PlayerJump
When you press the jump key
-returns TRUE if handled
+returns true if handled
=============
*/
float PlayerJump (void)
{
if(self.frozen)
- return TRUE; // no jumping in freezetag when frozen
+ return true; // no jumping in freezetag when frozen
if(self.player_blocked)
- return TRUE; // no jumping while blocked
+ return true; // no jumping while blocked
- float doublejump = FALSE;
+ float doublejump = false;
float mjumpheight = autocvar_sv_jumpvelocity;
player_multijump = doublejump;
player_jumpheight = mjumpheight;
if(MUTATOR_CALLHOOK(PlayerJump))
- return TRUE;
+ return true;
doublejump = player_multijump;
mjumpheight = player_jumpheight;
tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
{
- doublejump = TRUE;
+ doublejump = true;
// we MUST clip velocity here!
float f;
if (self.waterlevel >= WATERLEVEL_SWIMMING)
{
self.velocity_z = self.stat_sv_maxspeed * 0.7;
- return TRUE;
+ return true;
}
if (!doublejump)
if(self.cvar_cl_movement_track_canjump)
if (!(self.flags & FL_JUMPRELEASED))
- return TRUE;
+ return true;
// sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
// velocity bounds. Final velocity is bound between (jumpheight *
self.flags &= ~FL_ONGROUND;
self.flags &= ~FL_JUMPRELEASED;
- animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
+ animdecide_setaction(self, ANIMACTION_JUMP, true);
if(autocvar_g_jump_grunt)
PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
self.restart_jump = -1; // restart jump anim next time
// value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
- return TRUE;
+ return true;
}
void CheckWaterJump()
{
v_forward_z = 0;
normalize(v_forward);
end = start + v_forward*24;
- traceline (start, end, TRUE, self);
+ traceline (start, end, true, self);
if (trace_fraction < 1)
{ // solid at waist
start_z = start.z + self.maxs.z - 8;
end = start + v_forward*24;
self.movedir = trace_plane_normal * -50;
- traceline (start, end, TRUE, self);
+ traceline (start, end, true, self);
if (trace_fraction == 1)
{ // open at eye level
self.flags |= FL_WATERJUMP;
Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
else if (activate)
Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
- self.jetpack_stopped = TRUE;
+ self.jetpack_stopped = true;
self.items &= ~IT_USING_JETPACK;
}
else if (activate && !self.frozen)
}
else
{
- self.jetpack_stopped = FALSE;
+ self.jetpack_stopped = false;
self.items &= ~IT_USING_JETPACK;
}
if (!self.BUTTON_JUMP)
self.angles_x = random() * 360;
self.angles_y = random() * 360;
// at least I'm not forcing retardedview by also assigning to angles_z
- self.fixangle = TRUE;
+ self.fixangle = true;
}
}