mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
- globally search and replaced TRUE and FALSE in SW.
There were a handful of warnings afterward which were also addressed. The SWBOOL type has not been handled yet.
This commit is contained in:
parent
b2272bd377
commit
1a647e8104
46 changed files with 1276 additions and 1286 deletions
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@ -269,14 +269,4 @@ void bfirst_search_try(T *const list, uint8_t *const bitmap, T *const eltnumptr,
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/* End dependence on compat.o object. */
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////////// EDuke32-specific features //////////
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#ifndef TRUE
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# define TRUE 1
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#endif
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#ifndef FALSE
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# define FALSE 0
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#endif
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#endif // compat_h_
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@ -334,7 +334,7 @@ DoActorSectorDamage(short SpriteNum)
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SECTORp sectp = §or[sp->sectnum];
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if (u->Health <= 0)
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return FALSE;
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return false;
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if (sectu && sectu->damage)
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{
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@ -349,7 +349,7 @@ DoActorSectorDamage(short SpriteNum)
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{
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UpdateSinglePlayKills(SpriteNum);
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DoActorDie(SpriteNum, WPN_NM_LAVA);
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return TRUE;
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return true;
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}
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}
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}
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@ -364,7 +364,7 @@ DoActorSectorDamage(short SpriteNum)
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{
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UpdateSinglePlayKills(SpriteNum);
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DoActorDie(SpriteNum, WPN_NM_LAVA);
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return TRUE;
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return true;
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}
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}
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}
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@ -382,14 +382,14 @@ DoActorSectorDamage(short SpriteNum)
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}
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else
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{
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ASSERT(TRUE == FALSE);
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ASSERT(true == false);
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//DoActorDie(SpriteNum, WPN_NM_SECTOR_SQUISH);
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}
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return TRUE;
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return true;
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}
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return FALSE;
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return false;
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}
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@ -641,7 +641,7 @@ DoActorSlide(short SpriteNum)
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if (!move_actor(SpriteNum, nx, ny, 0L))
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{
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RESET(u->Flags, SPR_SLIDING);
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return FALSE;
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return false;
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}
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u->slide_vel -= u->slide_dec * ACTORMOVETICS;
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@ -651,7 +651,7 @@ DoActorSlide(short SpriteNum)
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RESET(u->Flags, SPR_SLIDING);
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}
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return TRUE;
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return true;
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}
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// !AIC - Actor jumping and falling
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@ -118,7 +118,7 @@ SWBOOL ActorMoveHitReact(short SpriteNum)
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{
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USERp u = User[SpriteNum];
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// Should only return TRUE if there is a reaction to what was hit that
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// Should only return true if there is a reaction to what was hit that
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// would cause the calling function to abort
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switch (TEST(u->ret, HIT_MASK))
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@ -140,7 +140,7 @@ SWBOOL ActorMoveHitReact(short SpriteNum)
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if (action)
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{
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(*action)(SpriteNum);
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return TRUE;
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return true;
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}
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}
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break;
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@ -157,7 +157,7 @@ SWBOOL ActorMoveHitReact(short SpriteNum)
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}
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}
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return FALSE;
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return false;
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}
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@ -177,10 +177,10 @@ SWBOOL ActorFlaming(short SpriteNum)
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MONO_PRINT(ds);
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if (SPRITEp_SIZE_Z(fp) > size)
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return TRUE;
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return true;
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}
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return FALSE;
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return false;
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}
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void
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@ -217,7 +217,7 @@ ChooseAction(DECISION decision[])
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// !JIM! Here is an opportunity for some AI, instead of randomness!
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random_value = RANDOM_P2(1024<<5)>>5;
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for (i = 0; TRUE; i++)
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for (i = 0; true; i++)
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{
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ASSERT(i < 10);
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@ -240,7 +240,7 @@ ChooseActionNumber(short decision[])
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random_value = RANDOM_P2(1024<<5)>>5;
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for (i = 0; TRUE; i++)
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for (i = 0; true; i++)
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{
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if (random_value <= decision[i])
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{
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@ -318,12 +318,12 @@ CanSeePlayer(short SpriteNum)
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int look_height = SPRITEp_TOS(sp);
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//if (FAF_Sector(sp->sectnum))
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// return(TRUE);
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// return(true);
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if (u->tgt_sp && FAFcansee(sp->x, sp->y, look_height, sp->sectnum, u->tgt_sp->x, u->tgt_sp->y, SPRITEp_UPPER(u->tgt_sp), u->tgt_sp->sectnum))
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return TRUE;
