@ -1419,7 +1419,7 @@ void(entity p) TeamFortress_SetSpeed =
//-----------------------------------------------------------------------//
// STOP THAT SILLY DAMN BUGS, SPY SLIDING ETC.. !!!!!!!!!!!!!!!!!!!!!!! -//
if (p.is_feigning || p.is_haxxxoring || p.is_detpacking || p.is_building)
p.tfstate = p.tfstate | TFSTATE_CANT_MOVE;
p.tfstate |= TFSTATE_CANT_MOVE;
//-----------------------------------------------------------------------//
// Check for any reason why they can't move at all
@ -1773,7 +1773,7 @@ void() TeamFortress_SetEquipment =
self.done_custom = 0;
//Clear job without losing track of demons, etc.
self.job = self.job - (self.job & JOB_ALL);
self.job &= ~JOB_ALL;
}
//WK ------^
@ -1782,14 +1782,14 @@ void() TeamFortress_SetEquipment =
self.hover_time = MAX_HOVER_FUEL; //10 secs of hovering or so
self.respawn_time = 0;
self.heat = 0;
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_RELOADING);
self.tfstate &= ~TFSTATE_RELOADING;
if (self.tf_items & NIT_SCUBA) { //WK We're a scuba commando!
self.items = self.items | IT_SUIT;
self.items |= IT_SUIT;
self.rad_time = 1;
self.tfstate = self.tfstate | TFSTATE_RADSUIT;
self.tfstate |= TFSTATE_RADSUIT;
self.radsuit_finished = time + 666;
} else {
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_RADSUIT);
self.tfstate &= ~TFSTATE_RADSUIT;
self.items = 0;
self.rad_time = 0;
self.radsuit_finished = 0;
@ -1824,7 +1824,7 @@ void() TeamFortress_SetEquipment =
if (self.team_no == 0)
self.lives = -1;
self.items = self.items | kept_items;
self.items |= kept_items;
// Start the Cheat-Checking Cyclic Event if CheatChecking Toggleflag is on
if (!stof(infokey(NIL,"nospeed")) && (toggleflags&TFLAG_CHEATCHECK)) {
@ -1836,10 +1836,10 @@ void() TeamFortress_SetEquipment =
}
//WK -- Remove flags for job state
self.job = self.job - (self.job & JOB_ACTIVE);
self.job = self.job - (self.job & JOB_FULL_HIDE);
self.job = self.job - (self.job & JOB_TIRED);
// self.job = self.job - (self.job & JOB_MARTYR_ENEMY);
self.job &= ~JOB_ACTIVE;
self.job &= ~JOB_FULL_HIDE;
self.job &= ~JOB_TIRED;
// self.job &= ~JOB_MARTYR_ENEMY);
self.job_finished = time;
if ( self.playerclass == PC_CUSTOM ) { //WK - Reset the custom class
@ -1942,15 +1942,15 @@ void() TeamFortress_SetEquipment =
self.armortype = self.armor_allowed; //Start with red if red's allowed
self.armorclass = 0; //Default to no special armor type
if (self.tf_items & NIT_KEVLAR)
self.armorclass = self.armorclass | AT_SAVESHOT;
self.armorclass |= AT_SAVESHOT;
if (self.tf_items & NIT_GEL)
self.armorclass = self.armorclass | AT_SAVEMELEE;
self.armorclass |= AT_SAVEMELEE;
if (self.tf_items & NIT_BLAST)
self.armorclass = self.armorclass | AT_SAVEEXPLOSION;
self.armorclass |= AT_SAVEEXPLOSION;
if (self.tf_items & NIT_CERAMIC)
self.armorclass = self.armorclass | AT_SAVEELECTRICITY;
self.armorclass |= AT_SAVEELECTRICITY;
if (self.tf_items & NIT_ASBESTOS) //Buying flamer gives this
self.armorclass = self.armorclass | AT_SAVEFIRE;
self.armorclass |= AT_SAVEFIRE;
//Support for the "Auto" class itemry
if (self.tf_items & NIT_AUTOSCANNER || self.weapons_carried & WEAP_MEDIKIT || self.tf_items & NIT_AUTOID) {
@ -1964,7 +1964,7 @@ void() TeamFortress_SetEquipment =
self.current_weapon = W_BestWeapon ();
} else if ( self.playerclass == PC_SCOUT ) {
self.weapons_carried = self.weapons_carried | PC_SCOUT_WEAPONS;
self.weapons_carried |= PC_SCOUT_WEAPONS;
self.ammo_rockets = PC_SCOUT_INITAMMO_ROCKET;
self.ammo_nails = PC_SCOUT_INITAMMO_NAIL;
self.ammo_shells = PC_SCOUT_INITAMMO_SHOT;
@ -1980,13 +1980,13 @@ void() TeamFortress_SetEquipment =
self.tp_grenades_2 = PC_SCOUT_GRENADE_TYPE_2;
self.tf_items = PC_SCOUT_TF_ITEMS;
self.cutf_items = PC_SCOUT_CUTFITEMS;
self.job = self.job | PC_SCOUT_JOB;
self.job |= PC_SCOUT_JOB;
// the scanner defaults to enemy scanning ON, friendly scanning OFF
// and movement scanner only OFF
self.tf_items_flags = self.tf_items_flags | NIT_SCANNER_ENEMY;
self.tf_items_flags |= NIT_SCANNER_ENEMY;
self.armorclass = self.armorclass | PC_SCOUT_INITARMORCLASS;
self.armorclass |= PC_SCOUT_INITARMORCLASS;
self.armortype = PC_SCOUT_INITARMORTYPE;
self.armorvalue = PC_SCOUT_INITARMOR;
self.armor_allowed = PC_SCOUT_MAXARMORTYPE;
@ -1997,9 +1997,9 @@ void() TeamFortress_SetEquipment =
kill_my_demon();
// set the weapon icons on the status bar
self.items = self.items | IT_SHOTGUN | IT_NAILGUN;
self.items |= IT_SHOTGUN | IT_NAILGUN;
} else if ( self.playerclass == PC_SNIPER ) {
self.weapons_carried = self.weapons_carried | PC_SNIPER_WEAPONS;
self.weapons_carried |= PC_SNIPER_WEAPONS;
self.ammo_rockets = PC_SNIPER_INITAMMO_ROCKET;
self.ammo_nails = PC_SNIPER_INITAMMO_NAIL;
self.ammo_shells = PC_SNIPER_INITAMMO_SHOT;
@ -2014,9 +2014,9 @@ void() TeamFortress_SetEquipment =
self.tp_grenades_1 = PC_SNIPER_GRENADE_TYPE_1;
self.tp_grenades_2 = PC_SNIPER_GRENADE_TYPE_2;
self.tf_items = PC_SNIPER_TF_ITEMS;
self.job = self.job | PC_SNIPER_JOB;
self.job |= PC_SNIPER_JOB;
self.armorclass = self.armorclass | PC_SNIPER_INITARMORCLASS;
self.armorclass |= PC_SNIPER_INITARMORCLASS;
self.armortype = PC_SNIPER_INITARMORTYPE;
self.armorvalue = PC_SNIPER_INITARMOR;
self.armor_allowed = PC_SNIPER_MAXARMORTYPE;
@ -2027,10 +2027,10 @@ void() TeamFortress_SetEquipment =
self.cutf_items = PC_SNIPER_CUTF_ITEMS; // OFN -OTR
// set the weapon icons on the status bar
self.items = self.items | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_NAILGUN;
self.items |= IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_NAILGUN;
kill_my_demon();
} else if ( self.playerclass == PC_SOLDIER ) {
self.weapons_carried = self.weapons_carried | PC_SOLDIER_WEAPONS;
self.weapons_carried |= PC_SOLDIER_WEAPONS;
self.ammo_rockets = PC_SOLDIER_INITAMMO_ROCKET;
self.ammo_nails = PC_SOLDIER_INITAMMO_NAIL;
self.ammo_shells = PC_SOLDIER_INITAMMO_SHOT;
@ -2045,9 +2045,9 @@ void() TeamFortress_SetEquipment =
self.tp_grenades_1 = PC_SOLDIER_GRENADE_TYPE_1;
self.tp_grenades_2 = PC_SOLDIER_GRENADE_TYPE_2;
self.tf_items = PC_SOLDIER_TF_ITEMS;
self.job = self.job | PC_SOLDIER_JOB;
self.job |= PC_SOLDIER_JOB;
self.armorclass = self.armorclass | PC_SOLDIER_INITARMORCLASS;
self.armorclass |= PC_SOLDIER_INITARMORCLASS;
self.armortype = PC_SOLDIER_INITARMORTYPE;
self.armorvalue = PC_SOLDIER_INITARMOR;
self.armor_allowed = PC_SOLDIER_MAXARMORTYPE;
@ -2057,10 +2057,10 @@ void() TeamFortress_SetEquipment =
self.items_allowed = PC_SOLDIER_WEAPONS;
// set the weapon icons on the status bar
self.items = self.items | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_ROCKET_LAUNCHER;
self.items |= IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_ROCKET_LAUNCHER;
// kill_my_demon();
} else if ( self.playerclass == PC_DEMOMAN ) {
self.weapons_carried = self.weapons_carried | PC_DEMOMAN_WEAPONS;
self.weapons_carried |= PC_DEMOMAN_WEAPONS;
self.ammo_rockets = PC_DEMOMAN_INITAMMO_ROCKET;
self.ammo_nails = PC_DEMOMAN_INITAMMO_NAIL;
self.ammo_shells = PC_DEMOMAN_INITAMMO_SHOT;
@ -2075,14 +2075,14 @@ void() TeamFortress_SetEquipment =
self.tp_grenades_1 = PC_DEMOMAN_GRENADE_TYPE_1;
self.tp_grenades_2 = PC_DEMOMAN_GRENADE_TYPE_2;
self.tf_items = PC_DEMOMAN_TF_ITEMS;
self.job = self.job | PC_DEMOMAN_JOB;
self.job |= PC_DEMOMAN_JOB;
self.cutf_items = PC_DEMOMAN_CUTFITEMS;
// Detpacks
self.ammo_detpack = PC_DEMOMAN_INITAMMO_DETPACK;
self.maxammo_detpack = PC_DEMOMAN_MAXAMMO_DETPACK;
self.armorclass = self.armorclass | PC_DEMOMAN_INITARMORCLASS;
self.armorclass |= PC_DEMOMAN_INITARMORCLASS;
self.armortype = PC_DEMOMAN_INITARMORTYPE;
self.armorvalue = PC_DEMOMAN_INITARMOR;
self.armor_allowed = PC_DEMOMAN_MAXARMORTYPE;
@ -2095,9 +2095,9 @@ void() TeamFortress_SetEquipment =
self.items_allowed = PC_DEMOMAN_WEAPONS;
// set the weapon icons on the status bar
self.items = self.items | IT_SHOTGUN | IT_GRENADE_LAUNCHER;
self.items |= IT_SHOTGUN | IT_GRENADE_LAUNCHER;
} else if ( self.playerclass == PC_MEDIC ) {
self.weapons_carried = self.weapons_carried | PC_MEDIC_WEAPONS;
self.weapons_carried |= PC_MEDIC_WEAPONS;
self.ammo_rockets = PC_MEDIC_INITAMMO_ROCKET;
self.ammo_nails = PC_MEDIC_INITAMMO_NAIL;
self.ammo_shells = PC_MEDIC_INITAMMO_SHOT;
@ -2112,9 +2112,9 @@ void() TeamFortress_SetEquipment =
self.tp_grenades_1 = PC_MEDIC_GRENADE_TYPE_1;
self.tp_grenades_2 = PC_MEDIC_GRENADE_TYPE_2;
self.tf_items = PC_MEDIC_TF_ITEMS;
self.job = self.job | PC_MEDIC_JOB;
self.job |= PC_MEDIC_JOB;
self.armorclass = self.armorclass | PC_MEDIC_INITARMORCLASS;
self.armorclass |= PC_MEDIC_INITARMORCLASS;
self.armortype = PC_MEDIC_INITARMORTYPE;
self.armorvalue = PC_MEDIC_INITARMOR;
self.armor_allowed = PC_MEDIC_MAXARMORTYPE;
@ -2134,10 +2134,10 @@ void() TeamFortress_SetEquipment =
self.items_allowed = PC_MEDIC_WEAPONS;
// set the weapon icons on the status bar
self.items = self.items | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_LIGHT_ASSAULT;
self.items |= IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_LIGHT_ASSAULT;
