W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
- W_SetupShot(self, TRUE, 5, "weapons/shotgun_fire.wav", ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
+ W_SetupShot(self, true, 5, "weapons/shotgun_fire.wav", ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN, 0);
+ (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
+ (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
- WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
+ WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, false, self, ANTILAG_LATENCY(self.realowner));
// draw lightning beams for debugging
//te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
meleetemp.realowner = self;
meleetemp.think = W_Shotgun_Melee_Think;
meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
- W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+ W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
}
// alternate secondary weapon frames
}
sound(self, CH_WEAPON_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM); // kill previous sound
- W_Shotgun_Attack(TRUE); // actually is secondary, but we trick the last shot into playing full reload sound
+ W_Shotgun_Attack(true); // actually is secondary, but we trick the last shot into playing full reload sound
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
}
void W_Shotgun_Attack3_Frame1()
return;
}
- W_Shotgun_Attack(FALSE);
+ W_Shotgun_Attack(false);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
}
case WR_AIM:
{
if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, 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:
{
{
if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
{
- W_Shotgun_Attack(TRUE);
+ W_Shotgun_Attack(true);
self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
}
{
if(weapon_prepareattack(0, WEP_CVAR_SEC(shotgun, alt_animtime)))
{
- W_Shotgun_Attack(FALSE);
+ W_Shotgun_Attack(false);
self.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
}
weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
}
- return TRUE;
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/shotgun_fire.wav");
precache_sound("weapons/shotgun_melee.wav");
SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ return true;
}
case WR_SETUP:
{
self.ammo_field = ammo_none;
- return TRUE;
+ return true;
}
case WR_CHECKAMMO1:
{
{
if(IS_BOT_CLIENT(self))
if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
- return FALSE; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
+ return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
switch(WEP_CVAR(shotgun, secondary))
{
- case 1: return TRUE; // melee does not use ammo
+ case 1: return true; // melee does not use ammo
case 2: // secondary triple shot
{
ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= WEP_CVAR_PRI(shotgun, ammo);
return ammo_amount;
}
- default: return FALSE; // secondary unavailable
+ default: return false; // secondary unavailable
}
}
case WR_CONFIG:
{
SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ return true;
}
case WR_RELOAD:
{
W_Reload(WEP_CVAR_PRI(shotgun, ammo), "weapons/reload.wav"); // WEAPONTODO
- return TRUE;
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_SHOTGUN_MURDER;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
self.prevric = time;
}
- return TRUE;
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/ric1.wav");
precache_sound("weapons/ric2.wav");
precache_sound("weapons/ric3.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