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return true;
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else
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return FALSE;
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return false;
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}
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int
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@ -333,12 +333,12 @@ CanHitPlayer(short SpriteNum)
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SPRITEp sp = User[SpriteNum]->SpriteP, hp;
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hitdata_t hitinfo;
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int xvect,yvect,zvect;
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short ang,ret=FALSE;
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short ang,ret=false;
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// if actor can still see the player
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int zhs, zhh;
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//if (FAF_Sector(sp->sectnum))
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// return(TRUE);
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// return(true);
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zhs = sp->z - DIV2(SPRITEp_SIZE_Z(sp));
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@ -358,13 +358,13 @@ CanHitPlayer(short SpriteNum)
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else if (hp->y - sp->y != 0)
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zvect = yvect * ((zhh - zhs)/(hp->y - sp->y));
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else
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return FALSE;
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return false;
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// so actors won't shoot straight up at you
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// need to be a bit of a distance away
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// before they have a valid shot
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// if (labs(zvect / FindDistance2D(hp->x - sp->x, hp->y - sp->y)) > 200)
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// return(FALSE);
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// return(false);
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FAFhitscan(sp->x, sp->y, zhs, sp->sectnum,
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xvect,
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@ -373,15 +373,15 @@ CanHitPlayer(short SpriteNum)
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&hitinfo, CLIPMASK_MISSILE);
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if (hitinfo.sect < 0)
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return FALSE;
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return false;
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if (hitinfo.sprite == u->tgt_sp - sprite)
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return TRUE;
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return true;
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////DSPRINTF(ds,"CanHit %s",ret ? "TRUE" : "FALSE");
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////DSPRINTF(ds,"CanHit %s",ret ? "true" : "false");
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//MONO_PRINT(ds);
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return FALSE;
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return false;
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}
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/*
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@ -399,7 +399,7 @@ DoActorPickClosePlayer(short SpriteNum)
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PLAYERp pp;
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// if actor can still see the player
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int look_height = SPRITEp_TOS(sp);
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SWBOOL found = FALSE;
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SWBOOL found = false;
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int i,nexti;
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if (u->ID == ZOMBIE_RUN_R0 && gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
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@ -454,7 +454,7 @@ DoActorPickClosePlayer(short SpriteNum)
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// see if you can find someone close that you can SEE
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near_dist = MAX_ACTIVE_RANGE;
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found = FALSE;
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found = false;
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TRAVERSE_CONNECT(pnum)
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{
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pp = &Player[pnum];
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@ -480,7 +480,7 @@ DoActorPickClosePlayer(short SpriteNum)
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{
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near_dist = dist;
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u->tgt_sp = pp->SpriteP;
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found = TRUE;
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found = true;
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}
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}
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@ -553,13 +553,13 @@ int DoActorOperate(short SpriteNum)
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unsigned int i;
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if (u->ID == HORNET_RUN_R0 || u->ID == EEL_RUN_R0 || u->ID == BUNNY_RUN_R0)
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return FALSE;
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return false;
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if (u->Rot == u->ActorActionSet->Sit || u->Rot == u->ActorActionSet->Stand)
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return FALSE;
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return false;
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if ((u->WaitTics -= ACTORMOVETICS) > 0)
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return FALSE;
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return false;
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//DSPRINTF(ds,"sp->x = %ld, sp->y = %ld, sp->sector = %d, tp->x = %ld, tp->y = %ld, tp->ang = %d\n",sp->x,sp->y,sp->sectnum,tpoint->x,tpoint->y,tpoint->ang);
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//MONO_PRINT(ds);
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@ -579,7 +579,7 @@ int DoActorOperate(short SpriteNum)
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#if 0 // Actors don't hit switches on a whim
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if (nearsprite >= 0 && nearhitdist < 1024)
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{
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if (OperateSprite(nearsprite, FALSE))
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if (OperateSprite(nearsprite, false))
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{
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u->WaitTics = 2 * 120;
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@ -592,7 +592,7 @@ int DoActorOperate(short SpriteNum)
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if (nearsector >= 0 && nearhitdist < 1024)
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{
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if (OperateSector(nearsector, FALSE))
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if (OperateSector(nearsector, false))
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{
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u->WaitTics = 2 * 120;
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@ -602,14 +602,14 @@ int DoActorOperate(short SpriteNum)
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if (nearwall >= 0 && nearhitdist < 1024)
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{
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if (OperateWall(nearwall, FALSE))
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if (OperateWall(nearwall, false))
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{
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u->WaitTics = 2 * 120;
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NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
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}
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}
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return TRUE;
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return true;
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}
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@ -639,7 +639,7 @@ DoActorActionDecide(short SpriteNum)
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int dist;
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ANIMATORp action;
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USERp pu=NULL;