kill_my_demon();
} else if ( self.playerclass == PC_HVYWEAP ) {
self.weapons_carried = self.weapons_carried | PC_HVYWEAP_WEAPONS;
self.weapons_carried |= PC_HVYWEAP_WEAPONS;
self.ammo_rockets = PC_HVYWEAP_INITAMMO_ROCKET;
self.ammo_nails = PC_HVYWEAP_INITAMMO_NAIL;
self.ammo_shells = PC_HVYWEAP_INITAMMO_SHOT;
@ -2152,9 +2152,9 @@ void() TeamFortress_SetEquipment =
self.tp_grenades_1 = PC_HVYWEAP_GRENADE_TYPE_1;
self.tp_grenades_2 = PC_HVYWEAP_GRENADE_TYPE_2;
self.tf_items = PC_HVYWEAP_TF_ITEMS;
self.job = self.job | PC_HVYWEAP_JOB;
self.job |= PC_HVYWEAP_JOB;
self.armorclass = self.armorclass | PC_HVYWEAP_INITARMORCLASS;
self.armorclass |= PC_HVYWEAP_INITARMORCLASS;
self.armortype = PC_HVYWEAP_INITARMORTYPE;
self.armorvalue = PC_HVYWEAP_INITARMOR;
self.armor_allowed = PC_HVYWEAP_MAXARMORTYPE;
@ -2165,10 +2165,10 @@ void() TeamFortress_SetEquipment =
self.items_allowed = PC_HVYWEAP_WEAPONS;
// set the weapon icons on the status bar
self.items = self.items | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_ROCKET_LAUNCHER;
self.items |= IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_ROCKET_LAUNCHER;
kill_my_demon();
} else if ( self.playerclass == PC_PYRO ) {
self.weapons_carried = self.weapons_carried | PC_PYRO_WEAPONS;
self.weapons_carried |= PC_PYRO_WEAPONS;
self.ammo_rockets = PC_PYRO_INITAMMO_ROCKET;
self.ammo_nails = PC_PYRO_INITAMMO_NAIL;
self.ammo_shells = PC_PYRO_INITAMMO_SHOT;
@ -2183,9 +2183,9 @@ void() TeamFortress_SetEquipment =
self.tp_grenades_1 = PC_PYRO_GRENADE_TYPE_1;
self.tp_grenades_2 = PC_PYRO_GRENADE_TYPE_2;
self.tf_items = PC_PYRO_TF_ITEMS;
self.job = self.job | PC_PYRO_JOB;
self.job |= PC_PYRO_JOB;
self.armorclass = self.armorclass | PC_PYRO_INITARMORCLASS;
self.armorclass |= PC_PYRO_INITARMORCLASS;
self.armortype = PC_PYRO_INITARMORTYPE;
self.armorvalue = PC_PYRO_INITARMOR;
self.armor_allowed = PC_PYRO_MAXARMORTYPE;
@ -2195,9 +2195,9 @@ void() TeamFortress_SetEquipment =
kill_my_demon();
// set the weapon icons on the status bar
self.items = self.items | IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ROCKET_LAUNCHER;
self.items |= IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ROCKET_LAUNCHER;
} else if ( self.playerclass == PC_CIVILIAN ) {
self.weapons_carried = self.weapons_carried | PC_CIVILIAN_WEAPONS;
self.weapons_carried |= PC_CIVILIAN_WEAPONS;
self.ammo_rockets = PC_CIVILIAN_INITAMMO_ROCKET;
self.ammo_nails = PC_CIVILIAN_INITAMMO_NAIL;
self.ammo_shells = PC_CIVILIAN_INITAMMO_SHOT;
@ -2212,9 +2212,9 @@ void() TeamFortress_SetEquipment =
self.tp_grenades_1 = PC_CIVILIAN_GRENADE_TYPE_1;
self.tp_grenades_2 = PC_CIVILIAN_GRENADE_TYPE_2;
self.tf_items = PC_CIVILIAN_TF_ITEMS;
self.job = self.job | PC_CIVILIAN_JOB;
self.job |= PC_CIVILIAN_JOB;
self.armorclass = self.armorclass | PC_CIVILIAN_INITARMORCLASS;
self.armorclass |= PC_CIVILIAN_INITARMORCLASS;
self.armortype = PC_CIVILIAN_INITARMORTYPE;
self.armorvalue = PC_CIVILIAN_INITARMOR;
self.armor_allowed = PC_CIVILIAN_MAXARMORTYPE;
@ -2227,7 +2227,7 @@ void() TeamFortress_SetEquipment =
self.items = 0;
kill_my_demon();
} else if ( self.playerclass == PC_SPY ) {
self.weapons_carried = self.weapons_carried | PC_SPY_WEAPONS;
self.weapons_carried |= PC_SPY_WEAPONS;
self.ammo_rockets = PC_SPY_INITAMMO_ROCKET;
self.ammo_nails = PC_SPY_INITAMMO_NAIL;
self.ammo_shells = PC_SPY_INITAMMO_SHOT;
@ -2242,9 +2242,9 @@ void() TeamFortress_SetEquipment =
self.tp_grenades_1 = PC_SPY_GRENADE_TYPE_1;
self.tp_grenades_2 = PC_SPY_GRENADE_TYPE_2;
self.tf_items = PC_SPY_TF_ITEMS;
self.job = self.job | PC_SPY_JOB;
self.job |= PC_SPY_JOB;
self.armorclass = self.armorclass | PC_SPY_INITARMORCLASS;
self.armorclass |= PC_SPY_INITARMORCLASS;
self.armortype = PC_SPY_INITARMORTYPE;
self.armorvalue = PC_SPY_INITARMOR;
self.armor_allowed = PC_SPY_MAXARMORTYPE;
@ -2254,7 +2254,7 @@ void() TeamFortress_SetEquipment =
self.cutf_items = PC_SPY_CUTFITEMS;
// set the weapon icons on the status bar
self.items = self.items | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_NAILGUN;
self.items |= IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_NAILGUN;
// If the Spy only has invis, start the Spy's cell regen timer
if (invis_only == TRUE) {
@ -2265,7 +2265,7 @@ void() TeamFortress_SetEquipment =
te.classname = "timer";
}
} else if ( self.playerclass == PC_ENGINEER ) {
self.weapons_carried = self.weapons_carried | PC_ENGINEER_WEAPONS;
self.weapons_carried |= PC_ENGINEER_WEAPONS;
self.ammo_rockets = PC_ENGINEER_INITAMMO_ROCKET;
self.ammo_nails = PC_ENGINEER_INITAMMO_NAIL;
self.ammo_shells = PC_ENGINEER_INITAMMO_SHOT;
@ -2280,9 +2280,9 @@ void() TeamFortress_SetEquipment =
self.tp_grenades_1 = PC_ENGINEER_GRENADE_TYPE_1;
self.tp_grenades_2 = PC_ENGINEER_GRENADE_TYPE_2;
self.tf_items = PC_ENGINEER_TF_ITEMS;
self.job = self.job | PC_ENGINEER_JOB;
self.job |= PC_ENGINEER_JOB;
self.armorclass = self.armorclass | PC_ENGINEER_INITARMORCLASS;
self.armorclass |= PC_ENGINEER_INITARMORCLASS;
self.armortype = PC_ENGINEER_INITARMORTYPE;
self.armorvalue = PC_ENGINEER_INITARMOR;
self.armor_allowed = PC_ENGINEER_MAXARMORTYPE;
@ -2292,7 +2292,7 @@ void() TeamFortress_SetEquipment =
self.cutf_items = PC_ENGINEER_CUTFITEMS;
// set the weapon icons on the status bar
self.items = self.items | IT_SHOTGUN | IT_SUPER_SHOTGUN;
self.items |= IT_SHOTGUN | IT_SUPER_SHOTGUN;
kill_my_demon();
} else if ( self.playerclass == PC_UNDEFINED ) {
self.items = 0;
@ -2324,7 +2324,7 @@ void() TeamFortress_SetEquipment =
self.modelindex = 0;
self.weaponmodel = "";
modelindex_player = 0;
self.tfstate = self.tfstate | TFSTATE_RELOADING;
self.tfstate |= TFSTATE_RELOADING;
setmodel(self, "");
}
@ -2342,14 +2342,14 @@ void() TeamFortress_SetEquipment =
SetArmyTimer();
if (no_otr) // if its disabled get it off
self.cutf_items = self.cutf_items - (self.cutf_items & CUTF_OTR);
self.cutf_items &= ~CUTF_OTR;
if (no_chaplan)
self.job = self.job - (self.job & JOB_CHAPLAN);
self.job &= ~JOB_CHAPLAN;
// Give normal classes the hook
// Custom classes get it in 'drop into custom class gen'
if (allow_hook && self.playerclass != PC_UNDEFINED && self.playerclass != PC_CUSTOM)
self.weapons_carried = self.weapons_carried | WEAP_HOOK;
self.weapons_carried |= WEAP_HOOK;
W_SetCurrentAmmo ();
};
@ -2773,13 +2773,13 @@ void() TeamFortress_CheckClassStats =
T_Heal(self, (self.health - self.health), 0);
// Update armor picture
self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
if (self.armortype >= 0.8)
self.items = self.items | IT_ARMOR3;
self.items |= IT_ARMOR3;
else if (self.armortype >= 0.6)
self.items = self.items | IT_ARMOR2;
self.items |= IT_ARMOR2;
else if (self.armortype >= 0.3)
self.items = self.items | IT_ARMOR1;
self.items |= IT_ARMOR1;
};
//=========================================================================
@ -3220,7 +3220,7 @@ void() TeamFortress_ExplodePerson =
te.nextthink = time + 25;
te.owner = self.owner;
te.solid = SOLID_NOT;
self.owner.effects = self.owner.effects | EF_BRIGHTLIGHT;
self.owner.effects |= EF_BRIGHTLIGHT;
*/
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.owner.origin);
@ -3372,20 +3372,20 @@ void() BioInfection_Decay =
{
// Remove infections which can't hurt the owner
if ((teamplay & TEAMPLAY_NOEXPLOSIVE) && Teammate(self.owner.team_no,self.enemy.team_no)) {
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_INFECTED);
self.owner.tfstate &= ~TFSTATE_INFECTED;
dremove(self);
return;
}
if (self.invincible_finished > time) {
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_INFECTED);
self.owner.tfstate &= ~TFSTATE_INFECTED;
dremove(self);
return;
}
if (self.owner.current_weapon == WEAP_MEDIKIT) {
sprint(self.owner,PRINT_HIGH,"You heal yourself of your infection.\n");
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_INFECTED);
self.owner.tfstate &= ~TFSTATE_INFECTED;
dremove(self);
return;
}
@ -3585,7 +3585,7 @@ void() TeamFortress_RegenerateCells =
self.owner.frame = 0;
self.owner.weaponframe = 0;
self.owner.modelindex = modelindex_eyes;
self.owner.job = self.owner.job - (self.owner.job & JOB_FULL_HIDE);
self.owner.job &= ~JOB_FULL_HIDE;
TeamFortress_SetSpeed(self.owner);
/*self.owner.ammo_cells = self.owner.ammo_cells - PC_SPY_CELL_USAGE;
if (self.owner.ammo_cells <= 0) {
@ -3600,7 +3600,7 @@ void() TeamFortress_RegenerateCells =
self.owner.frame = 0;
self.owner.weaponframe = 0;
self.owner.modelindex = modelindex_null;
self.owner.job = self.owner.job | JOB_FULL_HIDE;
self.owner.job |= JOB_FULL_HIDE;
}
}
/*
@ -3626,7 +3626,7 @@ void() TeamFortress_RegenerateCells =
if (self.owner.ammo_cells == 0) {
self.owner.is_undercover = 0;
self.owner.modelindex = modelindex_player; // return to normal
self.owner.items = self.owner.items & ~IT_INVISIBILITY;
self.owner.items &= ~IT_INVISIBILITY;
} else { // Decrease cells
self.owner.ammo_cells = self.owner.ammo_cells - PC_SPY_CELL_USAGE;
if (self.owner.ammo_cells < 0)

