]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shotgun.qc
Unify boolean constants
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shotgun.qc
index 9227cdab4ee15b1e2c9257e7e167aa319645709e..67b3d26521f8781a051637ff472946d330a8ef01 100644 (file)
@@ -60,7 +60,7 @@ void W_Shotgun_Attack(float isprimary)
 
        W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
 
-       W_SetupShot(self, TRUE, 5, "weapons/shotgun_fire.wav", ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
+       W_SetupShot(self, true, 5, "weapons/shotgun_fire.wav", ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
        for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
                fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN, 0);
 
@@ -119,7 +119,7 @@ void W_Shotgun_Melee_Think(void)
                        + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
                        + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
 
-               WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
+               WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, false, self, ANTILAG_LATENCY(self.realowner));
 
                // draw lightning beams for debugging
                //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
@@ -188,7 +188,7 @@ void W_Shotgun_Attack2(void)
        meleetemp.realowner = self;
        meleetemp.think = W_Shotgun_Melee_Think;
        meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
-       W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+       W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
 }
 
 // alternate secondary weapon frames
@@ -203,7 +203,7 @@ void W_Shotgun_Attack3_Frame2()
        }
 
        sound(self, CH_WEAPON_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM); // kill previous sound
-       W_Shotgun_Attack(TRUE); // actually is secondary, but we trick the last shot into playing full reload sound
+       W_Shotgun_Attack(true); // actually is secondary, but we trick the last shot into playing full reload sound
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
 }
 void W_Shotgun_Attack3_Frame1()
@@ -216,7 +216,7 @@ void W_Shotgun_Attack3_Frame1()
                return;
        }
 
-       W_Shotgun_Attack(FALSE);
+       W_Shotgun_Attack(false);
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
 }
 
@@ -230,11 +230,11 @@ float W_Shotgun(float req)
                case WR_AIM:
                {
                        if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
-                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
+                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
                        else
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
 
-                       return TRUE;
+                       return true;
                }
                case WR_THINK:
                {
@@ -252,7 +252,7 @@ float W_Shotgun(float req)
                                        {
                                                if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
                                                {
-                                                       W_Shotgun_Attack(TRUE);
+                                                       W_Shotgun_Attack(true);
                                                        self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
                                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
                                                }
@@ -264,7 +264,7 @@ float W_Shotgun(float req)
                                        {
                                                if(weapon_prepareattack(0, WEP_CVAR_SEC(shotgun, alt_animtime)))
                                                {
-                                                       W_Shotgun_Attack(FALSE);
+                                                       W_Shotgun_Attack(false);
                                                        self.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
                                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
                                                }
@@ -281,7 +281,7 @@ float W_Shotgun(float req)
                                weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
                        }
                        
-                       return TRUE;
+                       return true;
                }
                case WR_INIT:
                {
@@ -293,12 +293,12 @@ float W_Shotgun(float req)
                        precache_sound("weapons/shotgun_fire.wav");
                        precache_sound("weapons/shotgun_melee.wav");
                        SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
+                       return true;
                }
                case WR_SETUP:
                {
                        self.ammo_field = ammo_none;
-                       return TRUE;
+                       return true;
                }
                case WR_CHECKAMMO1:
                {
@@ -310,28 +310,28 @@ float W_Shotgun(float req)
                {
                        if(IS_BOT_CLIENT(self))
                        if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
-                               return FALSE; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
+                               return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
                        switch(WEP_CVAR(shotgun, secondary))
                        {
-                               case 1: return TRUE; // melee does not use ammo
+                               case 1: return true; // melee does not use ammo
                                case 2: // secondary triple shot
                                {
                                        ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
                                        ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= WEP_CVAR_PRI(shotgun, ammo);
                                        return ammo_amount;
                                }
-                               default: return FALSE; // secondary unavailable
+                               default: return false; // secondary unavailable
                        }
                }
                case WR_CONFIG:
                {
                        SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       return true;
                }
                case WR_RELOAD:
                {
                        W_Reload(WEP_CVAR_PRI(shotgun, ammo), "weapons/reload.wav"); // WEAPONTODO
-                       return TRUE;
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -345,7 +345,7 @@ float W_Shotgun(float req)
                                return WEAPON_SHOTGUN_MURDER;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #ifdef CSQC
@@ -370,22 +370,22 @@ float W_Shotgun(float req)
                                self.prevric = time;
                        }
 
-                       return TRUE;
+                       return true;
                }
                case WR_INIT:
                {
                        precache_sound("weapons/ric1.wav");
                        precache_sound("weapons/ric2.wav");
                        precache_sound("weapons/ric3.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