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SWBOOL ICanSee=FALSE;
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SWBOOL ICanSee=false;
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// REMINDER: This function is not even called if SpriteControl doesn't let
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// it get called
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@ -794,7 +794,7 @@ DoActorActionDecide(short SpriteNum)
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if (!u->DidAlert && ICanSee)
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{
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DoActorNoise(InitActorAlertNoise, SpriteNum);
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u->DidAlert = TRUE;
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u->DidAlert = true;
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}
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return action;
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@ -590,11 +590,11 @@ int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, short ang, short
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if (!break_info)
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{
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return FALSE;
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return false;
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}
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// Check to see if it should break with current weapon type
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if (!CheckBreakToughness(break_info, type)) return FALSE;
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if (!CheckBreakToughness(break_info, type)) return false;
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if (hit_x != INT32_MAX)
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{
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@ -657,7 +657,7 @@ int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, short ang, short
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}
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return TRUE;
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return true;
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}
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SWBOOL UserBreakWall(WALLp wp, short)
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@ -668,7 +668,7 @@ SWBOOL UserBreakWall(WALLp wp, short)
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int block_flags = CSTAT_WALL_BLOCK|CSTAT_WALL_BLOCK_HITSCAN;
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int type_flags = CSTAT_WALL_TRANSLUCENT|CSTAT_WALL_MASKED|CSTAT_WALL_1WAY;
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int flags = block_flags|type_flags;
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short ret = FALSE;
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short ret = false;
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SpriteNum = FindBreakSpriteMatch(match);
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@ -684,13 +684,13 @@ SWBOOL UserBreakWall(WALLp wp, short)
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wp->hitag = wp->lotag = 0;
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if (wp->nextwall >= 0)
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wall[wp->nextwall].hitag = wall[wp->nextwall].lotag = 0;
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return TRUE;
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return true;
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}
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sp = &sprite[SpriteNum];
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if (wp->picnum == SP_TAG5(sp))
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return TRUE;
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return true;
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// make it BROKEN
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if (SP_TAG7(sp) <= 1)
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@ -705,7 +705,7 @@ SWBOOL UserBreakWall(WALLp wp, short)
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wp->hitag = wp->lotag = 0;
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if (wp->nextwall >= 0)
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wall[wp->nextwall].hitag = wall[wp->nextwall].lotag = 0;
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ret = FALSE;
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ret = false;
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}
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else if (SP_TAG8(sp) == 1)
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{
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@ -718,7 +718,7 @@ SWBOOL UserBreakWall(WALLp wp, short)
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if (wp->nextwall >= 0)
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wall[wp->nextwall].hitag = wall[wp->nextwall].lotag = 0;
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ret = TRUE;
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ret = true;
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}
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else if (SP_TAG8(sp) == 2)
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{
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@ -735,7 +735,7 @@ SWBOOL UserBreakWall(WALLp wp, short)
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if (wp->nextwall >= 0)
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wall[wp->nextwall].hitag = wall[wp->nextwall].lotag = 0;
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ret = FALSE;
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ret = false;
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}
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return ret;
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@ -748,7 +748,7 @@ SWBOOL UserBreakWall(WALLp wp, short)
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DoSpawnSpotsForDamage(match);
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}
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return FALSE;
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return false;
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}
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int WallBreakPosition(short hit_wall, short *sectnum, int *x, int *y, int *z, short *ang)
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@ -810,10 +810,10 @@ int WallBreakPosition(short hit_wall, short *sectnum, int *x, int *y, int *z, sh
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if (*sectnum < 0)
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{
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*x = INT32_MAX; // don't spawn shrap, just change wall
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return FALSE;
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return false;
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}
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return TRUE;
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return true;
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}
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// If the tough parameter is not set, then it can't break tough walls and sprites
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@ -824,7 +824,7 @@ SWBOOL HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, short ang, short
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if (match > 0)
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{
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UserBreakWall(wp, ang);
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return TRUE;
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return true;
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}
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//if (hit_x == INT32_MAX)
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@ -834,7 +834,7 @@ SWBOOL HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, short ang, short
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}
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AutoBreakWall(wp, hit_x, hit_y, hit_z, ang, type);
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return TRUE;
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return true;
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}
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//
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@ -891,14 +891,14 @@ int UserBreakSprite(short BreakSprite)
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DeleteNoSoundOwner(BreakSprite);
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//change_sprite_stat(BreakSprite, STAT_SUICIDE);
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KillBreakSprite(BreakSprite);
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return TRUE;
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return true;
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}
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sp = &sprite[SpriteNum];
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match_extra = SP_TAG6(bp);