View file

@ -70,7 +70,7 @@ void() TeamFortress_MOTD =
// Set Default autozoom
if (DEFAULT_AUTOZOOM == OFF)
self.tfstate = self.tfstate | TFSTATE_ZOOMOFF;
self.tfstate |= TFSTATE_ZOOMOFF;
// Set their color to white, so they stand out from teams
if ((teamplay != 0) && (self.team_no == 0))

View file

@ -231,7 +231,7 @@ void() TF_PlaceItem =
// self.oldorigin = self.origin; // So we can return it later
if (self.goal_activation & TFGI_ITEMGLOWS)
self.effects = self.effects | EF_GlowColor(self);
self.effects |= EF_GlowColor(self);
// Setup the item_list mask
if (item_list_bit == 0)
@ -651,22 +651,22 @@ void(entity AD) ParseTFDetect =
if (illegalclasses1 == -1)
{
illegalclasses1 = 0;
civilianteams = civilianteams | TEAM1_CIVILIANS;
civilianteams |= TEAM1_CIVILIANS;
}
if (illegalclasses2 == -1)
{
illegalclasses2 = 0;
civilianteams = civilianteams | TEAM2_CIVILIANS;
civilianteams |= TEAM2_CIVILIANS;
}
if (illegalclasses3 == -1)
{
illegalclasses3 = 0;
civilianteams = civilianteams | TEAM3_CIVILIANS;
civilianteams |= TEAM3_CIVILIANS;
}
if (illegalclasses4 == -1)
{
illegalclasses4 = 0;
civilianteams = civilianteams | TEAM4_CIVILIANS;
civilianteams |= TEAM4_CIVILIANS;
}
};
@ -938,7 +938,7 @@ void(entity Goal, entity Player, entity AP, float addb) Apply_Results =
// If this is a goalitem, record the fact that this player
// has been affected by it.
if (Goal.classname == "item_tfgoal")
Player.item_list = Player.item_list | Goal.item_list;
Player.item_list |= Goal.item_list;
if (Player == AP)
{
@ -970,7 +970,7 @@ void(entity Goal, entity Player, entity AP, float addb) Apply_Results =
if (Goal.invincible_finished < 0)
{
// KK allow goal to strip invinc cheats
Player.items = Player.items & ~IT_INVULNERABILITY;
Player.items &= ~IT_INVULNERABILITY;
Player.invincible_time = 0;
Player.invincible_finished = 0;
}
@ -1004,15 +1004,15 @@ void(entity Goal, entity Player, entity AP, float addb) Apply_Results =
// always get their bought armorclass back
if (Player.tf_items & NIT_KEVLAR)
Player.armorclass = Player.armorclass | AT_SAVESHOT;
Player.armorclass |= AT_SAVESHOT;
if (Player.tf_items & NIT_GEL)
Player.armorclass = Player.armorclass | AT_SAVEMELEE;
Player.armorclass |= AT_SAVEMELEE;
if (Player.tf_items & NIT_BLAST)
Player.armorclass = Player.armorclass | AT_SAVEEXPLOSION;
Player.armorclass |= AT_SAVEEXPLOSION;
if (Player.tf_items & NIT_CERAMIC)
Player.armorclass = Player.armorclass | AT_SAVEELECTRICITY;
Player.armorclass |= AT_SAVEELECTRICITY;
if (Player.tf_items & NIT_ASBESTOS)
Player.armorclass = Player.armorclass | AT_SAVEFIRE;
Player.armorclass |= AT_SAVEFIRE;
Player.items &= ~(IT_ARMOR3 | IT_ARMOR2 | IT_ARMOR1);
@ -1060,43 +1060,43 @@ void(entity Goal, entity Player, entity AP, float addb) Apply_Results =
// if its a GoalItem, powerup is permanent, so we use TFSTATE flags
if (Goal.classname == "item_tfgoal")
{
Player.tfstate = Player.tfstate | TFSTATE_INVINCIBLE;
Player.tfstate |= TFSTATE_INVINCIBLE;
Player.invincible_finished = time + 666;
}
}
if (Goal.invisible_finished > 0)
{
Player.items = Player.items | IT_INVISIBILITY;
Player.items |= IT_INVISIBILITY;
Player.invisible_time = 1;
Player.invisible_finished = time + Goal.invisible_finished;
// if its a GoalItem, powerup is permanent, so we use TFSTATE flags
if (Goal.classname == "item_tfgoal")
{
Player.tfstate = Player.tfstate | TFSTATE_INVISIBLE;
Player.tfstate |= TFSTATE_INVISIBLE;
Player.invisible_finished = time + 666;
}
}
if (Goal.super_damage_finished > 0)
{
//WK Remove Inspiration when we get the real thing
Player.tfstate = Player.tfstate - (Player.tfstate & TFSTATE_INSPIRED);
Player.tfstate &= ~TFSTATE_INSPIRED;
GiveQuad (Player, Goal.super_damage_finished);
// if its a GoalItem, powerup is permanent, so we use TFSTATE flags
if (Goal.classname == "item_tfgoal")
{
Player.tfstate = Player.tfstate | TFSTATE_QUAD;
Player.tfstate |= TFSTATE_QUAD;
Player.super_damage_finished = time + 666;
}
}
if (Goal.radsuit_finished > 0)
{
Player.items = Player.items | IT_SUIT;
Player.items |= IT_SUIT;
Player.rad_time = 1;
Player.radsuit_finished = time + Goal.radsuit_finished;
// if its a GoalItem, powerup is permanent, so we use TFSTATE flags
if (Goal.classname == "item_tfgoal")
{
Player.tfstate = Player.tfstate | TFSTATE_RADSUIT;
Player.tfstate |= TFSTATE_RADSUIT;
Player.radsuit_finished = time + 666;
}
}
@ -1257,7 +1257,7 @@ void (entity Goal, entity Player) RemoveResults =
return;
// Remove the affected flag
Player.item_list = Player.item_list - (Player.item_list & Goal.item_list);
Player.item_list &= ~Goal.item_list;
}
if (Goal.health > 0)
@ -1267,7 +1267,7 @@ void (entity Goal, entity Player) RemoveResults =
Player.lives = Player.lives - Goal.lives;
Player.armortype = Player.armortype - Goal.armortype;
Player.armorvalue = Player.armorvalue - Goal.armorvalue;
Player.armorclass = Player.armorclass - (Player.armorclass & Goal.armorclass);
Player.armorclass &= ~Goal.armorclass;
Player.real_frags = Player.real_frags - Goal.frags;
if (!(toggleflags & TFLAG_TEAMFRAGS))
@ -1309,24 +1309,24 @@ void (entity Goal, entity Player) RemoveResults =
if ((Goal.invincible_finished > 0) && (!puinvin))
{
// if its a GoalItem, powerup was permanent, so we remove TFSTATE flag
Player.tfstate = Player.tfstate - (Player.tfstate & TFSTATE_INVINCIBLE);
Player.items = Player.items | IT_INVULNERABILITY;
Player.tfstate &= ~TFSTATE_INVINCIBLE;
Player.items |= IT_INVULNERABILITY;
Player.invincible_time = 1;
Player.invincible_finished = time + Goal.invincible_finished;
}
if ((Goal.invisible_finished > 0) && (!puinvis))
{
// if its a GoalItem, powerup was permanent, so we remove TFSTATE flag
Player.tfstate = Player.tfstate - (Player.tfstate & TFSTATE_INVISIBLE);
Player.items = Player.items | IT_INVISIBILITY;
Player.tfstate &= ~TFSTATE_INVISIBLE;
Player.items |= IT_INVISIBILITY;
Player.invisible_time = 1;
Player.invisible_finished = time + Goal.invisible_finished;
}
if ((Goal.super_damage_finished > 0) && (!puquad))
{
// if its a GoalItem, powerup was permanent, so we remove TFSTATE flag
Player.tfstate = Player.tfstate - (Player.tfstate & TFSTATE_QUAD);
Player.items = Player.items | IT_QUAD;
Player.tfstate &= ~TFSTATE_QUAD;
Player.items |= IT_QUAD;
Player.super_time = 1;
Player.super_damage_finished = time + Goal.super_damage_finished;
}
@ -1334,8 +1334,8 @@ void (entity Goal, entity Player) RemoveResults =
if ((Goal.radsuit_finished > 0) && (!purad) && !(Player.tf_items & NIT_SCUBA))
{
// if its a GoalItem, powerup was permanent, so we remove TFSTATE flag
Player.tfstate = Player.tfstate - (Player.tfstate & TFSTATE_RADSUIT);
Player.items = Player.items | IT_SUIT;
Player.tfstate &= ~TFSTATE_RADSUIT;
Player.items |= IT_SUIT;
Player.rad_time = 1;
Player.radsuit_finished = time + Goal.radsuit_finished;
}
@ -2332,7 +2332,7 @@ void(entity Goal, entity AP, float addb) DoResults =
bprint(PRINT_HIGH, AP.netname);
bprint(PRINT_HIGH, " ÇÏÔ the ÂÌÕÅ flag!\n");
AP.items = AP.items | IT_KEY1;
AP.items |= IT_KEY1;
}
else if (Goal.goal_no == CTF_FLAG2)
{
@ -2369,7 +2369,7 @@ void(entity Goal, entity AP, float addb) DoResults =
}
bprint(PRINT_HIGH, AP.netname);
bprint(PRINT_HIGH, " ÇÏÔ the ÒÅÄ flag!\n");
AP.items = AP.items | IT_KEY2;
AP.items |= IT_KEY2;
}
else if (Goal.goal_no == CTF_DROPOFF1)
{
@ -2390,7 +2390,7 @@ void(entity Goal, entity AP, float addb) DoResults =
}
bprint(PRINT_HIGH, AP.netname);
bprint(PRINT_HIGH, " ÃÁÐÔÕÒÅÄ the ÒÅÄ flag!\n");
AP.items = AP.items & ~IT_KEY2;
AP.items &= ~IT_KEY2;
}
else if (Goal.goal_no == CTF_DROPOFF2)
@ -2412,7 +2412,7 @@ void(entity Goal, entity AP, float addb) DoResults =
}
bprint(PRINT_HIGH, AP.netname);
bprint(PRINT_HIGH, " ÃÁÐÔÕÒÅÄ the ÂÌÕÅ flag!\n");
AP.items = AP.items & ~IT_KEY1;
AP.items &= ~IT_KEY1;
}
}
}
@ -2823,7 +2823,7 @@ void(entity Item, entity AP, entity Goal) tfgoalitem_GiveToPlayer =
// Do the deeds on the player
if (Item.goal_activation & TFGI_GLOW)
AP.effects = AP.effects | EF_GlowColor(AP);
AP.effects |= EF_GlowColor(AP);
if (Item.goal_activation & TFGI_SLOW)
TeamFortress_SetSpeed(AP);
@ -2832,9 +2832,9 @@ void(entity Item, entity AP, entity Goal) tfgoalitem_GiveToPlayer =
// Light up console icons
if (Item.items & IT_KEY1)
AP.items = AP.items | IT_KEY1;
AP.items |= IT_KEY1;
if (Item.items & IT_KEY2)
AP.items = AP.items | IT_KEY2;
AP.items |= IT_KEY2;
// Only do the results if we're allowed to
if (Goal != Item)
@ -2981,7 +2981,7 @@ void(entity Item, entity AP, float method) tfgoalitem_RemoveFromPlayer =
AP.effects &= ~EF_ANYGLOW;
if (Item.goal_activation & TFGI_ITEMGLOWS)
Item.effects = Item.effects | EF_GlowColor(Item);
Item.effects |= EF_GlowColor(Item);
// Remove the Spy prevention
if (!spyoff)
@ -2989,9 +2989,9 @@ void(entity Item, entity AP, float method) tfgoalitem_RemoveFromPlayer =
// Remove the Light up of console icons
if (!key1on)
AP.items = AP.items & ~IT_KEY1;
AP.items &= ~IT_KEY1;
if (!key2on)
AP.items = AP.items & ~IT_KEY2;
AP.items &= ~IT_KEY2;
// Remove AP Modifications
// Go through all the players and do any results

