);
#else
#ifdef SVQC
-float autocvar_g_vehicle_racer;
+bool autocvar_g_vehicle_racer;
float autocvar_g_vehicle_racer_speed_afterburn;
float autocvar_g_vehicle_racer_afterburn_cost;
float autocvar_g_vehicle_racer_upforcedamper;
float autocvar_g_vehicle_racer_friction;
-var float autocvar_g_vehicle_racer_water_time = 5;
+float autocvar_g_vehicle_racer_water_time = 5;
float autocvar_g_vehicle_racer_hovertype;
float autocvar_g_vehicle_racer_hoverpower;
bolt = vehicles_projectile("wakizashi_gun_muzzleflash", "weapons/lasergun_fire.wav",
v, normalize(v_forward + randomvec() * autocvar_g_vehicle_racer_cannon_spread) * autocvar_g_vehicle_racer_cannon_speed,
autocvar_g_vehicle_racer_cannon_damage, autocvar_g_vehicle_racer_cannon_radius, autocvar_g_vehicle_racer_cannon_force, 0,
- DEATH_VH_WAKI_GUN, PROJECTILE_WAKICANNON, 0, TRUE, TRUE, self.owner);
+ DEATH_VH_WAKI_GUN, PROJECTILE_WAKICANNON, 0, true, true, self.owner);
// Fix z-aim (for chase mode)
v = normalize(trace_endpos - bolt.origin);
entity rocket = rocket = vehicles_projectile("wakizashi_rocket_launch", "weapons/rocket_fire.wav",
v, v_forward * autocvar_g_vehicle_racer_rocket_speed,
autocvar_g_vehicle_racer_rocket_damage, autocvar_g_vehicle_racer_rocket_radius, autocvar_g_vehicle_racer_rocket_force, 3,
- DEATH_VH_WAKI_ROCKET, PROJECTILE_WAKIROCKET, 20, FALSE, FALSE, self.owner);
+ DEATH_VH_WAKI_ROCKET, PROJECTILE_WAKIROCKET, 20, false, false, self.owner);
rocket.lip = autocvar_g_vehicle_racer_rocket_accel * sys_frametime;
rocket.wait = autocvar_g_vehicle_racer_rocket_turnrate;
player.vehicle_reload1 = bound(0, 100 * ((time - racer.lip) / (racer.delay - racer.lip)), 100);
if(racer.vehicle_flags & VHF_SHIELDREGEN)
- vehicles_regen(racer.dmg_time, vehicle_shield, autocvar_g_vehicle_racer_shield, autocvar_g_vehicle_racer_shield_regen_pause, autocvar_g_vehicle_racer_shield_regen, frametime, TRUE);
+ vehicles_regen(racer.dmg_time, vehicle_shield, autocvar_g_vehicle_racer_shield, autocvar_g_vehicle_racer_shield_regen_pause, autocvar_g_vehicle_racer_shield_regen, frametime, true);
if(racer.vehicle_flags & VHF_HEALTHREGEN)
- vehicles_regen(racer.dmg_time, vehicle_health, autocvar_g_vehicle_racer_health, autocvar_g_vehicle_racer_health_regen_pause, autocvar_g_vehicle_racer_health_regen, frametime, FALSE);
+ vehicles_regen(racer.dmg_time, vehicle_health, autocvar_g_vehicle_racer_health, autocvar_g_vehicle_racer_health_regen_pause, autocvar_g_vehicle_racer_health_regen, frametime, false);
if(racer.vehicle_flags & VHF_ENERGYREGEN)
- vehicles_regen(racer.wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, frametime, FALSE);
+ vehicles_regen(racer.wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, frametime, false);
VEHICLE_UPDATE_PLAYER(player, health, racer);
void spawnfunc_vehicle_racer()
{
if(!autocvar_g_vehicle_racer) { remove(self); return; }
- if(!vehicle_initialize(VEH_RACER, FALSE)) { remove(self); return; }
+ if(!vehicle_initialize(VEH_RACER, false)) { remove(self); return; }
}
float v_racer(float req)
{
if(autocvar_g_vehicle_racer_bouncepain)
vehicles_impact(autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
- return TRUE;
+ return true;
}
case VR_ENTER:
{
if(self.owner.flagcarried)
setorigin(self.owner.flagcarried, '-190 0 96');
- return TRUE;
+ return true;
}
case VR_THINK:
{
- return TRUE;
+ return true;
}
case VR_DEATH:
{
self.think = racer_blowup_think;
self.nextthink = time;
- return TRUE;
+ return true;
}
case VR_SPAWN:
{
self.vehicle_health = autocvar_g_vehicle_racer_health;
self.vehicle_shield = autocvar_g_vehicle_racer_shield;
- return TRUE;
+ return true;
}
case VR_SETUP:
{
self.vehicle_shield = autocvar_g_vehicle_racer_shield;
self.max_health = self.vehicle_health;
- return TRUE;
+ return true;
}
case VR_PRECACHE:
{
precache_model ("models/vhshield.md3");
precache_model ("models/vehicles/wakizashi.dpm");
precache_model ("models/vehicles/wakizashi_cockpit.dpm");
- return TRUE;
+ return true;
}
}
- return TRUE;
+ return true;
}
#endif // SVQC
case VR_HUD:
{
if(autocvar_r_letterbox)
- return TRUE;
+ return true;
vector picsize, hudloc = '0 0 0', pic2size, picloc;
drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), waki_xhair, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
}
- return TRUE;
+ return true;
}
case VR_SETUP:
{
AuxiliaryXhair[0].axh_image = "gfx/vehicles/axh-bracket.tga";
AuxiliaryXhair[0].axh_scale = 0.25;
- return TRUE;
+ return true;
}
case VR_PRECACHE:
{
- return TRUE;
+ return true;
}
}
- return TRUE;
+ return true;
}
#endif // CSQC