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if (bp->picnum == SP_TAG5(sp))
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return TRUE;
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return true;
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// make it BROKEN
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if (SP_TAG7(sp) <= 1)
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@ -921,7 +921,7 @@ int UserBreakSprite(short BreakSprite)
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KillBreakSprite(BreakSprite);
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//KillSprite(BreakSprite);
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//change_sprite_stat(BreakSprite, STAT_SUICIDE);
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return TRUE;
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return true;
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}
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else if (SP_TAG8(sp) == 2)
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// leave it
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@ -946,7 +946,7 @@ int UserBreakSprite(short BreakSprite)
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DoSpawnSpotsForDamage(match_extra);
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}
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return FALSE;
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return false;
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}
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int AutoBreakSprite(short BreakSprite, short type)
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@ -965,7 +965,7 @@ int AutoBreakSprite(short BreakSprite, short type)
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{
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//DSPRINTF(ds,"Break Info not found - sprite %d", bp - sprite);
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MONO_PRINT(ds);
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return FALSE;
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return false;
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}
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// Check to see if it should break with current weapon type
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@ -988,7 +988,7 @@ int AutoBreakSprite(short BreakSprite, short type)
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RESET(bp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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}
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return FALSE;
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return false;
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}
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RESET(bp->extra, SPRX_BREAKABLE);
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@ -1012,7 +1012,7 @@ int AutoBreakSprite(short BreakSprite, short type)
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KillBreakSprite(BreakSprite);
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//change_sprite_stat(BreakSprite, STAT_SUICIDE);
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//KillSprite(BreakSprite);
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return TRUE;
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return true;
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}
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else
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{
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@ -1021,7 +1021,7 @@ int AutoBreakSprite(short BreakSprite, short type)
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RESET(bp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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}
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return FALSE;
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return false;
|
||||
}
|
||||
|
||||
SWBOOL NullActor(USERp u)
|
||||
|
@ -1030,17 +1030,17 @@ SWBOOL NullActor(USERp u)
|
|||
|
||||
// check to see if attached to SO
|
||||
if (TEST(u->Flags, SPR_SO_ATTACHED))
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
// does not have a STATE or FUNC to control it
|
||||
if (!u->State)
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
// does not have a STATE or FUNC to control it
|
||||
if (!u->ActorActionFunc)
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int HitBreakSprite(short BreakSprite, short type)
|
||||
|
@ -1051,12 +1051,12 @@ int HitBreakSprite(short BreakSprite, short type)
|
|||
//SPRITEp sp;
|
||||
// ignore as a breakable if true
|
||||
//if (sp->lotag == TAG_SPRITE_HIT_MATCH)
|
||||
// return(FALSE);
|
||||
// return(false);
|
||||
|
||||
if (TEST_BOOL1(bp))
|
||||
{
|
||||
if (TEST_BOOL2(bp))
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
return UserBreakSprite(BreakSprite);
|
||||
}
|
||||
|
@ -1069,7 +1069,7 @@ int HitBreakSprite(short BreakSprite, short type)
|
|||
|
||||
SpawnShrap(BreakSprite, -1);
|
||||
RESET(bp->extra, SPRX_BREAKABLE);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return AutoBreakSprite(BreakSprite,type);
|
||||
|
|
|
@ -832,7 +832,7 @@ PickBunnyJumpSpeed(short SpriteNum, int pix_height)
|
|||
u->jump_speed = -600;
|
||||
u->jump_grav = 8;
|
||||
|
||||
while (TRUE)
|
||||
while (true)
|
||||
{
|
||||
if (GetBunnyJumpHeight(u->jump_speed, u->jump_grav) > pix_height + 20)
|
||||
break;
|
||||
|
@ -931,7 +931,7 @@ DoPickCloseBunny(short SpriteNum)
|
|||
|
||||
// if actor can still see the player
|
||||
int look_height = SPRITEp_TOS(sp);
|
||||
SWBOOL ICanSee = FALSE;
|
||||
SWBOOL ICanSee = false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
|
||||
{
|
||||
|
@ -965,7 +965,7 @@ DoBunnyQuickJump(short SpriteNum)
|
|||
SPRITEp sp = &sprite[SpriteNum];
|
||||
USERp u = User[SpriteNum];
|
||||
|
||||
if (u->spal != PALETTE_PLAYER8) return FALSE;
|
||||
if (u->spal != PALETTE_PLAYER8) return false;
|
||||
|
||||
if (!u->lo_sp && u->spal == PALETTE_PLAYER8 && MoveSkip4)
|
||||
DoPickCloseBunny(SpriteNum);
|
||||
|
@ -977,12 +977,12 @@ DoBunnyQuickJump(short SpriteNum)
|
|||
SPRITEp tsp = u->lo_sp;
|
||||
USERp tu = User[hit_sprite];
|
||||
|
||||
if (!tu || tu->ID != BUNNY_RUN_R0) return FALSE;
|
||||
if (!tu || tu->ID != BUNNY_RUN_R0) return false;
|
||||
|
||||
|
||||
// Not mature enough yet
|
||||
if (sp->xrepeat != 64 || sp->yrepeat != 64) return FALSE;
|
||||
if (tsp->xrepeat != 64 || tsp->yrepeat != 64) return FALSE;
|
||||
if (sp->xrepeat != 64 || sp->yrepeat != 64) return false;
|
||||
if (tsp->xrepeat != 64 || tsp->yrepeat != 64) return false;
|
||||
|
||||
// Kill a rival
|
||||
// Only males fight
|
||||
|
@ -995,7 +995,7 @@ DoBunnyQuickJump(short SpriteNum)
|
|||
tu->Health = 0;
|
||||
|
||||
// Blood fountains
|
||||
InitBloodSpray(hit_sprite,TRUE,-1);
|
||||
InitBloodSpray(hit_sprite,true,-1);
|
||||
|
||||
if (SpawnShrap(hit_sprite, SpriteNum))
|
||||
{
|
||||
|
@ -1007,7 +1007,7 @@ DoBunnyQuickJump(short SpriteNum)
|
|||
Bunny_Count--; // Bunny died
|
||||
|
||||
u->lo_sp = NULL;
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1020,11 +1020,11 @@ DoBunnyQuickJump(short SpriteNum)
|
|||
USERp tu = User[hit_sprite];
|
||||
|
||||
|
||||
if (!tu || tu->ID != BUNNY_RUN_R0) return FALSE;
|
||||
if (!tu || tu->ID != BUNNY_RUN_R0) return false;
|
||||
|
||||
// Not mature enough to mate yet
|
||||
if (sp->xrepeat != 64 || sp->yrepeat != 64) return FALSE;
|
||||
if (tsp->xrepeat != 64 || tsp->yrepeat != 64) return FALSE;
|
||||
if (sp->xrepeat != 64 || sp->yrepeat != 64) return false;
|
||||
if (tsp->xrepeat != 64 || tsp->yrepeat != 64) return false;
|
||||
|
||||
if (tu->ShellNum <= 0 && tu->WaitTics <= 0 && u->WaitTics <= 0)
|
||||
{
|
||||
|
@ -1032,7 +1032,7 @@ DoBunnyQuickJump(short SpriteNum)
|
|||
{
|
||||
PLAYERp pp = NULL;
|
||||
|
||||
if (RANDOM_RANGE(1000) < 995 && tu->spal != PALETTE_PLAYER0) return FALSE;
|
||||
if (RANDOM_RANGE(1000) < 995 && tu->spal != PALETTE_PLAYER0) return false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
|
||||
|
@ -1041,7 +1041,7 @@ DoBunnyQuickJump(short SpriteNum)
|
|||
|
||||
if (tu->spal != PALETTE_PLAYER0)
|
||||
{
|
||||
if (tu->Flag1 > 0) return FALSE;
|
||||
if (tu->Flag1 > 0) return false;
|
||||
tu->FlagOwner = 1; // FAG!
|
||||
tu->Flag1 = SEC(10);
|
||||
if (pp)
|
||||
|
@ -1091,12 +1091,12 @@ DoBunnyQuickJump(short SpriteNum)
|
|||
SET(tsp->cstat, CSTAT_SPRITE_INVISIBLE); // Turn em' invisible
|
||||
}
|
||||
u->WaitTics = tu->WaitTics = SEC(10); // Mate for this long
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -1215,7 +1215,7 @@ void BunnyHatch(short Weapon)
|
|||
Bunny_Count--; // Bunny died
|
||||
|
||||
// Blood fountains
|
||||
InitBloodSpray(Weapon,TRUE,-1);
|
||||
InitBloodSpray(Weapon,true,-1);
|
||||
|
||||
if (SpawnShrap(Weapon, New))
|
||||
{
|
||||
|
@ -1394,8 +1394,8 @@ DoBunnyMove(short SpriteNum)
|
|||
int
|
||||
BunnySpew(short SpriteNum)
|
||||
{
|
||||
//InitBloodSpray(SpriteNum,TRUE,-1);
|
||||
InitBloodSpray(SpriteNum,TRUE,-1);
|
||||
//InitBloodSpray(SpriteNum,true,-1);
|
||||
InitBloodSpray(SpriteNum,true,-1);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -45,8 +45,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
SWBOOL CheatInputMode = FALSE;
|
||||