View file

@ -11,7 +11,7 @@ void () BadTinker = {
sprint(self,PRINT_HIGH,"The tesla blew up.\n");
}
else { // ZAP!
self.building.tf_items = self.building.tf_items | NIT_SECURITY_CAMERA; //Turns tesla against team.
self.building.tf_items |= NIT_SECURITY_CAMERA; //Turns tesla against team.
self.building.health = 100; //WK Make it easy to kill
self.building.max_health = 100;
sprint(self,PRINT_HIGH,"You cut the wrong wire!\n");
@ -60,7 +60,7 @@ void () DoTinker = {
}
else if (prob <= 0.35){
if (!(self.building.tf_items & NIT_SCANNER)){
self.building.tf_items = self.building.tf_items | NIT_SCANNER;
self.building.tf_items |= NIT_SCANNER;
sprint(self,PRINT_HIGH,"The tesla gets a free improved targeter!\n");
}
else{
@ -69,7 +69,7 @@ void () DoTinker = {
}
else if (prob <= 0.4){
if (!(self.building.tf_items & NIT_AUTOID)){
self.building.tf_items = self.building.tf_items | NIT_AUTOID;
self.building.tf_items |= NIT_AUTOID;
sprint(self,PRINT_HIGH,"The tesla got a free spy detector!\n");
}
else{

View file

@ -497,11 +497,9 @@ void() teleport_touch =
other.fixangle = 1; // turn this way immediately
other.teleport_time = time + 0.7;
if (other.flags & FL_ONGROUND)
other.flags = other.flags - FL_ONGROUND;
other.velocity = v_forward * 300;
}
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)
@ -796,7 +794,7 @@ void() trigger_monsterjump_touch =
if ( !(other.flags & FL_ONGROUND) )
return;
other.flags = other.flags - FL_ONGROUND;
other.flags &= ~FL_ONGROUND;
other.velocity_z = self.height;
};

View file

@ -42,7 +42,7 @@ void() turret_normal =
// if no weapon model, it must be instantaneous fire
if (!(self.weaponmodel))
self.spawnflags = self.spawnflags | TURRET_INSTANT_FIRE;
self.spawnflags |= TURRET_INSTANT_FIRE;
if (!(self.ammo_shells))
self.ammo_shells = -1;
@ -68,7 +68,7 @@ void() turret_normal =
// this is the radius damage done
if (self.all_active)
self.spawnflags = self.spawnflags | TURRET_EXPLOSIVE_FIRE;
self.spawnflags |= TURRET_EXPLOSIVE_FIRE;
setmodel(self, self.model);
setorigin(self, self.origin);

