mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-23 20:52:29 +00:00
Change a bunch of self.items = self.items - (self.items & IT_FOO)
lines to self.items = self.items & ~IT_FOO. also changed some self.items = self.items - IT_FOO lines, which were just Really Evil (tm)
This commit is contained in:
parent
9b04da83d1
commit
a9cf39a1cc
14 changed files with 56 additions and 57 deletions
18
client.qc
18
client.qc
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@ -112,7 +112,7 @@ void() SetChangeParms =
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}
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// remove items
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self.items = self.items - (self.items & (IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
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self.items = self.items & ~(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD);
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// cap super health
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if (self.health > 100)
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@ -205,7 +205,7 @@ void () PrematchBegin =
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while (other != world)
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{
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other.is_abouttodie = TRUE;
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other.items = other.items - (other.items & IT_INVULNERABILITY);
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other.items = other.items & ~IT_INVULNERABILITY;
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other.invincible_time = 0;
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other.invincible_finished = 0;
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other.effects = other.effects - (other.effects & EF_DIMLIGHT);
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@ -218,7 +218,7 @@ void () PrematchBegin =
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while (other != world)
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{
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other.is_abouttodie = TRUE;
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other.items = other.items - (other.items & IT_INVULNERABILITY);
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other.items = other.items & ~IT_INVULNERABILITY;
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other.invincible_time = 0;
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other.invincible_finished = 0;
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other.effects = other.effects - (other.effects & EF_DIMLIGHT);
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@ -2036,7 +2036,7 @@ void() PutClientInServer =
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//WK Give them invincibility if they are a normal class or bought it
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if ((self.playerclass >= PC_SCOUT && self.playerclass <= PC_RANDOM) ||
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self.tf_items & NIT_RESPAWN_GUARD) {
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self.items = self.items + IT_INVULNERABILITY;
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self.items = self.items & IT_INVULNERABILITY;
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self.invincible_time = 1;
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self.invincible_finished = time + RESPAWN_GUARD_TIME;
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if (self.custom_speed > 300)
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@ -2791,7 +2791,7 @@ void() CheckPowerups =
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if (self.invisible_finished < time)
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{ // just stopped
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self.items = self.items - (self.items & IT_INVISIBILITY);
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self.items = self.items & ~IT_INVISIBILITY;
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self.invisible_finished = 0;
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self.invisible_time = 0;
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}
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@ -2834,7 +2834,7 @@ void() CheckPowerups =
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if (self.invincible_finished < time)
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{ // just stopped
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self.items = self.items - IT_INVULNERABILITY;
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self.items = self.items & ~IT_INVULNERABILITY;
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self.invincible_time = 0;
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self.invincible_finished = 0;
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}
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@ -2890,7 +2890,7 @@ void() CheckPowerups =
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if (self.super_damage_finished < time)
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{ // just stopped
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self.items = self.items - IT_QUAD;
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self.items = self.items & ~IT_QUAD;
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self.super_damage_finished = 0;
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self.super_time = 0;
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//WK If inspired, remove inspiration
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@ -2950,7 +2950,7 @@ void() CheckPowerups =
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if (self.radsuit_finished < time)
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{ // just stopped
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self.items = self.items - IT_SUIT;
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self.items = self.items & ~IT_SUIT;
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self.rad_time = 0;
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self.radsuit_finished = 0;
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}
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@ -2960,7 +2960,7 @@ void() CheckPowerups =
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if (self.aura_time < time)
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{
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if (self.invisible_finished < time)
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self.items = self.items - (self.items & IT_INVISIBILITY);