SWBOOL EveryCheat = FALSE;
|
||||
SWBOOL CheatInputMode = false;
|
||||
SWBOOL EveryCheat = false;
|
||||
SWBOOL mapcheat = false;
|
||||
extern SWBOOL FAF_DebugView;
|
||||
|
||||
|
@ -219,7 +219,7 @@ static void ItemCheat(int player)
|
|||
{
|
||||
auto p = &Player[player];
|
||||
PutStringInfo(p, GStrings("GIVING EVERYTHING!"));
|
||||
memset(p->HasKey, TRUE, sizeof(p->HasKey));
|
||||
memset(p->HasKey, true, sizeof(p->HasKey));
|
||||
|
||||
p->WpnShotgunAuto = 50;
|
||||
p->WpnRocketHeat = 5;
|
||||
|
@ -299,7 +299,7 @@ static void cmd_Give(int player, uint8_t** stream, bool skip)
|
|||
break;
|
||||
|
||||
case GIVE_KEYS:
|
||||
memset(Player[player].HasKey, TRUE, sizeof(Player[player].HasKey));
|
||||
memset(Player[player].HasKey, true, sizeof(Player[player].HasKey));
|
||||
PutStringInfo(&Player[player], GStrings("TXTS_GIVEKEY"));
|
||||
break;
|
||||
|
||||
|
|
|
@ -225,77 +225,77 @@ InitPalette(void)
|
|||
for (i = 0; i < 256; i++)
|
||||
tempbuf[i] = i;
|
||||
// palette for underwater
|
||||
lookups.makeTable(PALETTE_DIVE, tempbuf, 0, 0, FOG_AMT, TRUE);
|
||||
lookups.makeTable(PALETTE_DIVE, tempbuf, 0, 0, FOG_AMT, true);
|
||||
|
||||
for (i = 0; i < 256; i++)
|
||||
tempbuf[i] = i;
|
||||
lookups.makeTable(PALETTE_FOG, tempbuf, FOG_AMT, FOG_AMT, FOG_AMT, TRUE);
|
||||
lookups.makeTable(PALETTE_FOG, tempbuf, FOG_AMT, FOG_AMT, FOG_AMT, true);
|
||||
|
||||
for (i = 0; i < 256; i++)
|
||||
tempbuf[i] = i;
|
||||
lookups.makeTable(PALETTE_DIVE_LAVA, tempbuf, LAVA_AMT, 0, 0, TRUE);
|
||||
lookups.makeTable(PALETTE_DIVE_LAVA, tempbuf, LAVA_AMT, 0, 0, true);
|
||||
|
||||
//
|
||||
// 1 Range changes
|
||||
//
|
||||
|
||||
MapColors(PALETTE_BROWN_RIPPER, BrownRipper, TRUE, tempbuf);
|
||||
lookups.makeTable(PALETTE_BROWN_RIPPER, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_BROWN_RIPPER, BrownRipper, true, tempbuf);
|
||||
lookups.makeTable(PALETTE_BROWN_RIPPER, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_SKEL_GORE, SkelGore, TRUE, tempbuf);
|
||||
lookups.makeTable(PALETTE_SKEL_GORE, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_SKEL_GORE, SkelGore, true, tempbuf);
|
||||
lookups.makeTable(PALETTE_SKEL_GORE, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_ELECTRO_GORE, ElectroGore, TRUE, tempbuf);
|
||||
lookups.makeTable(PALETTE_ELECTRO_GORE, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_ELECTRO_GORE, ElectroGore, true, tempbuf);
|
||||
lookups.makeTable(PALETTE_ELECTRO_GORE, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_MENU_HIGHLIGHT, MenuHighlight, TRUE, tempbuf);
|
||||
lookups.makeTable(PALETTE_MENU_HIGHLIGHT, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_MENU_HIGHLIGHT, MenuHighlight, true, tempbuf);
|
||||
lookups.makeTable(PALETTE_MENU_HIGHLIGHT, tempbuf, 0, 0, 0, true);
|
||||
|
||||
//
|
||||
// Multiple range changes
|
||||
//
|
||||
|
||||
MapColors(PALETTE_BASIC_NINJA, NinjaBasic[0], TRUE, tempbuf);
|
||||
MapColors(PALETTE_BASIC_NINJA, NinjaBasic[0], true, tempbuf);
|
||||
for (i = 1; i < SIZ(NinjaBasic); i++)
|
||||
MapColors(PALETTE_BASIC_NINJA, NinjaBasic[i], FALSE, tempbuf);
|
||||
lookups.makeTable(PALETTE_BASIC_NINJA, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_BASIC_NINJA, NinjaBasic[i], false, tempbuf);
|
||||
lookups.makeTable(PALETTE_BASIC_NINJA, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_RED_NINJA, NinjaRed[0], TRUE, tempbuf);
|
||||
MapColors(PALETTE_RED_NINJA, NinjaRed[0], true, tempbuf);
|
||||
for (i = 1; i < SIZ(NinjaRed); i++)
|
||||
MapColors(PALETTE_RED_NINJA, NinjaRed[i], FALSE, tempbuf);
|
||||
lookups.makeTable(PALETTE_RED_NINJA, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_RED_NINJA, NinjaRed[i], false, tempbuf);
|
||||
lookups.makeTable(PALETTE_RED_NINJA, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_GREEN_NINJA, NinjaGreen[0], TRUE, tempbuf);
|
||||
MapColors(PALETTE_GREEN_NINJA, NinjaGreen[0], true, tempbuf);
|
||||
for (i = 1; i < SIZ(NinjaGreen); i++)
|
||||
MapColors(PALETTE_GREEN_NINJA, NinjaGreen[i], FALSE, tempbuf);
|
||||
lookups.makeTable(PALETTE_GREEN_NINJA, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_GREEN_NINJA, NinjaGreen[i], false, tempbuf);
|
||||
lookups.makeTable(PALETTE_GREEN_NINJA, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_GREEN_LIGHTING, AllToGreen[0], TRUE, tempbuf);
|
||||
MapColors(PALETTE_GREEN_LIGHTING, AllToGreen[0], true, tempbuf);
|
||||
for (i = 1; i < SIZ(AllToGreen); i++)
|
||||
MapColors(PALETTE_GREEN_LIGHTING, AllToGreen[i], FALSE, tempbuf);
|
||||
lookups.makeTable(PALETTE_GREEN_LIGHTING, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_GREEN_LIGHTING, AllToGreen[i], false, tempbuf);
|
||||
lookups.makeTable(PALETTE_GREEN_LIGHTING, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_RED_LIGHTING, AllToRed[0], TRUE, tempbuf);
|
||||
MapColors(PALETTE_RED_LIGHTING, AllToRed[0], true, tempbuf);
|
||||
for (i = 1; i < SIZ(AllToRed); i++)
|
||||
MapColors(PALETTE_RED_LIGHTING, AllToRed[i], FALSE, tempbuf);
|
||||
lookups.makeTable(PALETTE_RED_LIGHTING, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_RED_LIGHTING, AllToRed[i], false, tempbuf);
|
||||
lookups.makeTable(PALETTE_RED_LIGHTING, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_BLUE_LIGHTING, AllToBlue[0], TRUE, tempbuf);
|
||||
MapColors(PALETTE_BLUE_LIGHTING, AllToBlue[0], true, tempbuf);
|
||||
for (i = 1; i < SIZ(AllToBlue); i++)
|
||||
MapColors(PALETTE_BLUE_LIGHTING, AllToBlue[i], FALSE, tempbuf);
|
||||
lookups.makeTable(PALETTE_BLUE_LIGHTING, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_BLUE_LIGHTING, AllToBlue[i], false, tempbuf);
|
||||
lookups.makeTable(PALETTE_BLUE_LIGHTING, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_ILLUMINATE, Illuminate[0], TRUE, tempbuf);
|
||||
MapColors(PALETTE_ILLUMINATE, Illuminate[0], true, tempbuf);
|
||||
for (i = 1; i < SIZ(Illuminate); i++)
|
||||
MapColors(PALETTE_ILLUMINATE, Illuminate[i], FALSE, tempbuf);
|
||||
lookups.makeTable(PALETTE_ILLUMINATE, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_ILLUMINATE, Illuminate[i], false, tempbuf);
|
||||
lookups.makeTable(PALETTE_ILLUMINATE, tempbuf, 0, 0, 0, true);
|
||||
|
||||
// PLAYER COLORS - ALSO USED FOR OTHER THINGS
|
||||
for (play = 0; play < PLAYER_COLOR_MAPS; play++)
|
||||
{
|
||||
MapColors(PALETTE_PLAYER0 + play, PlayerColorMap[play][0], TRUE, tempbuf);
|
||||
MapColors(PALETTE_PLAYER0 + play, PlayerColorMap[play][0], FALSE, tempbuf);
|
||||
lookups.makeTable(PALETTE_PLAYER0 + play, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_PLAYER0 + play, PlayerColorMap[play][0], true, tempbuf);
|
||||
MapColors(PALETTE_PLAYER0 + play, PlayerColorMap[play][0], false, tempbuf);
|
||||
lookups.makeTable(PALETTE_PLAYER0 + play, tempbuf, 0, 0, 0, true);
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -307,7 +307,7 @@ InitPalette(void)
|
|||
// invert the brown palette
|
||||
for (i = 0; i < 32; i++)
|
||||
tempbuf[LT_BROWN + i] = (LT_BROWN + 32) - i;
|
||||
lookups.makeTable(PALETTE_SLUDGE, tempbuf, 0, 0, 0, TRUE);
|
||||
lookups.makeTable(PALETTE_SLUDGE, tempbuf, 0, 0, 0, true);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -640,8 +640,8 @@ int DoCoolgMatchPlayerZ(short SpriteNum)
|
|||
// If blocking bits get unset, just die
|
||||
if (!TEST(sp->cstat,CSTAT_SPRITE_BLOCK) || !TEST(sp->cstat,CSTAT_SPRITE_BLOCK_HITSCAN))
|
||||
{
|
||||
InitBloodSpray(SpriteNum, TRUE, 105);
|
||||
InitBloodSpray(SpriteNum, TRUE, 105);
|
||||
InitBloodSpray(SpriteNum, true, 105);
|
||||
InitBloodSpray(SpriteNum, true, 105);
|
||||
UpdateSinglePlayKills(SpriteNum);
|
||||
SetSuicide(SpriteNum);
|
||||
}
|
||||
|
|
|
@ -197,7 +197,7 @@ void CopySectorMatch(short match)
|
|||
// update sprites postions so they aren't in the
|
||||
// wrong place for one frame
|
||||
GlobSpeedSO = 0;
|
||||
RefreshPoints(sop, 0, 0, TRUE);
|
||||
RefreshPoints(sop, 0, 0, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -202,7 +202,7 @@ void GameInterface::StartGame(FNewGameStartup& gs)
|
|||
map = FindMapByLevelNum(1);
|
||||
|
||||
if (!map) return;
|
||||
CameraTestMode = FALSE;
|
||||
CameraTestMode = false;
|
||||
StopFX();
|
||||
|
||||
//InitNewGame();
|
||||
|
|
|
@ -58,7 +58,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
static int OverlapDraw = FALSE;
|
||||
static int OverlapDraw = false;
|
||||
extern SWBOOL QuitFlag, SpriteInfo;
|
||||
extern SWBOOL Voxel;
|
||||
extern char buffer[];
|
||||
|
@ -253,7 +253,7 @@ DoShadowFindGroundPoint(tspriteptr_t sp)
|
|||
break;
|
||||
|
||||
default:
|
||||
ASSERT(TRUE == FALSE);
|
||||
ASSERT(true == false);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -708,13 +708,13 @@ analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
|
|||
// if sector pal is something other than default
|
||||
SECT_USERp sectu = SectUser[tsp->sectnum];
|
||||
uint8_t pal = sector[tsp->sectnum].floorpal;
|
||||
SWBOOL nosectpal=FALSE;
|
||||
SWBOOL nosectpal=false;
|
||||
|
||||
// sprite does not take on the new pal if sector flag is set
|
||||
if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE))
|
||||
{
|
||||
pal = PALETTE_DEFAULT;
|
||||
nosectpal = TRUE;
|
||||
nosectpal = true;
|
||||
}
|
||||
|
||||
//if(tu->spal == PALETTE_DEFAULT)
|
||||
|
@ -1271,8 +1271,8 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, fixed_t
|
|||
int i,nexti;
|