View file

@ -565,7 +565,7 @@ void (float points) custom_demon_create =
sprint(self,PRINT_HIGH,"Not enough room to summon creature!\n");
newmis.think = SUB_Remove;
newmis.nextthink = time + 0.1;
//self.job = self.job - (self.job & JOB_DEMON_OUT); // FIXME - This shouldn't be needed - OfN done
//self.job &= ~JOB_DEMON_OUT); // FIXME - This shouldn't be needed - OfN done
return;
}
@ -642,7 +642,7 @@ void (float points) custom_demon_create =
teamsprint(self.team_no,self,"\n");
self.job = self.job | JOB_DEMON_OUT;
self.job |= JOB_DEMON_OUT;
self.job_finished = time + 3; //Don't let em kill demon for 15 secs.
// SB 15 is tight; 10
// 10 is tight; 5
@ -654,8 +654,7 @@ void (float points) custom_demon_create =
newmis.velocity = v_forward * 10;// + '0 0 250';
newmis.angles = vectoangles(newmis.velocity);
if (newmis.flags & FL_ONGROUND)
newmis.flags = newmis.flags - FL_ONGROUND;
newmis.flags &= ~FL_ONGROUND;
newmis.velocity = v_forward * 10;
@ -924,7 +923,7 @@ void () kill_my_demon =
te.nextthink = time + 0.1;
sprint(self, PRINT_HIGH, "Your fiend is dead.\n");
self.job = self.job - (self.job & JOB_DEMON_OUT);
self.job &= ~JOB_DEMON_OUT;
}
te = find(te, classname, "monster_demon1");
@ -1001,7 +1000,7 @@ void () kill_my_demon =
self = oself;
//grunt
sprint (self, PRINT_HIGH, "Your soldier is dead.\n");
self.job = self.job - (self.job & JOB_DEMON_OUT);
self.job &= ~JOB_DEMON_OUT;
self.demon_one = NIL;
SetArmyTimer();
@ -1031,7 +1030,7 @@ void () kill_my_demon =
te.nextthink = time + 0.1;
self = oself;
//self.job = self.job - (self.job & JOB_DEMON_OUT);
//self.job &= ~JOB_DEMON_OUT);
sprint (self, PRINT_HIGH, "Your knight is dead.\n");
//TF_T_Damage(te, NIL, NIL, 4000, 0, 0);
}
@ -1056,7 +1055,7 @@ void () kill_my_demon =
te.nextthink = time + 0.1;
self = oself;
//self.job = self.job - (self.job & JOB_DEMON_OUT);
//self.job &= ~JOB_DEMON_OUT);
sprint (self, PRINT_HIGH, "Your hell knight is dead.\n");
//TF_T_Damage(te, NIL, NIL, 4000, 0, 0);
}
@ -1081,7 +1080,7 @@ void () kill_my_demon =
te.nextthink = time + 0.1;
self = oself;
//self.job = self.job - (self.job & JOB_DEMON_OUT);
//self.job &= ~JOB_DEMON_OUT);
sprint (self, PRINT_HIGH, "Your shambler is dead.\n");
//TF_T_Damage(te, NIL, NIL, 4000, 0, 0);
}
@ -1115,7 +1114,7 @@ void () kill_my_demon =
}
self.job = self.job - (self.job & JOB_DEMON_OUT);
self.job &= ~JOB_DEMON_OUT;
self.demon_one = NIL;
self.summon_one = NIL;

