IS_CHEAT(i, 0, 0);
if(self.personal)
{
- self.speedrunning = TRUE;
+ self.speedrunning = true;
tracebox(self.personal.origin, self.mins, self.maxs, self.personal.origin, MOVE_WORLDONLY, self);
if(trace_startsolid)
{
setorigin(self, self.personal.origin);
self.oldvelocity = self.velocity = self.personal.velocity;
self.angles = self.personal.v_angle;
- self.fixangle = TRUE;
+ self.fixangle = true;
MUTATOR_CALLHOOK(AbortSpeedrun);
}
self.angles = e.angles;
remove(e);
// should we? self.angles_x = -self.angles_x;
- self.fixangle = TRUE;
+ self.fixangle = true;
self.velocity = '0 0 0';
DID_CHEAT();
break;
{
sprint(self, "Emergency teleport used random location\n");
self.angles_x = -self.angles.x;
- self.fixangle = TRUE;
+ self.fixangle = true;
self.velocity = '0 0 0';
DID_CHEAT();
break;
// arguments:
// effectname
effectnum = particleeffectnum(argv(1));
- W_SetupShot(self, FALSE, FALSE, "", CH_WEAPON_A, 0);
+ W_SetupShot(self, false, false, "", CH_WEAPON_A, 0);
traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
trailparticles(self, effectnum, w_shotorg, trace_endpos);
DID_CHEAT();
// arguments:
// modelname mode
f = stof(argv(2));
- W_SetupShot(self, FALSE, FALSE, "", CH_WEAPON_A, 0);
+ W_SetupShot(self, false, false, "", CH_WEAPON_A, 0);
traceline(w_shotorg, w_shotorg + w_shotdir * 2048, MOVE_NORMAL, self);
if((trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) || trace_fraction == 1)
{
{
// use cheat dragging if cheats are enabled
crosshair_trace_plusvisibletriggers(self);
- Drag(TRUE, TRUE);
+ Drag(true, true);
}
else
{
- Drag(FALSE, FALSE); // execute dragging
+ Drag(false, false); // execute dragging
}
break;
}
{
BEGIN_CHEAT_FUNCTION();
- // returns TRUE when an entity has been picked up
- // If pick is TRUE, the object can also be picked up if it's not being held already
- // If pick is FALSE, only keep dragging the object if it's already being held
+ // returns true when an entity has been picked up
+ // If pick is true, the object can also be picked up if it's not being held already
+ // If pick is false, only keep dragging the object if it's already being held
switch(0)
{
float pick = force_allow_pick;
if (e && !pick)
{
- // pick is TRUE if the object can be picked up. While an object is being carried, the Drag() function
+ // pick is true if the object can be picked up. While an object is being carried, the Drag() function
// must execute for it either way, otherwise it would cause bugs if it went out of the player's trace.
// This also makes sure that an object can only pe picked up if in range, but does not get dropped if
// it goes out of range while slinging it around.
break;
case 1: // owner can grab
if(e.owner == self || e.realowner == self)
- pick = TRUE;
+ pick = true;
break;
case 2: // owner and team mates can grab
if(SAME_TEAM(e.owner, self) || SAME_TEAM(e.realowner, self) || e.team == self.team)
- pick = TRUE;
+ pick = true;
break;
case 3: // anyone can grab
- pick = TRUE;
+ pick = true;
break;
default:
break;
Drag_Begin(self, e, trace_endpos);
if(ischeat)
DID_CHEAT();
- return TRUE;
+ return true;
}
}
}
break;
}
- return FALSE;
+ return false;
}
// on dragger:
{
// TODO add more checks for bad stuff here
if(draggee == world)
- return FALSE;
+ return false;
if(draggee.classname == "func_bobbing")
- return FALSE;
+ return false;
if(draggee.classname == "door") // FIXME find out why these must be excluded, or work around the problem (trying to drag these causes like 4 fps)
- return FALSE;
+ return false;
if(draggee.classname == "plat")
- return FALSE;
+ return false;
if(draggee.classname == "func_button")
- return FALSE;
+ return false;
// if(draggee.model == "")
-// return FALSE;
+// return false;
if(IS_SPEC(draggee))
- return FALSE;
+ return false;
if(IS_OBSERVER(draggee))
- return FALSE;
+ return false;
if(draggee.classname == "exteriorweaponentity")
- return FALSE;
+ return false;
if(draggee.classname == "weaponentity")
- return FALSE;
+ return false;
- return TRUE;
+ return true;
}
float Drag_MayChangeAngles(entity draggee)
{
// TODO add more checks for bad stuff here
if(substring(draggee.model, 0, 1) == "*")
- return FALSE;
- return TRUE;
+ return false;
+ return true;
}
void Drag_MoveForward(entity dragger)
float Drag_IsDragging(entity dragger)
{
if(!dragger.dragentity)
- return FALSE;
+ return false;
if(wasfreed(dragger.dragentity) || dragger.dragentity.draggedby != dragger)
{
dragger.dragentity = world;
- return FALSE;
+ return false;
}
if(!Drag_CanDrag(dragger) || !Drag_IsDraggable(dragger.dragentity))
{
Drag_Finish(dragger);
- return FALSE;
+ return false;
}
- return TRUE;
+ return true;
}
void Drag_MoveDrag(entity from, entity to)