self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
- float handled_as_rocketjump = FALSE;
+ float handled_as_rocketjump = false;
entity head = WarpZone_FindRadius(
self.origin,
WEP_CVAR(devastator, remote_jump_radius),
- FALSE
+ false
);
while(head)
if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
{
// we handled this as a rocketjump :)
- handled_as_rocketjump = TRUE;
+ handled_as_rocketjump = true;
// modify velocity
head.velocity_x *= 0.9;
W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
- W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
+ W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = WarpZone_RefSys_SpawnSameRefSys(self);
missile.spawnshieldtime = -1;
missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
missile.classname = "rocket";
- missile.bot_dodge = TRUE;
+ missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
missile.takedamage = DAMAGE_YES;
missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
missile.health = WEP_CVAR(devastator, health);
missile.event_damage = W_Devastator_Damage;
- missile.damagedbycontents = TRUE;
+ missile.damagedbycontents = true;
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
missile.flags = FL_PROJECTILE;
missile.missile_flags = MIF_SPLASH;
- CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
+ CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
// muzzle flash for 1st person view
flash = spawn();
case WR_AIM:
{
// aim and decide to fire if appropriate
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
{
// decide whether to detonate rockets
entity missile, targetlist, targ;
- targetlist = findchainfloat(bot_attack, TRUE);
+ targetlist = findchainfloat(bot_attack, true);
for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
{
targ = targetlist;
{
if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
{
- self.BUTTON_ATCK2 = TRUE;
+ self.BUTTON_ATCK2 = true;
break;
}
targ = targ.chain;
}
}
- if(self.BUTTON_ATCK2) self.BUTTON_ATCK = FALSE;
+ if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
}
- return TRUE;
+ return true;
}
#else
case WR_AIM:
{
// aim and decide to fire if appropriate
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
{
// decide whether to detonate rockets
selfdamage = 0;
teamdamage = 0;
enemydamage = 0;
- targetlist = findchainfloat(bot_attack, TRUE);
+ targetlist = findchainfloat(bot_attack, true);
missile = find(world, classname, "rocket");
while(missile)
{
if(
(v_forward * normalize(missile.origin - targ.origin)< 0.1)
&& desirabledamage > 0.1*coredamage
- )self.BUTTON_ATCK2 = TRUE;
+ )self.BUTTON_ATCK2 = true;
targ = targ.chain;
}
}else{
if(IS_PLAYER(self.enemy))
if(desirabledamage >= 0.1*coredamage)
if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
- self.BUTTON_ATCK2 = TRUE;
+ self.BUTTON_ATCK2 = true;
// dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
}
// if we would be doing at X percent of the core damage, detonate it
// but don't fire a new shot at the same time!
if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
- self.BUTTON_ATCK2 = TRUE;
+ self.BUTTON_ATCK2 = true;
if((skill > 6.5) && (selfdamage > self.health))
- self.BUTTON_ATCK2 = FALSE;
- //if(self.BUTTON_ATCK2 == TRUE)
+ self.BUTTON_ATCK2 = false;
+ //if(self.BUTTON_ATCK2 == true)
// dprint(ftos(desirabledamage),"\n");
- if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
+ if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
}
- return TRUE;
+ return true;
}
#endif
case WR_THINK:
{
if(!rock.rl_detonate_later)
{
- rock.rl_detonate_later = TRUE;
+ rock.rl_detonate_later = true;
rockfound = 1;
}
}
}
}
- return TRUE;
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/rocket_mode.wav");
//}
DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ return true;
}
case WR_SETUP:
{
self.rl_release = 1;
- return TRUE;
+ return true;
}
case WR_CHECKAMMO1:
{
// don't switch while guiding a missile
if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
{
- ammo_amount = FALSE;
+ ammo_amount = false;
if(WEP_CVAR(devastator, reload_ammo))
{
if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
- ammo_amount = TRUE;
+ ammo_amount = true;
}
else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
- ammo_amount = TRUE;
+ ammo_amount = true;
return !ammo_amount;
}
#endif
if(self.rl_release == 0)
{
printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
- return TRUE;
+ return true;
}
else
{
}
case WR_CHECKAMMO2:
{
- return FALSE;
+ return false;
}
case WR_CONFIG:
{
DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ return true;
}
case WR_RESETPLAYER:
{
self.rl_release = 0;
- return TRUE;
+ return true;
}
case WR_RELOAD:
{
W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
- return TRUE;
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_DEVASTATOR_MURDER_DIRECT;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
if(!w_issilent)
sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
- return TRUE;
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/rocket_impact.wav");
- return TRUE;
+ return true;
}
case WR_ZOOMRETICLE:
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
- return FALSE;
+ return false;
}
#endif
#endif