||||
short ang;
|
||||
SPRITEp sp;
|
||||
SWBOOL found_camera = FALSE;
|
||||
SWBOOL player_in_camera = FALSE;
|
||||
SWBOOL found_camera = false;
|
||||
SWBOOL player_in_camera = false;
|
||||
SWBOOL FAFcansee_test;
|
||||
SWBOOL ang_test;
|
||||
|
||||
|
@ -1308,7 +1308,7 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, fixed_t
|
|||
case 1:
|
||||
pp->last_camera_sp = sp;
|
||||
CircleCamera(tx, ty, tz, tsectnum, tq16ang, 100);
|
||||
found_camera = TRUE;
|
||||
found_camera = true;
|
||||
break;
|
||||
|
||||
default:
|
||||
|
@ -1346,7 +1346,7 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, fixed_t
|
|||
*tz = sp->z;
|
||||
*tsectnum = sp->sectnum;
|
||||
|
||||
found_camera = TRUE;
|
||||
found_camera = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1601,7 +1601,7 @@ void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, short
|
|||
}
|
||||
}
|
||||
|
||||
short ScreenSavePic = FALSE;
|
||||
short ScreenSavePic = false;
|
||||
|
||||
SWBOOL PicInView(short, SWBOOL);
|
||||
void DoPlayerDiveMeter(PLAYERp pp);
|
||||
|
@ -1626,7 +1626,7 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
|
||||
int const viewingRange = viewingrange;
|
||||
|
||||
DrawScreen = TRUE;
|
||||
DrawScreen = true;
|
||||
PreDraw();
|
||||
|
||||
PreUpdatePanel(smoothratio);
|
||||
|
@ -1743,9 +1743,9 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
|
||||
videoSetCorrectedAspect();
|
||||
renderSetAspect(xs_CRoundToInt(double(viewingrange)* tan(r_fov* (PI / 360.))), yxaspect);
|
||||
OverlapDraw = TRUE;
|
||||
OverlapDraw = true;
|
||||
DrawOverlapRoom(tx, ty, tz, tq16ang, tq16horiz, tsectnum);
|
||||
OverlapDraw = FALSE;
|
||||
OverlapDraw = false;
|
||||
|
||||
if (automapMode != am_full)// && !ScreenSavePic)
|
||||
{
|
||||
|
@ -1759,7 +1759,7 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
if (!FAF_DebugView)
|
||||
FAF_DrawRooms(tx, ty, tz, tq16ang, tq16horiz, tsectnum);
|
||||
|
||||
analyzesprites(tx, ty, tz, FALSE);
|
||||
analyzesprites(tx, ty, tz, false);
|
||||
post_analyzesprites();
|
||||
renderDrawMasks();
|
||||
|
||||
|
@ -1812,7 +1812,7 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
// if doing a screen save don't need to process the rest
|
||||
if (ScreenSavePic)
|
||||
{
|
||||
DrawScreen = FALSE;
|
||||
DrawScreen = false;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1848,19 +1848,19 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
{
|
||||
if (ReloadPrompt)
|
||||
{
|
||||
ReloadPrompt = FALSE;
|
||||
ReloadPrompt = false;
|
||||
}
|
||||
}
|
||||
|
||||
PostDraw();
|
||||
DrawScreen = FALSE;
|
||||
DrawScreen = false;
|
||||
}
|
||||
|
||||
bool GameInterface::GenerateSavePic()
|
||||
{
|
||||
ScreenSavePic = TRUE;
|
||||
ScreenSavePic = true;
|
||||
drawscreen(Player + myconnectindex, 65536);
|
||||
ScreenSavePic = FALSE;
|
||||
ScreenSavePic = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -1897,7 +1897,7 @@ bool GameInterface::DrawAutomapPlayer(int cposx, int cposy, int czoom, int cang)
|
|||
{
|
||||
if (sprite[Player[p].PlayerSprite].xvel > 16)
|
||||
pspr_ndx[myconnectindex] = ((PlayClock >> 4) & 3);
|
||||
sprisplayer = TRUE;
|
||||
sprisplayer = true;
|
||||
|
||||
goto SHOWSPRITE;
|
||||
}
|
||||
|
|
|
@ -105,7 +105,7 @@ SWBOOL SavegameLoaded = false;
|
|||
SWBOOL FinishedLevel = false;
|
||||
short screenpeek = 0;
|
||||
|
||||
SWBOOL PreCaching = TRUE;
|
||||
SWBOOL PreCaching = true;
|
||||
int GodMode = false;
|
||||
short Skill = 2;
|
||||
short TotalKillable;
|
||||
|
@ -116,12 +116,12 @@ const GAME_SET gs_defaults =
|
|||
0, // GameType
|
||||
0, // Monsters
|
||||
false, // HurtTeammate
|
||||
TRUE, // SpawnMarkers Markers
|
||||
true, // SpawnMarkers Markers
|
||||
false, // TeamPlay
|
||||
0, // Kill Limit
|
||||
0, // Time Limit
|
||||
0, // Color
|
||||
TRUE, // nuke
|
||||
true, // nuke
|
||||
};
|
||||
GAME_SET gs;
|
||||
|
||||
|
@ -175,7 +175,7 @@ void GameInterface::app_init()
|
|||
for (int i = 0; i < MAX_SW_PLAYERS; i++)
|
||||
INITLIST(&Player[i].PanelSpriteList);
|
||||
|
||||
DebugOperate = TRUE;
|
||||
DebugOperate = true;
|
||||
enginecompatibility_mode = ENGINECOMPATIBILITY_19961112;
|
||||
|
||||
if (SW_SHAREWARE)
|
||||
|
|
|
@ -246,11 +246,11 @@ inline int32_t FIXED(int32_t msw, int32_t lsw)
|
|||
#define SET_SPRITE_TAG14(sp,val) (*((short*)&sprite[sp].xrepeat)) = B_LITTLE16((short)val)
|
||||
|
||||
// OVER and UNDER water macros
|
||||
#define SpriteInDiveArea(sp) (TEST(sector[(sp)->sectnum].extra, SECTFX_DIVE_AREA) ? TRUE : FALSE)
|
||||
#define SpriteInUnderwaterArea(sp) (TEST(sector[(sp)->sectnum].extra, SECTFX_UNDERWATER|SECTFX_UNDERWATER2) ? TRUE : FALSE)
|
||||
#define SpriteInDiveArea(sp) (TEST(sector[(sp)->sectnum].extra, SECTFX_DIVE_AREA) ? true : false)
|
||||
#define SpriteInUnderwaterArea(sp) (TEST(sector[(sp)->sectnum].extra, SECTFX_UNDERWATER|SECTFX_UNDERWATER2) ? true : false)
|
||||
|
||||
#define SectorIsDiveArea(sect) (TEST(sector[sect].extra, SECTFX_DIVE_AREA) ? TRUE : FALSE)
|
||||
#define SectorIsUnderwaterArea(sect) (TEST(sector[sect].extra, SECTFX_UNDERWATER|SECTFX_UNDERWATER2) ? TRUE : FALSE)
|
||||
#define SectorIsDiveArea(sect) (TEST(sector[sect].extra, SECTFX_DIVE_AREA) ? true : false)
|
||||
#define SectorIsUnderwaterArea(sect) (TEST(sector[sect].extra, SECTFX_UNDERWATER|SECTFX_UNDERWATER2) ? true : false)
|
||||
|
||||
#define TRAVERSE_SPRITE_SECT(l, o, n) for ((o) = (l); (n) = (o) == -1 ? -1 : nextspritesect[o], (o) != -1; (o) = (n))
|
||||
#define TRAVERSE_SPRITE_STAT(l, o, n) for ((o) = (l); (n) = (o) == -1 ? -1 : nextspritestat[o], (o) != -1; (o) = (n))
|
||||
|
|
|
@ -591,7 +591,7 @@ int DoCheckSwarm(short SpriteNum)
|
|||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -134,7 +134,7 @@ static void processWeapon(PLAYERp const pp)
|
|||
else
|
||||
{
|
||||
next_weapon = -1;
|
||||
for (i = start_weapon; TRUE; i++)
|
||||
for (i = start_weapon; true; i++)
|
||||
{
|
||||
if (i >= MAX_WEAPONS_KEYS)
|
||||
{
|
||||
|
@ -171,7 +171,7 @@ static void processWeapon(PLAYERp const pp)
|
|||
else
|
||||
{
|
||||
prev_weapon = -1;
|
||||
for (i = start_weapon; TRUE; i--)
|
||||
for (i = start_weapon; true; i--)
|
||||
{
|
||||
if (i <= -1)
|
||||
i = WPN_HEART;
|
||||
|
|
|
@ -118,7 +118,7 @@ void so_addinterpolation(SECTOR_OBJECTp sop)
|
|||
|
||||
so_interp *interp = &so_interpdata[sop - SectorObject];
|
||||
interp->numinterpolations = 0;
|
||||
interp->hasvator = FALSE;
|
||||
interp->hasvator = false;
|
||||
|
||||
for (sectp = sop->sectp; *sectp; sectp++)
|
||||
{
|
||||
|
@ -349,7 +349,7 @@ SWBOOL so_writeinterpolations(MFILE_WRITE fil)
|
|||
int32_t i;
|
||||
SECTOR_OBJECTp sop;
|
||||
so_interp *interp;
|
||||
SWBOOL saveisshot = FALSE;
|
||||
SWBOOL saveisshot = false;
|
||||
|
||||
for (sop = SectorObject, interp = so_interpdata;
|
||||
sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
|
||||
|
@ -374,7 +374,7 @@ SWBOOL so_readinterpolations(MFILE_READ fil)
|
|||
int32_t i;
|
||||
SECTOR_OBJECTp sop;
|
||||
so_interp *interp;
|
||||
SWBOOL saveisshot = FALSE;
|
||||
SWBOOL saveisshot = false;
|
||||
|
||||
for (sop = SectorObject, interp = so_interpdata;
|
||||
sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
|
||||
|
|
|
@ -293,7 +293,7 @@ void UseInventoryCloak(PLAYERp pp)
|
|||
return;
|
||||
}
|
||||
|
||||
pp->InventoryActive[pp->InventoryNum] = TRUE;
|
||||
pp->InventoryActive[pp->InventoryNum] = true;
|
||||
|
||||
AutoPickInventory(pp);
|
||||
|
||||
|
@ -313,7 +313,7 @@ void StopInventoryCloak(PLAYERp pp, short InventoryNum)
|
|||
{
|
||||
SPRITEp sp = pp->SpriteP;
|
||||
|
||||
pp->InventoryActive[InventoryNum] = FALSE;
|
||||
pp->InventoryActive[InventoryNum] = false;
|
||||
|
||||
if (pp->InventoryPercent[InventoryNum] <= 0)
|
||||
{
|
||||
|
@ -350,7 +350,7 @@ DoPlayerNightVisionPalette(PLAYERp pp)
|
|||
// if (pp->NightVision && pp->StartColor == 148)
|
||||
// return;
|
||||
SetFadeAmt(pp,-1005,148); // Night vision green tint
|
||||
pp->NightVision = TRUE;
|
||||
pp->NightVision = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -360,7 +360,7 @@ DoPlayerNightVisionPalette(PLAYERp pp)
|
|||
pp->FadeAmt = 0;
|
||||
videoFadePalette(0,0,0,0);
|
||||
}
|
||||
pp->NightVision = FALSE;
|
||||
pp->NightVision = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -373,7 +373,7 @@ UseInventoryNightVision(PLAYERp pp)
|
|||
return;
|
||||
}
|
||||
|
||||
pp->InventoryActive[pp->InventoryNum] = TRUE;
|
||||
pp->InventoryActive[pp->InventoryNum] = true;
|
||||
|
||||
// on/off
|
||||
PlayerUpdateInventory(pp, pp->InventoryNum);
|
||||
|
@ -385,7 +385,7 @@ UseInventoryNightVision(PLAYERp pp)
|
|||
void
|
||||
StopInventoryNightVision(PLAYERp pp, short InventoryNum)
|
||||
{
|
||||
pp->InventoryActive[InventoryNum] = FALSE;
|
||||
pp->InventoryActive[InventoryNum] = false;
|
||||
|
||||
if (pp->InventoryPercent[InventoryNum] <= 0)
|
||||
{
|
||||
|
@ -531,7 +531,7 @@ void InventoryTimer(PLAYERp pp)
|
|||
// ALL USED UP
|
||||
pp->InventoryPercent[inv] = 0;
|
||||
InventoryStop(pp, inv);
|
||||
pp->InventoryActive[inv] = FALSE;
|
||||
pp->InventoryActive[inv] = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -566,7 +566,7 @@ void InventoryTimer(PLAYERp pp)
|
|||
// reset 1 sec tic clock
|
||||
pp->InventoryTics[inv] = SEC(1);
|
||||
// set to InActive EVERY TIME THROUGH THE LOOP!