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self.items = self.items & ~IT_INVISIBILITY;
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self.aura = 0;
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}
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@ -393,7 +393,7 @@ void(entity targ, entity inflictor, entity attacker, float damage, float T_flags
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sprint(attacker,PRINT_HIGH,"You have strayed from the flock\n");
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attacker.tfstate = attacker.tfstate - TFSTATE_INSPIRED;
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attacker.super_damage_finished = 0;
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attacker.items = attacker.items - (attacker.items & IT_QUAD);
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attacker.items = attacker.items & ~IT_QUAD;
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attacker.effects = attacker.effects - (attacker.effects & EF_DIMLIGHT);
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}
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}
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@ -403,7 +403,7 @@ void(entity targ, entity inflictor, entity attacker, float damage, float T_flags
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sprint(targ,PRINT_HIGH,"You have strayed from the flock\n");
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targ.tfstate = targ.tfstate - TFSTATE_INSPIRED;
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targ.super_damage_finished = 0;
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targ.items = targ.items - (targ.items & IT_QUAD);
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targ.items = targ.items & ~IT_QUAD;
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targ.effects = targ.effects - (targ.effects & EF_DIMLIGHT);
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}
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}
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@ -569,7 +569,7 @@ void(entity targ, entity inflictor, entity attacker, float damage, float T_flags
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save = targ.armorvalue;
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targ.armortype = 0; // lost all armor
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targ.armorclass = 0; // lost special armor
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targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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targ.items = targ.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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}
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//WK Flags prevent armor damage too
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if (T_flags & TF_TD_NOTTEAM)
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4
coop.qc
4
coop.qc
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@ -24,7 +24,7 @@ void() DropKey =
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if (self.items & IT_KEY1)
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{
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self.items = self.items - (self.items & IT_KEY1);
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self.items = self.items & ~IT_KEY1;
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newmis.items = IT_KEY1;
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if (world.worldtype == 0)
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{
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@ -47,7 +47,7 @@ void() DropKey =
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}
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else if (self.items & IT_KEY2)
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{
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self.items = self.items - (self.items & IT_KEY2);
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self.items = self.items & ~IT_KEY2;
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newmis.items = IT_KEY2;
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if (world.worldtype == 0)
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{
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@ -390,7 +390,7 @@ void() DropFromCustomClassGen =
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//Make them invincible if they bought respawn protection
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if (self.tf_items & NIT_RESPAWN_GUARD) {
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self.items = self.items + IT_INVULNERABILITY;
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self.items = self.items & IT_INVULNERABILITY;
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self.invincible_time = 1;
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self.invincible_finished = time + RESPAWN_GUARD_TIME;
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if (self.custom_speed > 300)
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@ -556,12 +556,12 @@ void(float cost, float item) BuyWeapon =
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if (item == WEAP_ROCKET_LAUNCHER && self.tf_items & NIT_RL_LASER_SIGHT)
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{
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self.money = self.money + 1000;
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self.tf_items = self.tf_items - NIT_RL_LASER_SIGHT;
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self.tf_items = self.tf_items & ~NIT_RL_LASER_SIGHT;
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}
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if (item == WEAP_ROCKET_LAUNCHER && self.tf_items & NIT_CLUSTER_ROCKETS)
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{
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self.money = self.money + 3250;
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self.tf_items = self.tf_items - NIT_CLUSTER_ROCKETS;
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self.tf_items = self.tf_items & ~NIT_CLUSTER_ROCKETS;
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}
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self.maxammo_shells = self.maxammo_shells - countshells(item);
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self.maxammo_nails = self.maxammo_nails - countnails(item);
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6
items.qc
6
items.qc
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@ -307,7 +307,7 @@ void() item_megahealth_rot =
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// it is possible for a player to die and respawn between rots, so don't