View file

@ -318,7 +318,7 @@ void() W_FireAxe =
} else {
//WK Only give blood if you hit an enemy when being a warlock
if ((!Teammate(trace_ent.team_no, self.team_no) || !(self.job & JOB_WARLOCK)) && prematch < time) {
self.job = self.job | JOB_BLOODY_KNIFE;
self.job |= JOB_BLOODY_KNIFE;
self.weaponmode = 1; // Put blood on the knife
self.weaponmodel = "progs/v_knife2.mdl";
} else if (self.job & JOB_WARLOCK) {
@ -414,7 +414,7 @@ void() W_FireBackstab =
//WK Only give blood if you hit an enemy when being a warlock
if ((!Teammate(trace_ent.team_no, self.team_no) || !(self.job & JOB_WARLOCK)) && prematch < time) {
self.job = self.job | JOB_BLOODY_KNIFE;
self.job |= JOB_BLOODY_KNIFE;
self.weaponmode = 1;
self.weaponmodel = "progs/v_knife2.mdl";
} else if (self.job & JOB_WARLOCK) {
@ -680,7 +680,7 @@ void(float inAuto) W_FireMedikit =
}
if (te) {
trace_ent.tfstate = trace_ent.tfstate - (trace_ent.tfstate & TFSTATE_HALLUCINATING);
trace_ent.tfstate &= ~TFSTATE_HALLUCINATING;
SpawnBlood(org, 20);
sprint(trace_ent, PRINT_HIGH, "you have been healed of your hallucinations\n");
@ -707,7 +707,7 @@ void(float inAuto) W_FireMedikit =
}
if (te) {
trace_ent.tfstate = trace_ent.tfstate - (trace_ent.tfstate & TFSTATE_TRANQUILISED);
trace_ent.tfstate &= ~TFSTATE_TRANQUILISED;
TeamFortress_SetSpeed(trace_ent);
SpawnBlood(org, 20);
@ -758,7 +758,7 @@ void(float inAuto) W_FireMedikit =
healam = rint(trace_ent.health / 2);
// remove the infection
trace_ent.tfstate = trace_ent.tfstate - (trace_ent.tfstate & TFSTATE_INFECTED);
trace_ent.tfstate &= ~TFSTATE_INFECTED;
// some damage is caused (because of the use of leeches!)
// remove half their remaining health
@ -821,7 +821,7 @@ void(float inAuto) W_FireMedikit =
T_Heal(trace_ent, healam, 1);
self.ammo_medikit = self.ammo_medikit - rint(healam / 10);
if (!(trace_ent.items & IT_SUPERHEALTH)) {
trace_ent.items = trace_ent.items | IT_SUPERHEALTH;
trace_ent.items |= IT_SUPERHEALTH;
newmis = spawn();
newmis.classname = "medikit_rot";
newmis.nextthink = time + 20;
@ -853,7 +853,7 @@ void(float inAuto) W_FireMedikit =
if (trace_ent.tf_items & NIT_GEL && random() < 0.75)
return;
trace_ent.tfstate = trace_ent.tfstate | TFSTATE_INFECTED;
trace_ent.tfstate |= TFSTATE_INFECTED;
BioInfection = spawn ();
BioInfection.classname = "timer";
@ -942,7 +942,7 @@ void() W_FireBioweapon =
if (trace_ent.weapons_carried & WEAP_MEDIKIT) //WK
return;
trace_ent.tfstate = trace_ent.tfstate | TFSTATE_INFECTED;
trace_ent.tfstate |= TFSTATE_INFECTED;
BioInfection = spawn ();
BioInfection.classname = "timer";
@ -2376,17 +2376,17 @@ void() W_SetCurrentAmmo =
player_run();
self.items = self.items & ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS);
self.items &= ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS);
self.weapon = 0;
//WK Set armor here... update armor picture
self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
if (self.armortype >= 0.8)
self.items = self.items | IT_ARMOR3;
self.items |= IT_ARMOR3;
else if (self.armortype >= 0.6)
self.items = self.items | IT_ARMOR2;
self.items |= IT_ARMOR2;
else if (self.armortype >= 0.3)
self.items = self.items | IT_ARMOR1;
self.items |= IT_ARMOR1;
//WK Show nothing for custom playerclass while building
if ( self.playerclass == PC_CUSTOM
@ -2422,12 +2422,12 @@ void() W_SetCurrentAmmo =
self.weaponframe = 0;
} else if (self.current_weapon == WEAP_SHOTGUN) {
self.currentammo = self.ammo_shells;
self.items = self.items | IT_CELLS;
self.items |= IT_CELLS;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_shot.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_SHELLS;
self.items |= IT_SHELLS;
self.weapon = IT_SHOTGUN;
} else if (self.current_weapon == WEAP_SUPER_SHOTGUN) {
self.currentammo = self.ammo_shells;
@ -2435,7 +2435,7 @@ void() W_SetCurrentAmmo =
self.weaponmodel = "progs/v_shot2.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_SHELLS;
self.items |= IT_SHELLS;
self.weapon = IT_SUPER_SHOTGUN;
} else if (self.current_weapon == WEAP_NAILGUN) {
self.currentammo = self.ammo_nails;
@ -2444,7 +2444,7 @@ void() W_SetCurrentAmmo =
self.weaponframe = 0;
}
self.items = self.items | IT_NAILS;
self.items |= IT_NAILS;
self.weapon = IT_NAILGUN;
} else if (self.current_weapon == WEAP_LIGHT_ASSAULT) {
self.currentammo = self.ammo_nails;
@ -2452,7 +2452,7 @@ void() W_SetCurrentAmmo =
self.weaponmodel = "progs/v_nail2.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_NAILS;
self.items |= IT_NAILS;
self.weapon = IT_LIGHT_ASSAULT;
} else if (self.current_weapon == WEAP_GRENADE_LAUNCHER) {
self.currentammo = self.ammo_rockets;
@ -2462,14 +2462,14 @@ void() W_SetCurrentAmmo =
}
self.weapon = IT_GRENADE_LAUNCHER;
self.items = self.items | IT_ROCKETS;
self.items |= IT_ROCKETS;
} else if (self.current_weapon == WEAP_ROCKET_LAUNCHER) {
self.currentammo = self.ammo_rockets;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_rock2.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_ROCKETS;
self.items |= IT_ROCKETS;
self.weapon = IT_ROCKET_LAUNCHER;
} else if (self.current_weapon == WEAP_LIGHTNING) {
self.currentammo = self.ammo_cells;
@ -2477,7 +2477,7 @@ void() W_SetCurrentAmmo =
self.weaponmodel = "progs/v_light.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_CELLS;
self.items |= IT_CELLS;
self.weapon = IT_LIGHTNING;
} else if (self.current_weapon == WEAP_SNIPER_RIFLE) {
self.currentammo = self.ammo_shells;
@ -2485,7 +2485,7 @@ void() W_SetCurrentAmmo =
self.weaponmodel = "progs/v_srifle.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_SHELLS;
self.items |= IT_SHELLS;
self.weapon = IT_SHOTGUN;
#ifndef NO_AUTORIFLE
} else if (self.current_weapon == WEAP_AUTO_RIFLE) {
@ -2494,7 +2494,7 @@ void() W_SetCurrentAmmo =
self.weaponmodel = "progs/v_srifle.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_SHELLS;
self.items |= IT_SHELLS;
self.weapon = IT_SUPER_SHOTGUN;
#endif
} else if (self.current_weapon == WEAP_ASSAULT_CANNON) {
@ -2503,7 +2503,7 @@ void() W_SetCurrentAmmo =
self.weaponmodel = "progs/v_asscan.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_SHELLS;
self.items |= IT_SHELLS;
self.weapon = IT_ROCKET_LAUNCHER;
} else if (self.current_weapon == WEAP_FLAMETHROWER) {
self.currentammo = self.ammo_cells;
@ -2511,7 +2511,7 @@ void() W_SetCurrentAmmo =
self.weaponmodel = "progs/v_rock.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_CELLS;
self.items |= IT_CELLS;
self.weapon = IT_GRENADE_LAUNCHER;
} else if (self.current_weapon == WEAP_INCENDIARY) {
self.currentammo = self.ammo_rockets;
@ -2519,7 +2519,7 @@ void() W_SetCurrentAmmo =
self.weaponmodel = "progs/v_rock2.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_ROCKETS;
self.items |= IT_ROCKETS;
self.weapon = IT_ROCKET_LAUNCHER;
} else if (self.current_weapon == WEAP_MEDIKIT) {
self.currentammo = 0;
@ -2531,7 +2531,7 @@ void() W_SetCurrentAmmo =
self.weaponmodel = "progs/v_shot.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_NAILS;
self.items |= IT_NAILS;
self.weapon = IT_SHOTGUN;
} else if (self.current_weapon == WEAP_LASER) {
self.currentammo = self.ammo_nails;
@ -2541,7 +2541,7 @@ void() W_SetCurrentAmmo =
self.weaponframe = 0;
}
self.items = self.items | IT_NAILS;
self.items |= IT_NAILS;
self.weapon = IT_SHOTGUN;
} else if (self.current_weapon == WEAP_DAEDALUS) {
self.currentammo = self.ammo_cells;
@ -2551,7 +2551,7 @@ void() W_SetCurrentAmmo =
self.weaponframe = 0;
}
self.items = self.items | IT_CELLS;
self.items |= IT_CELLS;
self.weapon = IT_LIGHTNING;
} else if (self.current_weapon == WEAP_MAUSER) {
self.currentammo = self.ammo_nails;
