]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_arc.qc
Unify boolean constants
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_arc.qc
index f233cae3bccc91de3adbc1ce93d7417b0afde989..25cc17daad580faa024fa5ea98746fcc6abc1283 100644 (file)
@@ -174,7 +174,7 @@ float W_Arc_Beam_Send(entity to, float sf)
                WriteByte(MSG_ENTITY, self.beam_type);
        }
 
-       return TRUE;
+       return true;
 }
 
 void Reset_ArcBeam(entity player, vector forward)
@@ -224,7 +224,7 @@ void W_Arc_Beam_Think(void)
        if( self.owner.BUTTON_ATCK2 || self.beam_bursting)
        {
                if(!self.beam_bursting)
-                       self.beam_bursting = TRUE;
+                       self.beam_bursting = true;
                burst = ARC_BT_BURSTMASK;
        }
 
@@ -304,7 +304,7 @@ void W_Arc_Beam_Think(void)
 
        W_SetupShot_Range(
                self.owner,
-               TRUE,
+               true,
                0,
                "",
                0,
@@ -332,7 +332,7 @@ void W_Arc_Beam_Think(void)
        if(!self.beam_initialized)
        {
                self.beam_dir = w_shotdir;
-               self.beam_initialized = TRUE;
+               self.beam_initialized = true;
        }
 
        // WEAPONTODO: Detect player velocity so that the beam curves when moving too
@@ -586,10 +586,10 @@ void W_Arc_Beam(float burst)
        beam.think = W_Arc_Beam_Think;
        beam.owner = self;
        beam.movetype = MOVETYPE_NONE;
-       beam.bot_dodge = TRUE;
+       beam.bot_dodge = true;
        beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
        beam.beam_bursting = burst;
-       Net_LinkEntity(beam, FALSE, 0, W_Arc_Beam_Send);
+       Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
 
        entity oldself = self;
        self = beam;
@@ -600,7 +600,7 @@ void W_Arc_Beam(float burst)
 void Arc_Smoke()
 {
        makevectors(self.v_angle);
-       W_SetupShot_Range(self,TRUE,0,"",0,0,0);
+       W_SetupShot_Range(self,true,0,"",0,0,0);
 
        vector smoke_origin = w_shotorg + self.velocity*frametime;
        if ( self.arc_overheat > time )
@@ -645,7 +645,7 @@ float W_Arc(float req)
                                        WEP_CVAR(arc, beam_botaimspeed),
                                        0,
                                        WEP_CVAR(arc, beam_botaimlifetime),
-                                       FALSE
+                                       false
                                );
                        }
                        else
@@ -654,10 +654,10 @@ float W_Arc(float req)
                                        1000000,
                                        0,
                                        0.001,
-                                       FALSE
+                                       false
                                );
                        }
-                       return TRUE;
+                       return true;
                }
                case WR_THINK:
                {
@@ -692,7 +692,7 @@ float W_Arc(float req)
                                        }
                                }
                                
-                               return TRUE;
+                               return true;
                        }
                        
                        if(self.arc_BUTTON_ATCK_prev != 0)
@@ -714,7 +714,7 @@ float W_Arc(float req)
                        }
                        #endif
 
-                       return TRUE;
+                       return true;
                }
                case WR_INIT:
                {
@@ -727,13 +727,13 @@ float W_Arc(float req)
                        precache_sound("weapons/arc_loop_overheat.wav");
                        if(!arc_shotorigin[0])
                        {
-                               arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);
-                               arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 2);
-                               arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 3);
-                               arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 4);
+                               arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), false, false, 1);
+                               arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), false, false, 2);
+                               arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), false, false, 3);
+                               arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), false, false, 4);
                        }
                        ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
+                       return true;
                }
                case WR_CHECKAMMO1:
                {
@@ -747,7 +747,7 @@ float W_Arc(float req)
                case WR_CONFIG:
                {
                        ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       return true;
                }
                case WR_KILLMESSAGE:
                {
@@ -759,20 +759,20 @@ float W_Arc(float req)
                        weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
                        self.arc_overheat = 0;
                        self.arc_cooldown = 0;
-                       return TRUE;
+                       return true;
                }
                case WR_PICKUP:
                {
-                       if ( !client_hasweapon(self, WEP_ARC, FALSE, FALSE) &&
+                       if ( !client_hasweapon(self, WEP_ARC, false, false) &&
                                weapon_dropevent_item.arc_overheat > time )
                        {
                                self.arc_overheat = weapon_dropevent_item.arc_overheat;
                                self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
                        }
-                       return TRUE;
+                       return true;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #ifdef CSQC
@@ -860,10 +860,10 @@ void Reset_ArcBeam(void)
 {
        entity e;
        for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
-               e.beam_initialized = FALSE;
+               e.beam_initialized = false;
        }
        for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
-               e.beam_initialized = FALSE;
+               e.beam_initialized = false;
        }
 }
 
@@ -939,7 +939,7 @@ void Draw_ArcBeam(void)
                if(!self.beam_initialized)
                {
                        self.beam_dir = wantdir;
-                       self.beam_initialized = TRUE;
+                       self.beam_initialized = true;
                }
 
                if(self.beam_dir != wantdir)
@@ -1488,8 +1488,8 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_color = randomvec();
                                self.beam_alpha = 1;
                                self.beam_thickness = 8;
-                               self.beam_traileffect = FALSE;
-                               self.beam_hiteffect = FALSE;
+                               self.beam_traileffect = false;
+                               self.beam_hiteffect = false;
                                self.beam_hitlight[0] = 0;
                                self.beam_hitlight[1] = 1;
                                self.beam_hitlight[2] = 1;
@@ -1525,20 +1525,20 @@ float W_Arc(float req)
                case WR_IMPACTEFFECT:
                {
                        // todo
-                       return TRUE;
+                       return true;
                }
                case WR_INIT:
                {
                        precache_sound("weapons/arc_loop.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