if(self.flags & FL_ONGROUND)
self.multijump_count = 0;
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
{
if (self.flags & FL_JUMPRELEASED && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
- self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
+ self.multijump_ready = true; // this is necessary to check that we released the jump button and pressed it again
else
- self.multijump_ready = FALSE;
+ self.multijump_ready = false;
if(!player_multijump && self.multijump_ready && (autocvar_g_multijump == -1 || self.multijump_count < autocvar_g_multijump) && self.velocity.z > autocvar_g_multijump_speed)
{
{
if (self.velocity.z < autocvar_sv_jumpvelocity)
{
- player_multijump = TRUE;
+ player_multijump = true;
self.velocity_z = 0;
}
}
else
- player_multijump = TRUE;
+ player_multijump = true;
if(player_multijump)
{
self.multijump_count += 1;
}
}
- self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
+ self.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
}
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
{
ret_string = strcat(ret_string, ":multijump");
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsPrettyString)
{
ret_string = strcat(ret_string, ", Multi jump");
- return FALSE;
+ return false;
}
MUTATOR_DEFINITION(mutator_multijump)
MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY);
- return FALSE;
+ return false;
}