W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
- W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
+ W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
w_shotdir = v_forward; // no TrueAim for grenades please
pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
gren = spawn();
gren.owner = gren.realowner = self;
gren.classname = "grenade";
- gren.bot_dodge = TRUE;
+ gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
gren.movetype = MOVETYPE_BOUNCE;
gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
gren.health = WEP_CVAR_PRI(mortar, health);
gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
gren.event_damage = W_Mortar_Grenade_Damage;
- gren.damagedbycontents = TRUE;
+ gren.damagedbycontents = true;
gren.missile_flags = MIF_SPLASH | MIF_ARC;
W_SetupProjVelocity_UP_PRI(gren, mortar);
gren.flags = FL_PROJECTILE;
if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
- CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
+ CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
else
- CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
+ CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
- W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
+ W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
w_shotdir = v_forward; // no TrueAim for grenades please
pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
gren = spawn();
gren.owner = gren.realowner = self;
gren.classname = "grenade";
- gren.bot_dodge = TRUE;
+ gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
gren.movetype = MOVETYPE_BOUNCE;
gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
gren.health = WEP_CVAR_SEC(mortar, health);
gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
gren.event_damage = W_Mortar_Grenade_Damage;
- gren.damagedbycontents = TRUE;
+ gren.damagedbycontents = true;
gren.missile_flags = MIF_SPLASH | MIF_ARC;
W_SetupProjVelocity_UP_SEC(gren, mortar);
gren.flags = FL_PROJECTILE;
if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
- CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
+ CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
else
- CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
+ CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
{
case WR_AIM:
{
- self.BUTTON_ATCK = FALSE;
- self.BUTTON_ATCK2 = FALSE;
+ self.BUTTON_ATCK = false;
+ self.BUTTON_ATCK2 = false;
if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
{
- if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
+ if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
{
- self.BUTTON_ATCK = TRUE;
+ self.BUTTON_ATCK = true;
if(random() < 0.01) self.bot_secondary_grenademooth = 1;
}
}
else
{
- if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE))
+ if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
{
- self.BUTTON_ATCK2 = TRUE;
+ self.BUTTON_ATCK2 = true;
if(random() < 0.02) self.bot_secondary_grenademooth = 0;
}
}
- return TRUE;
+ return true;
}
/*case WR_CALCINFO:
{
{
if(!nade.gl_detonate_later)
{
- nade.gl_detonate_later = TRUE;
+ nade.gl_detonate_later = true;
nadefound = 1;
}
}
}
}
- return TRUE;
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/grenade_stick.wav");
precache_sound("weapons/grenade_fire.wav");
MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ return true;
}
case WR_CHECKAMMO1:
{
case WR_CONFIG:
{
MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ return true;
}
case WR_RELOAD:
{
W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
- return TRUE;
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_MORTAR_MURDER_EXPLODE;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
if(!w_issilent)
sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
- return TRUE;
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/grenade_impact.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