newmine.health = self.health;
newmine.event_damage = self.event_damage;
newmine.spawnshieldtime = self.spawnshieldtime;
- newmine.damagedbycontents = TRUE;
+ newmine.damagedbycontents = true;
newmine.movetype = MOVETYPE_NONE; // lock the mine in place
newmine.projectiledeathtype = self.projectiledeathtype;
W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
- W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
+ W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
mine = WarpZone_RefSys_SpawnSameRefSys(self);
else
mine.spawnshieldtime = -1;
mine.classname = "mine";
- mine.bot_dodge = TRUE;
+ mine.bot_dodge = true;
mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
mine.takedamage = DAMAGE_YES;
mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
mine.health = WEP_CVAR(minelayer, health);
mine.event_damage = W_MineLayer_Damage;
- mine.damagedbycontents = TRUE;
+ mine.damagedbycontents = true;
mine.movetype = MOVETYPE_TOSS;
PROJECTILE_MAKETRIGGER(mine);
if(mine.cnt > 0) { mine.cnt += time; }
- CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
+ CSQCProjectile(mine, true, PROJECTILE_MINE, true);
// muzzle flash for 1st person view
flash = spawn();
{
if(!mine.minelayer_detonate)
{
- mine.minelayer_detonate = TRUE;
+ mine.minelayer_detonate = true;
minfound = 1;
}
}
{
// aim and decide to fire if appropriate
if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
- self.BUTTON_ATCK = FALSE;
+ self.BUTTON_ATCK = false;
else
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
{
// decide whether to detonate mines
selfdamage = 0;
teamdamage = 0;
enemydamage = 0;
- targetlist = findchainfloat(bot_attack, TRUE);
+ targetlist = findchainfloat(bot_attack, true);
mine = find(world, classname, "mine");
while(mine)
{
if(
(v_forward * normalize(mine.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;
}
case WR_THINK:
{
if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
{
// not if we're holding the minelayer without enough ammo, but can detonate existing mines
- if(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
+ if(!(W_MineLayer_PlacedMines(false) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
WEP_ACTION(self.weapon, WR_RELOAD);
}
else if(self.BUTTON_ATCK)
if(self.BUTTON_ATCK2)
{
- if(W_MineLayer_PlacedMines(TRUE))
+ if(W_MineLayer_PlacedMines(true))
sound(self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
}
- return TRUE;
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/mine_stick.wav");
precache_sound("weapons/mine_trigger.wav");
MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ return true;
}
case WR_CHECKAMMO1:
{
ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
return ammo_amount;
}
- return TRUE;
+ return true;
}
case WR_CHECKAMMO2:
{
- if(W_MineLayer_PlacedMines(FALSE))
- return TRUE;
+ if(W_MineLayer_PlacedMines(false))
+ return true;
else
- return FALSE;
+ return false;
}
case WR_CONFIG:
{
MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ return true;
}
case WR_RESETPLAYER:
{
self.minelayer_mines = 0;
- return TRUE;
+ return true;
}
case WR_RELOAD:
{
W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
- return TRUE;
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_MINELAYER_MURDER;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
if(!w_issilent)
sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
- return TRUE;
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/mine_exp.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