]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_devastator.qc
Unify boolean constants
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_devastator.qc
index 617beed18f5762b884a212a830fdc7081772517c..e49eb60ac9a725b9e894d6c466d7db9a19215033 100644 (file)
@@ -119,12 +119,12 @@ void W_Devastator_DoRemoteExplode(void)
        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)
@@ -135,7 +135,7 @@ void W_Devastator_DoRemoteExplode(void)
                        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;
@@ -339,7 +339,7 @@ void W_Devastator_Attack(void)
 
        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);
@@ -351,14 +351,14 @@ void W_Devastator_Attack(void)
                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);
@@ -376,7 +376,7 @@ void W_Devastator_Attack(void)
        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();
@@ -400,12 +400,12 @@ float W_Devastator(float req)
                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;
@@ -413,23 +413,23 @@ float W_Devastator(float req)
                                        {
                                                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
@@ -443,7 +443,7 @@ float W_Devastator(float req)
                                selfdamage = 0;
                                teamdamage = 0;
                                enemydamage = 0;
-                               targetlist = findchainfloat(bot_attack, TRUE);
+                               targetlist = findchainfloat(bot_attack, true);
                                missile = find(world, classname, "rocket");
                                while(missile)
                                {
@@ -493,7 +493,7 @@ float W_Devastator(float req)
                                                        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{
@@ -504,7 +504,7 @@ float W_Devastator(float req)
                                                        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");
                                        }
 
@@ -513,15 +513,15 @@ float W_Devastator(float req)
                                // 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:
@@ -551,7 +551,7 @@ float W_Devastator(float req)
                                        {
                                                if(!rock.rl_detonate_later)
                                                {
-                                                       rock.rl_detonate_later = TRUE;
+                                                       rock.rl_detonate_later = true;
                                                        rockfound = 1;
                                                }
                                        }
@@ -560,7 +560,7 @@ float W_Devastator(float req)
                                }
                        }
                        
-                       return TRUE;
+                       return true;
                }
                case WR_INIT:
                {
@@ -575,12 +575,12 @@ float W_Devastator(float req)
                                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:
                {
@@ -588,14 +588,14 @@ float W_Devastator(float req)
                        // 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
@@ -603,7 +603,7 @@ float W_Devastator(float req)
                        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
                        {
@@ -620,22 +620,22 @@ float W_Devastator(float req)
                }
                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:
                {
@@ -649,7 +649,7 @@ float W_Devastator(float req)
                                return WEAPON_DEVASTATOR_MURDER_DIRECT;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #ifdef CSQC
@@ -665,20 +665,20 @@ float W_Devastator(float req)
                        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