]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_crylink.qc
Merge branch 'master' into terencehill/weapon_panel_fix
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_crylink.qc
index d17826a9247908f7c1bceb42dcfc2d91645d585c..ee4878fd4b059c5d7d45d55339e950ca22d7bea7 100644 (file)
@@ -123,9 +123,9 @@ void W_Crylink_LinkExplode(entity e, entity e2)
 
        if(e == e.realowner.crylink_lastgroup)
                e.realowner.crylink_lastgroup = world;
-               
+
        float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
-               
+
        RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, other);
 
        W_Crylink_LinkExplode(e.queuenext, e2);
@@ -241,7 +241,7 @@ void W_Crylink_LinkJoinEffect_Think(void)
                if(n >= 2)
                {
                        float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
-                       
+
                        if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode))
                        {
                                n /= WEP_CVAR_BOTH(crylink, isprimary, shots);
@@ -266,7 +266,7 @@ void W_Crylink_LinkJoinEffect_Think(void)
 
 float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
 {
-       entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, FALSE);
+       entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, false);
        float hit_friendly = 0;
        float hit_enemy = 0;
 
@@ -279,11 +279,11 @@ float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
                        else
                                ++hit_enemy;
                }
-                       
+
                head = head.chain;
        }
 
-       return (hit_enemy ? FALSE : hit_friendly);
+       return (hit_enemy ? false : hit_friendly);
 }
 
 // NO bounce protection, as bounces are limited!
@@ -306,7 +306,7 @@ void W_Crylink_Touch(void)
                f *= a;
 
        float totaldamage = RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * f, self.projectiledeathtype, other);
-               
+
        if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(self, WEP_CVAR_BOTH(crylink, isprimary, radius)))))
        {
                if(self == self.realowner.crylink_lastgroup)
@@ -329,7 +329,7 @@ void W_Crylink_Touch(void)
        self.projectiledeathtype |= HITTYPE_BOUNCE;
        // commented out as it causes a little hitch...
        //if(proj.cnt == 0)
-       //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
+       //      CSQCProjectile(proj, true, PROJECTILE_CRYLINK, true);
 }
 
 void W_Crylink_Fadethink(void)
@@ -353,7 +353,7 @@ void W_Crylink_Attack(void)
        if(WEP_CVAR_PRI(crylink, joinexplode))
                maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
 
-       W_SetupShot(self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
+       W_SetupShot(self, false, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
        forward = v_forward;
        right = v_right;
        up = v_up;
@@ -367,7 +367,7 @@ void W_Crylink_Attack(void)
                proj.reset = W_Crylink_Reset;
                proj.realowner = proj.owner = self;
                proj.classname = "spike";
-               proj.bot_dodge = TRUE;
+               proj.bot_dodge = true;
                proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
                if(shots == 1) {
                        proj.queuenext = proj;
@@ -404,11 +404,11 @@ void W_Crylink_Attack(void)
                else
                {
                        makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
-                       s_y = v_forward_x;
-                       s_z = v_forward_y;
+                       s.y = v_forward.x;
+                       s.z = v_forward.y;
                }
                s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
-               W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, FALSE);
+               W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, false);
                proj.touch = W_Crylink_Touch;
 
                proj.think = W_Crylink_Fadethink;
@@ -434,8 +434,8 @@ void W_Crylink_Attack(void)
 
                proj.flags = FL_PROJECTILE;
                proj.missile_flags = MIF_SPLASH;
-    
-               CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
+
+               CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
 
                other = proj; MUTATOR_CALLHOOK(EditProjectile);
        }
@@ -462,7 +462,7 @@ void W_Crylink_Attack2(void)
        if(WEP_CVAR_SEC(crylink, joinexplode))
                maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
 
-       W_SetupShot(self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
+       W_SetupShot(self, false, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
        forward = v_forward;
        right = v_right;
        up = v_up;
@@ -476,7 +476,7 @@ void W_Crylink_Attack2(void)
                proj.reset = W_Crylink_Reset;
                proj.realowner = proj.owner = self;
                proj.classname = "spike";
-               proj.bot_dodge = TRUE;
+               proj.bot_dodge = true;
                proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
                if(shots == 1) {
                        proj.queuenext = proj;
@@ -514,18 +514,18 @@ void W_Crylink_Attack2(void)
                        else
                        {
                                makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
-                               s_y = v_forward_x;
-                               s_z = v_forward_y;
+                               s.y = v_forward.x;
+                               s.z = v_forward.y;
                        }
                        s = s * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor;
-                       s = w_shotdir + right * s_y + up * s_z;
+                       s = w_shotdir + right * s.y + up * s.z;
                }
                else
                {
                        s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor);
                }
 
-               W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, FALSE);
+               W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, false);
                proj.touch = W_Crylink_Touch;
                proj.think = W_Crylink_Fadethink;
                if(counter == (shots - 1) / 2)
@@ -550,8 +550,8 @@ void W_Crylink_Attack2(void)
 
                proj.flags = FL_PROJECTILE;
         proj.missile_flags = MIF_SPLASH;
-        
-               CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
+
+               CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
 
                other = proj; MUTATOR_CALLHOOK(EditProjectile);
        }
@@ -571,11 +571,11 @@ float W_Crylink(float req)
                case WR_AIM:
                {
                        if(random() < 0.10)
-                               self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), FALSE);
+                               self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
                        else
-                               self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), FALSE);
-                               
-                       return TRUE;
+                               self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
+
+                       return true;
                }
                case WR_THINK:
                {
@@ -612,7 +612,7 @@ float W_Crylink(float req)
                                                vector pos;
                                                entity linkjoineffect;
                                                float isprimary = (self.crylink_waitrelease == 1);
-                                               
+
                                                pos = W_Crylink_LinkJoin(self.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
 
                                                linkjoineffect = spawn();
@@ -632,8 +632,8 @@ float W_Crylink(float req)
                                        }
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
@@ -643,14 +643,14 @@ float W_Crylink(float req)
                        precache_sound("weapons/crylink_fire.wav");
                        precache_sound("weapons/crylink_fire2.wav");
                        precache_sound("weapons/crylink_linkjoin.wav");
-                       CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
+                       CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
                case WR_CHECKAMMO1:
                {
                        // don't "run out of ammo" and switch weapons while waiting for release
                        if(self.crylink_lastgroup && self.crylink_waitrelease)
-                               return TRUE;
+                               return true;
 
                        ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_PRI(crylink, ammo);
                        ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_PRI(crylink, ammo);
@@ -660,7 +660,7 @@ float W_Crylink(float req)
                {
                        // don't "run out of ammo" and switch weapons while waiting for release
                        if(self.crylink_lastgroup && self.crylink_waitrelease)
-                               return TRUE;
+                               return true;
 
                        ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_SEC(crylink, ammo);
                        ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_SEC(crylink, ammo);
@@ -668,13 +668,13 @@ float W_Crylink(float req)
                }
                case WR_CONFIG:
                {
-                       CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
                case WR_RELOAD:
                {
                        W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), "weapons/reload.wav");
-                       return TRUE;
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -685,7 +685,7 @@ float W_Crylink(float req)
                        return WEAPON_CRYLINK_MURDER;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #ifdef CSQC
@@ -709,22 +709,22 @@ float W_Crylink(float req)
                                if(!w_issilent)
                                        sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
                        precache_sound("weapons/crylink_impact2.wav");
                        precache_sound("weapons/crylink_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