]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shockwave.qc
Unify boolean constants
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shockwave.qc
index a051ec735a7d81dbcf35bf44fd13b6642fe0fdcc..e6653f7fa62583bce4e4dc757283a27d461fb726 100644 (file)
@@ -147,7 +147,7 @@ void W_Shockwave_Melee_Think(void)
                        self.realowner,
                        (self.realowner.origin + self.realowner.view_ofs),
                        targpos,
-                       FALSE,
+                       false,
                        self.realowner,
                        ANTILAG_LATENCY(self.realowner)
                );
@@ -236,7 +236,7 @@ void W_Shockwave_Melee(void)
        meleetemp.owner = meleetemp.realowner = self;
        meleetemp.think = W_Shockwave_Melee_Think;
        meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor();
-       W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
+       W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
 }
 
 // SHOCKWAVE ATTACK MODE
@@ -265,7 +265,7 @@ float W_Shockwave_Attack_CheckSpread(
        )
                { return bound(0, (distance_from_line / spreadlimit), 1); }
        else
-               { return FALSE; }
+               { return false; }
 }
 
 float W_Shockwave_Attack_IsVisible(
@@ -283,14 +283,14 @@ float W_Shockwave_Attack_IsVisible(
        if(W_Shockwave_Attack_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
        {
                WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
-               if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
+               if(trace_fraction == 1) { return true; } // yes, the nearest point is clear and we can allow the damage
        }
 
        // STEP TWO: Check if shotorg to center point is clear
        if(W_Shockwave_Attack_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
        {
                WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
-               if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
+               if(trace_fraction == 1) { return true; } // yes, the center point is clear and we can allow the damage
        }
 
        // STEP THREE: Check each corner to see if they are clear
@@ -300,11 +300,11 @@ float W_Shockwave_Attack_IsVisible(
                if(W_Shockwave_Attack_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
                {
                        WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
-                       if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
+                       if(trace_fraction == 1) { return true; } // yes, this corner is clear and we can allow the damage
                }
        }
 
-       return FALSE;
+       return false;
 }
 
 float W_Shockwave_Attack_CheckHit(
@@ -313,7 +313,7 @@ float W_Shockwave_Attack_CheckHit(
        vector final_force,
        float final_damage)
 {
-       if(!head) { return FALSE; }
+       if(!head) { return false; }
        float i;
        
        for(i = 0; i <= queue; ++i)
@@ -322,14 +322,14 @@ float W_Shockwave_Attack_CheckHit(
                {
                        if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
                        if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
-                       return FALSE;
+                       return false;
                }
        }
 
        shockwave_hit[queue] = head;
        shockwave_hit_force[queue] = final_force;
        shockwave_hit_damage[queue] = final_damage;
-       return TRUE;
+       return true;
 }
 
 void W_Shockwave_Send(void)
@@ -359,7 +359,7 @@ void W_Shockwave_Attack(void)
        float i, queue = 0;
        
        // set up the shot direction
-       W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
+       W_SetupShot(self, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
        vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
        WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
        vector attack_hitpos = trace_endpos;
@@ -387,7 +387,7 @@ void W_Shockwave_Attack(void)
                        WEP_CVAR(shockwave, blast_splash_radius),
                        WEP_CVAR(shockwave, blast_jump_radius)
                ),
-               FALSE
+               false
        );
        
        while(head)
@@ -540,7 +540,7 @@ void W_Shockwave_Attack(void)
        }
 
        // cone damage trace
-       head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), FALSE);
+       head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), false);
        while(head)
        {
                if((head != self) && head.takedamage)
@@ -674,11 +674,11 @@ float W_Shockwave(float req)
                case WR_AIM:
                {
                        if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
-                               { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); }
+                               { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false); }
                        else
-                               { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); }
+                               { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); }
                        
-                       return TRUE;
+                       return true;
                }
                case WR_THINK:
                {
@@ -705,7 +705,7 @@ float W_Shockwave(float req)
                                }
                        }
                        
-                       return TRUE;
+                       return true;
                }
                case WR_INIT:
                {
@@ -717,18 +717,18 @@ float W_Shockwave(float req)
                        precache_sound("weapons/lasergun_fire.wav");
                        precache_sound("weapons/shotgun_melee.wav");
                        SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
+                       return true;
                }
                case WR_CHECKAMMO1:
                case WR_CHECKAMMO2:
                {
                        // shockwave has infinite ammo
-                       return TRUE;
+                       return true;
                }
                case WR_CONFIG:
                {
                        SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -742,7 +742,7 @@ float W_Shockwave(float req)
                                return WEAPON_SHOCKWAVE_MURDER;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #ifdef CSQC
@@ -876,22 +876,22 @@ float W_Shockwave(float req)
                        //vector org2;
                        //org2 = w_org + w_backoff * 2;
                        //pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
-                       return FALSE;
+                       return false;
                }
                case WR_INIT:
                {
                        //precache_sound("weapons/ric1.wav");
                        //precache_sound("weapons/ric2.wav");
                        //precache_sound("weapons/ric3.wav");
-                       return FALSE;
+                       return false;
                }
                case WR_ZOOMRETICLE:
                {
                        // no weapon specific image for this weapon
-                       return FALSE;
+                       return false;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #endif