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// just blindly subtract the flag off
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other.items = other.items - (other.items & IT_SUPERHEALTH);
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other.items = other.items & ~IT_SUPERHEALTH;
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if (self.classname == "medikit_rot")
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{
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@ -332,7 +332,7 @@ ARMOR
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void() armor_touch =
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{
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local float type, value, bit;
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local float type, value, bit = 0;
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local string s;
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local entity oldself;
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@ -456,7 +456,7 @@ void() armor_touch =
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other.armortype = type;
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other.armorvalue = value;
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other.items = other.items - (other.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + bit;
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other.items = other.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3) | bit;
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}
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self.solid = SOLID_NOT;
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6
jobs.qc
6
jobs.qc
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@ -98,7 +98,7 @@ void() JobThief =
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sprint (self, PRINT_HIGH, "Leaving shadows... just as soon as this ring wears off...\n");
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else {
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sprint (self, PRINT_HIGH, "Leaving shadows...\n");
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self.items = self.items - (self.items & IT_INVISIBILITY);
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self.items = self.items & ~IT_INVISIBILITY;
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self.modelindex = modelindex_player;
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}
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self.job = self.job - JOB_ACTIVE;
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@ -387,7 +387,7 @@ void() MartyrThink =
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//Clean these up so we can kill him
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//self.job = self.job - (self.job & JOB_ACTIVE);
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self.owner.items = self.items - (self.items & IT_INVULNERABILITY);
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self.owner.items = self.items & ~IT_INVULNERABILITY;
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self.owner.invincible_time = 0;
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self.owner.invincible_finished = 0;
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self.owner.effects = self.owner.effects - (self.owner.effects & EF_DIMLIGHT);
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@ -1008,7 +1008,7 @@ void (entity targ, float pain) RevealThief = {
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if (!targ.invisible_time) {
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targ.modelindex = modelindex_player;
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targ.items = targ.items - (targ.items & IT_INVISIBILITY);
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targ.items = targ.items & ~IT_INVISIBILITY;
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}
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if (pain) {
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if (targ.invisible_time)
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24
menu.qc
24
menu.qc
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@ -1542,7 +1542,7 @@ void(float inp) Menu_EngineerFix_Dispenser_Input =
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{
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self.armortype = 0; // lost all armor
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self.armorclass = 0; // lost special armor
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self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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}
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W_SetCurrentAmmo();
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@ -1737,7 +1737,7 @@ void(float inp) Menu_EngineerFix_SentryGun_Input =
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{
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self.armortype = 0; // lost all armor
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self.armorclass = 0; // lost special armor
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self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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}
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W_SetCurrentAmmo();
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@ -1794,7 +1794,7 @@ void(float inp) Menu_EngineerFix_Sensor_Input =
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{
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self.armortype = 0; // lost all armor
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self.armorclass = 0; // lost special armor
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self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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}
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W_SetCurrentAmmo();
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@ -1851,7 +1851,7 @@ void(float inp) Menu_EngineerFix_Camera_Input =
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{
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self.armortype = 0; // lost all armor
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self.armorclass = 0; // lost special armor
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self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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}
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W_SetCurrentAmmo();
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@ -1919,7 +1919,7 @@ void(float inp) Menu_EngineerFix_Teleporter_Input =
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{
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self.armortype = 0; // lost all armor
