if(IS_SPEC(other))
if(other.enemy == self.owner)
self.viewmodelforclient = other;
- return TRUE;
+ return true;
}
/*
{
vector v0;
v0 = self.movedir;
- self.movedir = shotorg_adjust(v0, FALSE, FALSE);
- self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
+ self.movedir = shotorg_adjust(v0, false, false);
+ self.view_ofs = shotorg_adjust(v0, false, true) - v0;
}
self.owner.stat_shotorg = compressShotOrigin(self.movedir);
self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
setorigin(self, self.view_ofs);
// reset animstate now
self.wframe = WFRAME_IDLE;
- setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
+ setanim(self, self.anim_idle, true, false, true);
}
vector CL_Weapon_GetShotOrg(float wpn)
entity mine;
if(self.weapon == WEP_MINE_LAYER)
for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
- return FALSE;
+ return false;
if(self.weapon == WEP_SHOTGUN)
if(!secondary && WEP_CVAR(shotgun, secondary) == 1)
- return FALSE; // no clicking, just allow
+ return false; // no clicking, just allow
if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
{
W_SwitchToOtherWeapon(self);
}
- return FALSE;
+ return false;
}
- return TRUE;
+ return true;
}
.float race_penalty;
float weapon_prepareattack_check(float secondary, float attacktime)
{
if(!weapon_prepareattack_checkammo(secondary))
- return FALSE;
+ return false;
//if sv_ready_restart_after_countdown is set, don't allow the player to shoot
//if all players readied up and the countdown is running
if(time < game_starttime || time < self.race_penalty) {
- return FALSE;
+ return false;
}
if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
- return FALSE;
+ return false;
// do not even think about shooting if switching
if(self.switchweapon != self.weapon)
- return FALSE;
+ return false;
if(attacktime >= 0)
{
// don't fire if previous attack is not finished
if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
- return FALSE;
+ return false;
// don't fire while changing weapon
if (self.weaponentity.state != WS_READY)
- return FALSE;
+ return false;
}
- return TRUE;
+ return true;
}
float weapon_prepareattack_do(float secondary, float attacktime)
{
}
self.bulletcounter += 1;
//dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
- return TRUE;
+ return true;
}
float weapon_prepareattack(float secondary, float attacktime)
{
if(weapon_prepareattack_check(secondary, attacktime))
{
weapon_prepareattack_do(secondary, attacktime);
- return TRUE;
+ return true;
}
else
- return FALSE;
+ return false;
}
void weapon_thinkf(float fr, float t, void() func)
if(fr == WFRAME_DONTCHANGE)
{
fr = self.weaponentity.wframe;
- restartanim = FALSE;
+ restartanim = false;
}
else if (fr == WFRAME_IDLE)
- restartanim = FALSE;
+ restartanim = false;
else
- restartanim = TRUE;
+ restartanim = true;
of = v_forward;
or = v_right;
else // if (fr == WFRAME_RELOAD)
a = self.weaponentity.anim_reload;
a.z *= g_weaponratefactor;
- setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
+ setanim(self.weaponentity, a, restartanim == false, restartanim, restartanim);
}
v_forward = of;