defer(2, zombie_blockend);
- return TRUE;
+ return true;
}
float zombie_attack(float attack_type)
if(random() < 0.3 && self.health < 75 && self.enemy.health > 10)
return zombie_block();
- return monster_melee(self.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, self.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE, TRUE);
+ return monster_melee(self.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, self.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE, true);
}
case MONSTER_ATTACK_RANGED:
{
}
}
- return FALSE;
+ return false;
}
void spawnfunc_monster_zombie()
case MR_THINK:
{
monster_move((autocvar_g_monster_zombie_speed_run), (autocvar_g_monster_zombie_speed_walk), (autocvar_g_monster_zombie_speed_stop), zombie_anim_runforward, zombie_anim_runforward, zombie_anim_idle);
- return TRUE;
+ return true;
}
case MR_DEATH:
{
self.armorvalue = 0;
self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
self.frame = ((random() > 0.5) ? zombie_anim_deathback1 : zombie_anim_deathfront1);
- return TRUE;
+ return true;
}
case MR_SETUP:
{
self.spawnshieldtime = self.spawn_time;
self.respawntime = 0.2;
- return TRUE;
+ return true;
}
case MR_PRECACHE:
{
precache_model("models/monsters/zombie.dpm");
- return TRUE;
+ return true;
}
}
- return TRUE;
+ return true;
}
#endif // SVQC
{
case MR_PRECACHE:
{
- return TRUE;
+ return true;
}
}
- return TRUE;
+ return true;
}
#endif // CSQC