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self.armorclass = 0; // lost special armor
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self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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}
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W_SetCurrentAmmo();
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@ -1989,7 +1989,7 @@ void(float inp) Menu_EngineerFix_FieldGen_Input =
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{
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self.armortype = 0; // lost all armor
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self.armorclass = 0; // lost special armor
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self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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}
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W_SetCurrentAmmo();
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@ -2384,7 +2384,7 @@ void(float inp) Menu_EngineerFix_Tesla_Input =
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{
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self.armortype = 0; // lost all armor
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self.armorclass = 0; // lost special armor
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self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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}
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W_SetCurrentAmmo();
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@ -2525,7 +2525,7 @@ void(float inp) Menu_EngineerFix_Tesla_Input2 =
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{
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self.armortype = 0; // lost all armor
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self.armorclass = 0; // lost special armor
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self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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}
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W_SetCurrentAmmo();
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@ -2658,7 +2658,7 @@ void(float inp) Menu_Dispenser_Input =
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{
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self.armortype = 0; // lost all armor
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self.armorclass = 0; // lost special armor
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self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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}
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W_SetCurrentAmmo();
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@ -2798,7 +2798,7 @@ void(float inp) Menu_PrimaryWeapon_Input =
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//Clean up asbestos armor
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if (!(self.tf_items & NIT_ASBESTOS))
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self.money = self.money - 750; //Sync this with asbestos
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self.tf_items = self.tf_items - (self.tf_items & NIT_ASBESTOS);
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self.tf_items = self.tf_items & ~NIT_ASBESTOS;
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PrintRefund(PRICE);
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self.weapons_carried = self.weapons_carried - WEAP_INCENDIARY;
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@ -3574,10 +3574,10 @@ void(float inp) Menu_Special_Input =
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//Clean up auto-medic (sync this with Custom.qc)
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if (self.tf_items & NIT_AUTOSCANNER)
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self.money = self.money + 250; //Sync this with price below
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self.tf_items = self.tf_items - (self.tf_items & NIT_AUTOSCANNER);
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self.tf_items = self.tf_items & ~NIT_AUTOSCANNER;
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PrintRefund(PRICE);
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self.tf_items = self.tf_items - NIT_SCANNER;
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self.tf_items = self.tf_items & ~NIT_SCANNER;
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self.tf_items_flags = self.tf_items_flags - (self.tf_items & NIT_SCANNER_ENEMY);
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}
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else if (self.money >= PRICE) {
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@ -1270,8 +1270,7 @@ void() PlayerDie =
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Attack_Finished(0.75);
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self.hook_out = TRUE; // PutClientInServer will reset this
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}
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self.items = self.items - (self.items &
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(IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
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self.items = self.items & ~(IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD);
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self.invisible_finished = 0; // don't die as eyes
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self.invincible_finished = 0;
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self.super_damage_finished = 0;
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4
scout.qc
4
scout.qc
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@ -281,7 +281,7 @@ void(float scanrange,float inAuto) TeamFortress_Scan =
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if (self.tf_items_flags & NIT_SCANNER_ENEMY)
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{
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sprint (self, PRINT_HIGH, "Enemy Scanning disabled.\n");
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self.tf_items_flags = self.tf_items_flags - NIT_SCANNER_ENEMY;
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self.tf_items_flags = self.tf_items_flags & ~NIT_SCANNER_ENEMY;
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return;
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}
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sprint (self, PRINT_HIGH, "Enemy Scanning enabled.\n");
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@ -295,7 +295,7 @@ void(float scanrange,float inAuto) TeamFortress_Scan =