|
||||
pp->InventoryActive[inv] = FALSE;
|
||||
pp->InventoryActive[inv] = false;
|
||||
}
|
||||
|
||||
PlayerUpdateInventory(pp, pp->InventoryNum);
|
||||
|
|
|
@ -57,10 +57,10 @@ SWBOOL mirrorinview;
|
|||
uint32_t oscilationclock;
|
||||
|
||||
// Voxel stuff
|
||||
//SWBOOL bVoxelsOn = TRUE; // Turn voxels on by default
|
||||
SWBOOL bSpinBobVoxels = FALSE; // Do twizzly stuff to voxels, but
|
||||
//SWBOOL bVoxelsOn = true; // Turn voxels on by default
|
||||
SWBOOL bSpinBobVoxels = false; // Do twizzly stuff to voxels, but
|
||||
// not by default
|
||||
SWBOOL bAutoSize = TRUE; // Autosizing on/off
|
||||
SWBOOL bAutoSize = true; // Autosizing on/off
|
||||
|
||||
//extern int chainnumpages;
|
||||
extern AMB_INFO ambarray[];
|
||||
|
@ -288,13 +288,13 @@ void JS_InitMirrors(void)
|
|||
short startwall, endwall;
|
||||
int i, j, s;
|
||||
short SpriteNum = 0, NextSprite;
|
||||
SWBOOL Found_Cam = FALSE;
|
||||
SWBOOL Found_Cam = false;
|
||||
|
||||
|
||||
// Set all the mirror struct values to -1
|
||||
memset(mirror, 0xFF, sizeof(mirror));
|
||||
|
||||
mirrorinview = FALSE; // Initially set global mirror flag
|
||||
mirrorinview = false; // Initially set global mirror flag
|
||||
// to no mirrors seen
|
||||
|
||||
// Scan wall tags for mirrors
|
||||
|
@ -308,7 +308,7 @@ void JS_InitMirrors(void)
|
|||
mirror[i].campic = -1;
|
||||
mirror[i].camsprite = -1;
|
||||
mirror[i].camera = -1;
|
||||
mirror[i].ismagic = FALSE;
|
||||
mirror[i].ismagic = false;
|
||||
}
|
||||
|
||||
for (i = 0; i < numwalls; i++)
|
||||
|
@ -333,13 +333,13 @@ void JS_InitMirrors(void)
|
|||
mirror[mirrorcnt].mirrorwall = i;
|
||||
mirror[mirrorcnt].mirrorsector = s;
|
||||
mirror[mirrorcnt].numspawnspots = 0;
|
||||
mirror[mirrorcnt].ismagic = FALSE;
|
||||
mirror[mirrorcnt].ismagic = false;
|
||||
do if (wall[i].lotag == TAG_WALL_MAGIC_MIRROR)
|
||||
{
|
||||
short ii, nextii;
|
||||
SPRITEp sp;
|
||||
|
||||
Found_Cam = FALSE;
|
||||
Found_Cam = false;
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ST1], ii, nextii)
|
||||
{
|
||||
sp = &sprite[ii];
|
||||
|
@ -350,7 +350,7 @@ void JS_InitMirrors(void)
|
|||
// Set up camera varialbes
|
||||
SP_TAG5(sp) = sp->ang; // Set current angle to
|
||||
// sprite angle
|
||||
Found_Cam = TRUE;
|
||||
Found_Cam = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -367,7 +367,7 @@ void JS_InitMirrors(void)
|
|||
// Set up camera varialbes
|
||||
SP_TAG5(sp) = sp->ang; // Set current angle to
|
||||
// sprite angle
|
||||
Found_Cam = TRUE;
|
||||
Found_Cam = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -378,9 +378,9 @@ void JS_InitMirrors(void)
|
|||
break;
|
||||
}
|
||||
|
||||
mirror[mirrorcnt].ismagic = TRUE;
|
||||
mirror[mirrorcnt].ismagic = true;
|
||||
|
||||
Found_Cam = FALSE;
|
||||
Found_Cam = false;
|
||||
if (TEST_BOOL1(&sprite[mirror[mirrorcnt].camera]))
|
||||
{
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[0], SpriteNum, NextSprite)
|
||||
|
@ -395,7 +395,7 @@ void JS_InitMirrors(void)
|
|||
// JBF: commenting out this line results in the screen in $BULLET being visible
|
||||
tileDelete(mirror[mirrorcnt].campic);
|
||||
|
||||
Found_Cam = TRUE;
|
||||
Found_Cam = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -467,7 +467,7 @@ void drawroomstotile(int daposx, int daposy, int daposz,
|
|||
screen->RenderTextureView(canvas, [=](IntRect& rect)
|
||||
{
|
||||
renderDrawRoomsQ16(daposx, daposy, daposz, daq16ang, daq16horiz, dacursectnum);
|
||||
analyzesprites(daposx, daposy, daposz, FALSE);
|
||||
analyzesprites(daposx, daposy, daposz, false);
|
||||
renderDrawMasks();
|
||||
});
|
||||
|
||||
|
@ -482,7 +482,7 @@ JS_ProcessEchoSpot()
|
|||
int j,dist;
|
||||
PLAYERp pp = Player+screenpeek;
|
||||
int16_t reverb;
|
||||
SWBOOL reverb_set = FALSE;
|
||||
SWBOOL reverb_set = false;
|
||||
|
||||
// Process echo sprites
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ECHO], i, nexti)
|
||||
|
@ -503,7 +503,7 @@ JS_ProcessEchoSpot()
|
|||
if (reverb < 100) reverb = 100;
|
||||
|
||||
COVER_SetReverb(reverb);
|
||||
reverb_set = TRUE;
|
||||
reverb_set = true;
|
||||
}
|
||||
}
|
||||
if (!TEST(pp->Flags, PF_DIVING) && !reverb_set && pp->Reverb <= 0)
|
||||
|
@ -531,7 +531,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
int tposx, tposy; // Camera
|
||||
int* longptr;
|
||||
|
||||
SWBOOL bIsWallMirror = FALSE;
|
||||
SWBOOL bIsWallMirror = false;
|
||||
int camclock = I_GetBuildTime();
|
||||
|
||||
camloopcnt += camclock - lastcamclock;
|
||||
|
@ -624,7 +624,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
|
||||
|
||||
// Is it a TV cam or a teleporter that shows destination?
|
||||
// TRUE = It's a TV cam
|
||||
// true = It's a TV cam
|
||||
mirror[cnt].mstate = m_normal;
|
||||
if (TEST_BOOL1(sp))
|
||||
mirror[cnt].mstate = m_viewon;
|
||||
|
@ -634,7 +634,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
// you are outside of it!
|
||||
if (mirror[cnt].mstate == m_viewon)
|
||||
{
|
||||
SWBOOL DoCam = FALSE;
|
||||
SWBOOL DoCam = false;
|
||||
|
||||
if (mirror[cnt].campic == -1)
|
||||
{
|
||||
|
@ -696,7 +696,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
// If player is dead still then update at MoveSkip4
|
||||
// rate.
|
||||
if (pp->posx == pp->oposx && pp->posy == pp->oposy && pp->posz == pp->oposz)
|
||||
DoCam = TRUE;
|
||||
DoCam = true;
|
||||
|
||||
|
||||
// Set up the tile for drawing
|
||||
|
@ -733,7 +733,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
|
||||
// int tx, ty, tz, tpang; // Interpolate so mirror doesn't
|
||||
// drift!
|
||||
SWBOOL bIsWallMirror = FALSE;
|
||||
SWBOOL bIsWallMirror = false;
|
||||
|
||||
// WARNING! Assuming (MIRRORLABEL&31) = 0 and MAXMIRRORS = 64 <-- JBF: wrong
|
||||
longptr = (int *)&gotpic[MIRRORLABEL >> 3];
|
||||
|
@ -743,10 +743,10 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
//if (TEST_GOTPIC(cnt + MIRRORLABEL) || TEST_GOTPIC(cnt + CAMSPRITE))
|
||||
if (TEST_GOTPIC(cnt + MIRRORLABEL) || ((unsigned)mirror[cnt].campic < MAXTILES && TEST_GOTPIC(mirror[cnt].campic)))
|
||||
{
|
||||
bIsWallMirror = FALSE;
|
||||
bIsWallMirror = false;
|
||||
if (TEST_GOTPIC(cnt + MIRRORLABEL))
|
||||
{
|
||||
bIsWallMirror = TRUE;
|
||||
bIsWallMirror = true;
|
||||
RESET_GOTPIC(cnt + MIRRORLABEL);
|
||||
}
|
||||
//else if (TEST_GOTPIC(cnt + CAMSPRITE))
|
||||
|
@ -756,7 +756,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
RESET_GOTPIC(mirror[cnt].campic);
|
||||
}
|
||||
|
||||
mirrorinview = TRUE;
|
||||
mirrorinview = true;
|
||||
|
||||
// tx = pp->oposx + mulscale16(pp->posx - pp->oposx, smoothratio);
|
||||
// ty = pp->oposy + mulscale16(pp->posy - pp->oposy, smoothratio);
|
||||
|
@ -828,7 +828,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
|
||||
|
||||
// Is it a TV cam or a teleporter that shows destination?