@ -2561,7 +2561,7 @@ void() W_SetCurrentAmmo =
self.weaponframe = 0;
}
self.items = self.items | IT_NAILS;
self.items |= IT_NAILS;
self.weapon = IT_LIGHT_ASSAULT;
} else if (self.current_weapon == WEAP_AIRF) {
self.currentammo = 0;
@ -2575,7 +2575,7 @@ void() W_SetCurrentAmmo =
self.weaponmodel = "progs/v_nail2.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_NAILS;
self.items |= IT_NAILS;
self.weapon = IT_LIGHT_ASSAULT;//IT_SUPER_NAILGUN;
} else if (self.current_weapon == WEAP_LASERCANNON) {
self.currentammo = self.ammo_cells;
@ -2584,7 +2584,7 @@ void() W_SetCurrentAmmo =
self.weaponframe = 0;
}
self.items = self.items | IT_CELLS;
self.items |= IT_CELLS;
self.weapon = WEAP_LASERCANNON;
} else {
self.currentammo = 0;
@ -2682,7 +2682,7 @@ Is called when weapon has finished reloading
====================*/
void() W_Reload_shotgun =
{
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_RELOADING);
self.owner.tfstate &= ~TFSTATE_RELOADING;
self.owner.weaponmodel = "progs/v_shot.mdl";
sprint(self.owner, PRINT_LOW, "finished reloading\n");
self.owner.StatusRefreshTime = time + 0.1;
@ -2692,7 +2692,7 @@ void() W_Reload_shotgun =
void() W_Reload_light_assault =
{
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_RELOADING);
self.owner.tfstate &= ~TFSTATE_RELOADING;
self.owner.weaponmodel = "progs/v_nail2.mdl";
sprint(self.owner, PRINT_LOW, "finished reloading\n");
self.owner.StatusRefreshTime = time + 0.1;
@ -2702,7 +2702,7 @@ void() W_Reload_light_assault =
void() W_Reload_super_shotgun =
{
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_RELOADING);
self.owner.tfstate &= ~TFSTATE_RELOADING;
self.owner.weaponmodel = "progs/v_shot2.mdl";
sprint(self.owner, PRINT_LOW, "finished reloading\n");
self.owner.StatusRefreshTime = time + 0.1;
@ -2712,7 +2712,7 @@ void() W_Reload_super_shotgun =
void() W_Reload_grenade_launcher =
{
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_RELOADING);
self.owner.tfstate &= ~TFSTATE_RELOADING;
self.owner.weaponmodel = "progs/v_rock.mdl";
sprint(self.owner, PRINT_LOW, "finished reloading\n");
self.owner.StatusRefreshTime = time + 0.1;
@ -2722,7 +2722,7 @@ void() W_Reload_grenade_launcher =
void() W_Reload_rocket_launcher =
{
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_RELOADING);
self.owner.tfstate &= ~TFSTATE_RELOADING;
self.owner.weaponmodel = "progs/v_rock2.mdl";
sprint(self.owner, PRINT_LOW, "finished reloading\n");
self.owner.StatusRefreshTime = time + 0.1;
@ -2732,7 +2732,7 @@ void() W_Reload_rocket_launcher =
void() W_Reload_laser_cannon =
{
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_RELOADING);
self.owner.tfstate &= ~TFSTATE_RELOADING;
self.owner.weaponmodel = "progs/v_laserg.mdl";
sprint(self.owner, PRINT_LOW, "Laser Cannon charged\n");
self.owner.StatusRefreshTime = time + 0.1;
@ -2751,7 +2751,7 @@ float() CheckForReload =
self.reload_shotgun = RE_SHOTGUN - self.ammo_shells;
sprint (self, PRINT_HIGH, "reloading...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
self.tfstate |= TFSTATE_RELOADING;
tWeapon = spawn();
tWeapon.owner = self;
tWeapon.classname = "timer";
@ -2774,7 +2774,7 @@ float() CheckForReload =
RE_SUPER_SHOTGUN - self.ammo_shells;
sprint (self, PRINT_HIGH, "reloading...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
self.tfstate |= TFSTATE_RELOADING;
tWeapon = spawn();
tWeapon.owner = self;
tWeapon.classname = "timer";
@ -2794,7 +2794,7 @@ float() CheckForReload =
self.reload_light_assault = RE_LIGHT_ASSAULT - self.ammo_nails;
sprint (self, PRINT_HIGH, "reloading...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
self.tfstate |= TFSTATE_RELOADING;
tWeapon = spawn();
tWeapon.owner = self;
tWeapon.classname = "timer";
@ -2814,7 +2814,7 @@ float() CheckForReload =
self.reload_laser_cannon = RE_LASER_CANNON - self.ammo_cells;
sprint (self, PRINT_HIGH, "Charging cannon...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
self.tfstate |= TFSTATE_RELOADING;
tWeapon = spawn();
tWeapon.owner = self;
tWeapon.classname = "timer";
@ -2835,7 +2835,7 @@ float() CheckForReload =
RE_GRENADE_LAUNCHER - self.ammo_rockets;
sprint (self, PRINT_HIGH, "reloading...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
self.tfstate |= TFSTATE_RELOADING;
tWeapon = spawn();
tWeapon.owner = self;
tWeapon.classname = "timer";
@ -2856,7 +2856,7 @@ float() CheckForReload =
- self.ammo_rockets;
sprint (self, PRINT_HIGH, "reloading...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
self.tfstate |= TFSTATE_RELOADING;
tWeapon = spawn();
tWeapon.owner = self;
tWeapon.classname = "timer";
@ -3107,7 +3107,7 @@ void() W_Attack =
self.heat = 1;
makeImmune(self,time+2);
// self.immune_to_check = time + 2;
self.tfstate = self.tfstate | TFSTATE_ASSAULTCANNON;
self.tfstate |= TFSTATE_ASSAULTCANNON;
TeamFortress_SetSpeed(self);
player_assaultcannonup1();
}
@ -4094,7 +4094,7 @@ void() DeadImpulses =
if (self.impulse == 69 && infokey(NIL, "allow_debug") == "yes")
{
self.demon_blood = MAX_KNIFE_BLOOD;
self.job = self.job | JOB_BLOODY_KNIFE;
self.job |= JOB_BLOODY_KNIFE;
self.impulse=0;
return;
}
@ -4131,14 +4131,14 @@ void() DeadImpulses =
//WK Have a normal "custom" command reset the "sell" flag
//Have to do this here, since "upgrade" corrupts self.impulse
if (self.impulse == TF_CHANGEPC + PC_CUSTOM) //
self.done_custom = self.done_custom - (self.done_custom & CUSTOM_SELLING);
self.done_custom &= ~CUSTOM_SELLING;
//WK - CustomTF1.6 ability to sell frags
//Sets a flag saying that we wish to sell
//And then issues a command to rebuild our class.
if (self.impulse == TF_SELL) {
if (bounty) {
self.done_custom = self.done_custom | CUSTOM_SELLING;
self.done_custom |= CUSTOM_SELLING;
self.impulse = TF_CHANGEPC + PC_CUSTOM;
} else {
sprint (self, PRINT_HIGH, "Sorry, the admin has bounty disabled\n");
@ -4167,7 +4167,7 @@ void() DeadImpulses =
TeamFortress_ChangeClass();
} else if (self.impulse == TF_UNCUSTOM && self.done_custom & CUSTOM_ON_SPAWN) {
self.done_custom = self.done_custom - (self.done_custom & CUSTOM_ON_SPAWN);
self.done_custom &= ~CUSTOM_ON_SPAWN;
sprint(self, PRINT_HIGH, "You will no longer spawn as a new playerclass.\n");
}
// TeamFortress Help Impulses
@ -4304,7 +4304,7 @@ void() W_WeaponFrame =
#endif
self.height = 90;
self.tfstate = self.tfstate | TFSTATE_AIMING;
self.tfstate |= TFSTATE_AIMING;
TeamFortress_SetSpeed(self);
}
@ -4313,7 +4313,7 @@ void() W_WeaponFrame =
if (!(self.tfstate & TFSTATE_RL_LASER)) {
// create the laser sight
SniperSight_Create(1);
self.tfstate = self.tfstate | TFSTATE_RL_LASER;
self.tfstate |= TFSTATE_RL_LASER;
SuperDamageSound ();
W_Attack ();
@ -4367,8 +4367,8 @@ void() T_DaedalusTouch =
head.velocity = head.velocity * (points / 20);
if (head.cutf_items & CUTF_GYMNAST)
head.velocity = head.velocity * (points / 20);
if (head.classname != "player" && head.flags & FL_ONGROUND)
head.flags = head.flags - FL_ONGROUND;
if (head.classname != "player")
head.flags &= ~FL_ONGROUND;
}
}
if (head.takedamage) {
@ -4598,8 +4598,7 @@ void() HIP_LaserTouch =
self.velocity = normalize(self.velocity);
self.velocity = self.speed * self.velocity;
self.neworigin = self.velocity;
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
self.flags &= ~FL_ONGROUND;
// r = random();
// self.attack_finished = time + 7; //ofn - restart its life of 7 seconds
@ -4624,8 +4623,7 @@ void() HIP_LaserThink =
remove(self);
return;
}
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
self.flags &= ~FL_ONGROUND;
self.velocity = self.neworigin;
self.angles = vectoangles(self.velocity);
self.nextthink = time+0.15;