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if (self.tf_items_flags & NIT_SCANNER_FRIENDLY)
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{
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sprint (self, PRINT_HIGH, "Friendly Scanning disabled.\n");
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self.tf_items_flags = self.tf_items_flags - NIT_SCANNER_FRIENDLY;
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self.tf_items_flags = self.tf_items_flags & ~NIT_SCANNER_FRIENDLY;
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return;
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}
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sprint (self, PRINT_HIGH, "Friendly Scanning enabled.\n");
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12
spy.qc
12
spy.qc
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@ -346,7 +346,7 @@ void(float type) TeamFortress_SpyFeignDeath =
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}
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if (self.undercover_team == 0 && self.undercover_skin == 0)
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self.items = self.items - (self.items & IT_INVISIBILITY);
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self.items = self.items & ~IT_INVISIBILITY;
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self.invisible_finished = 0;
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self.modelindex = modelindex_player; // don't use eyes
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@ -415,7 +415,7 @@ void() TeamFortress_SpyGoUndercover =
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{
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self.is_undercover = 0;
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self.modelindex = modelindex_player; // return to normal
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//WK self.items = self.items - (self.items & IT_INVISIBILITY);
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//WK self.items = self.items & ~IT_INVISIBILITY;
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}
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else if (self.is_undercover == 2)
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{
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||||
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@ -582,7 +582,7 @@ void(float class) TeamFortress_SpyChangeSkin =
|
|||
|
||||
if (self.undercover_team == 0)
|
||||
{
|
||||
//WK self.items = self.items - (self.items & IT_INVISIBILITY);
|
||||
//WK self.items = self.items & ~IT_INVISIBILITY;
|
||||
self.is_undercover = 0;
|
||||
}
|
||||
return;
|
||||
|
@ -624,7 +624,7 @@ void(float teamno) TeamFortress_SpyChangeColor =
|
|||
|
||||
if (self.undercover_skin == 0)
|
||||
{
|
||||
//WK self.items = self.items - (self.items & IT_INVISIBILITY);
|
||||
//WK self.items = self.items & ~IT_INVISIBILITY;
|
||||
self.is_undercover = 0;
|
||||
}
|
||||
return;
|
||||
|
@ -1056,7 +1056,7 @@ void(entity spy) Spy_RemoveDisguise =
|
|||
// Reset the Skin
|
||||
if (spy.undercover_skin != 0)
|
||||
{
|
||||
//WK spy.items = spy.items - (spy.items & IT_INVISIBILITY);
|
||||
//WK spy.items = spy.items & ~IT_INVISIBILITY;
|
||||
makeImmune(spy,time + 4);
|
||||
//spy.immune_to_check = time + 4;
|
||||
spy.undercover_skin = 0;
|
||||
|
@ -1092,7 +1092,7 @@ 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 = spy.items & ~IT_INVISIBILITY;
|
||||
|
||||
self.StatusRefreshTime = time + 0.1;
|
||||
}
|
||||
|
|
6
tfort.qc
6
tfort.qc
|
@ -345,7 +345,7 @@ 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 = self.items & IT_INVULNERABILITY;
|
||||
self.invincible_time = 1;
|
||||
self.invincible_finished = time + RESPAWN_GUARD_TIME;
|
||||
}
|
||||
|
@ -2930,7 +2930,7 @@ void() TeamFortress_CheckClassStats =
|
|||
T_Heal(self, (self.health - self.health), 0);
|
||||
|
||||
// Update armor picture
|
||||
self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
|
||||
self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
|
||||
if (self.armortype >= 0.8)
|
||||
self.items = self.items | IT_ARMOR3;
|
||||
else if (self.armortype >= 0.6)
|
||||
|
@ -3887,7 +3887,7 @@ void() TeamFortress_RegenerateCells =
|
|||
{
|
||||
self.owner.is_undercover = 0;
|
||||
self.owner.modelindex = modelindex_player; // return to normal
|
||||
self.owner.items = self.owner.items - (self.owner.items & IT_INVISIBILITY);
|
||||
self.owner.items = self.owner.items & ~IT_INVISIBILITY;
|
||||
}
|
||||
else // Decrease cells
|
||||
{
|
||||
|
|
10
tfortmap.qc
10
tfortmap.qc
|
@ -933,7 +933,7 @@ 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 = Player.items & ~IT_INVULNERABILITY;
|
||||
Player.invincible_time = 0;
|
||||
Player.invincible_finished = 0;
|
||||
}
|
||||
|
@ -2346,7 +2346,7 @@ 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 - (AP.items & IT_KEY2);
|
||||
AP.items = AP.items & ~IT_KEY2;
|
||||
|
||||
}
|
||||
else if (Goal.goal_no == CTF_DROPOFF2)
|
||||
|
@ -2368,7 +2368,7 @@ 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 - (AP.items & IT_KEY1);
|
||||
AP.items = AP.items & ~IT_KEY1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2973,9 +2973,9 @@ void(entity Item, entity AP, float method) tfgoalitem_RemoveFromPlayer =
|
|||
|
||||
// Remove the Light up of console icons
|
||||
if (!key1on)
|
||||
AP.items = AP.items - (AP.items & IT_KEY1);
|
||||
AP.items = AP.items & ~IT_KEY1;
|
||||
if (!key2on)
|
||||
AP.items = AP.items - (AP.items & IT_KEY2);
|
||||
AP.items = AP.items & ~IT_KEY2;
|
||||
|
||||
// Remove AP Modifications
|
||||
// Go through all the players and do any results
|
||||
|
|
|
@ -61,7 +61,7 @@ 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 = self.building.tf_items | NIT_SCANNER;
|
||||
sprint(self,PRINT_HIGH,"The tesla gets a free improved targeter!\n");
|
||||
}
|
||||
else{
|
||||
|
@ -70,7 +70,7 @@ 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 = self.building.tf_items | NIT_AUTOID;
|
||||
sprint(self,PRINT_HIGH,"The tesla got a free spy detector!\n");
|
||||
}
|
||||
else{
|
||||
|
|
|
@ -2434,11 +2434,11 @@ void() W_SetCurrentAmmo =
|
|||
|
||||
player_run();
|
||||
|
||||
self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
|
||||
self.items = self.items & ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS);
|
||||
self.weapon = 0;
|
||||
|
||||
//WK Set armor here... update armor picture
|
||||
self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
|
||||
self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
|
||||
if (self.armortype >= 0.8)
|
||||
self.items = self.items | IT_ARMOR3;
|
||||
else if (self.armortype >= 0.6)
|
||||
|
|
Loading…
Reference in a new issue