View file

@ -195,7 +195,7 @@ void() Wiz_FastFire =
if (self.owner.health > 0)
{
self.owner.effects = self.owner.effects | EF_DIMLIGHT;
self.owner.effects |= EF_DIMLIGHT;
makevectors (self.enemy.angles);
dst = self.enemy.origin - 13*self.movedir;
@ -339,7 +339,7 @@ void() wiz_death1 =[ $death1, wiz_death2 ] {
self.velocity_x = -200 + 400*random();
self.velocity_y = -200 + 400*random();
self.velocity_z = 100 + 100*random();
self.flags = self.flags - (self.flags & FL_ONGROUND);
self.flags &= ~FL_ONGROUND;
sound (self, CHAN_VOICE, "wizard/wdeath.wav", 1, ATTN_MONSTERDIE);
};
void() wiz_death2 =[ $death2, wiz_death3 ] {};
@ -359,7 +359,7 @@ void() wiz_die =
if (self.real_owner.classname == "player" && self.real_owner.demon_one == self)
{
sprint(self.real_owner,PRINT_HIGH,"Your scrag is dead.\n");
self.real_owner.job = self.real_owner.job - (self.real_owner.job & JOB_DEMON_OUT);
self.real_owner.job &= ~JOB_DEMON_OUT;
self.real_owner.job_finished = time + 5; //Can't summon streams of demons SB can so
self.real_owner.demon_one = NIL;
}