|
||||
// TRUE = It's a TV cam
|
||||
// true = It's a TV cam
|
||||
mirror[cnt].mstate = m_normal;
|
||||
if (TEST_BOOL1(sp))
|
||||
mirror[cnt].mstate = m_viewon;
|
||||
|
@ -845,7 +845,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
if (mirror[cnt].campic != -1)
|
||||
tileDelete(mirror[cnt].campic);
|
||||
renderDrawRoomsQ16(dx, dy, dz, tpq16ang, tpq16horiz, sp->sectnum + MAXSECTORS);
|
||||
analyzesprites(dx, dy, dz, FALSE);
|
||||
analyzesprites(dx, dy, dz, false);
|
||||
renderDrawMasks();
|
||||
}
|
||||
}
|
||||
|
@ -863,7 +863,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
|
||||
renderDrawRoomsQ16(tposx, tposy, tz, (tang), tpq16horiz, mirror[cnt].mirrorsector + MAXSECTORS);
|
||||
|
||||
analyzesprites(tposx, tposy, tz, TRUE);
|
||||
analyzesprites(tposx, tposy, tz, true);
|
||||
renderDrawMasks();
|
||||
|
||||
renderCompleteMirror(); // Reverse screen x-wise in this
|
||||
|
@ -880,7 +880,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
wall[mirror[cnt].mirrorwall].overpicnum = MIRRORLABEL + cnt;
|
||||
}
|
||||
else
|
||||
mirrorinview = FALSE;
|
||||
mirrorinview = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -401,7 +401,7 @@ DoBloodSpray(int16_t Weapon)
|
|||
sp->z = fz;
|
||||
SpawnFloorSplash(Weapon);
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -419,7 +419,7 @@ DoBloodSpray(int16_t Weapon)
|
|||
{
|
||||
case HIT_PLAX_WALL:
|
||||
KillSprite(Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
case HIT_SPRITE:
|
||||
{
|
||||
short wall_ang;
|
||||
|
@ -440,7 +440,7 @@ DoBloodSpray(int16_t Weapon)
|
|||
SpawnMidSplash(Weapon);
|
||||
QueueWallBlood(Weapon, hsp->ang);
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
@ -540,7 +540,7 @@ DoBloodSpray(int16_t Weapon)
|
|||
u->xchange = u->ychange = 0;
|
||||
SpawnFloorSplash(Weapon);
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -594,7 +594,7 @@ DoBloodSpray(int16_t Weapon)
|
|||
SET(nu->Flags, SPR_UNDERWATER);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -631,7 +631,7 @@ DoPhosphorus(int16_t Weapon)
|
|||
{
|
||||
case HIT_PLAX_WALL:
|
||||
KillSprite(Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
case HIT_SPRITE:
|
||||
{
|
||||
short wall_ang;
|
||||
|
@ -663,7 +663,7 @@ DoPhosphorus(int16_t Weapon)
|
|||
}
|
||||
u->xchange = u->ychange = 0;
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
@ -726,7 +726,7 @@ DoPhosphorus(int16_t Weapon)
|
|||
u->xchange = u->ychange = 0;
|
||||
SpawnFireballExp(Weapon);
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -763,7 +763,7 @@ DoPhosphorus(int16_t Weapon)
|
|||
u->xchange = u->ychange = 0;
|
||||
SpawnFireballExp(Weapon);
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -821,7 +821,7 @@ DoPhosphorus(int16_t Weapon)
|
|||
SET(nu->Flags, SPR_UNDERWATER);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -857,7 +857,7 @@ DoChemBomb(int16_t Weapon)
|
|||
{
|
||||
case HIT_PLAX_WALL:
|
||||
KillSprite(Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
case HIT_SPRITE:
|
||||
{
|
||||
short wall_ang;
|
||||
|
@ -889,7 +889,7 @@ DoChemBomb(int16_t Weapon)
|
|||
u->WaitTics -= (MISSILEMOVETICS * 2);
|
||||
if (u->WaitTics <= 0)
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
@ -965,7 +965,7 @@ DoChemBomb(int16_t Weapon)
|
|||
u->WaitTics -= (MISSILEMOVETICS * 2);
|
||||
if (u->WaitTics <= 0)
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -1014,7 +1014,7 @@ DoChemBomb(int16_t Weapon)
|
|||
u->WaitTics -= (MISSILEMOVETICS * 2);
|
||||
if (u->WaitTics <= 0)
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -1069,7 +1069,7 @@ DoChemBomb(int16_t Weapon)
|
|||
SET(nu->Flags, SPR_UNDERWATER);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -1115,7 +1115,7 @@ DoCaltrops(int16_t Weapon)
|
|||
{
|
||||
case HIT_PLAX_WALL:
|
||||
KillSprite(Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
case HIT_SPRITE:
|
||||
{
|
||||
short wall_ang;
|
||||
|
@ -1201,7 +1201,7 @@ DoCaltrops(int16_t Weapon)
|
|||
SET(sp->extra, SPRX_BREAKABLE);
|
||||
SET(sp->cstat,CSTAT_SPRITE_BREAKABLE);
|
||||
ChangeState(Weapon, s_CaltropsStick);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -1239,7 +1239,7 @@ DoCaltrops(int16_t Weapon)
|
|||
SET(sp->extra, SPRX_BREAKABLE);
|
||||
SET(sp->cstat,CSTAT_SPRITE_BREAKABLE);
|
||||
ChangeState(Weapon, s_CaltropsStick);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -1255,7 +1255,7 @@ DoCaltrops(int16_t Weapon)
|
|||
}
|
||||
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
/////////////////////////////
|
||||
|
@ -1272,7 +1272,7 @@ SpawnRadiationCloud(short SpriteNum)
|
|||
|
||||
|
||||
if (!MoveSkip4)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
// This basically works like a MoveSkip8, if one existed
|
||||
// u->Counter2 = !u->Counter2;
|
||||
|
@ -1281,14 +1281,14 @@ SpawnRadiationCloud(short SpriteNum)
|
|||
if ((u->Counter2++) > 16)
|
||||
u->Counter2 = 0;
|
||||
if (u->Counter2)
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((u->Counter2++) > 2)
|
||||
u->Counter2 = 0;
|
||||
if (u->Counter2)
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (TEST(u->Flags, SPR_UNDERWATER))
|
||||
|
@ -1338,7 +1338,7 @@ SpawnRadiationCloud(short SpriteNum)
|
|||
nu->Radius = 4000;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -1357,7 +1357,7 @@ DoRadiationCloud(short SpriteNum)
|
|||
DoFlamesDamageTest(SpriteNum);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////
|
||||
|
@ -1733,7 +1733,7 @@ SpawnFlashBombOnActor(int16_t enemy)
|
|||
{
|
||||
if (!eu)
|
||||
{
|
||||
ASSERT(TRUE == FALSE);
|
||||
ASSERT(true == false);
|
||||
}
|
||||
|
||||
if (eu->flame >= 0)
|
||||
|
@ -2200,7 +2200,7 @@ DoCarryFlag(int16_t Weapon)
|
|||
if (!TEST(u->Flags, SPR_ACTIVE))
|
||||
{
|
||||
if ((u->WaitTics -= (MISSILEMOVETICS * 2)) > 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
// activate it
|
||||
u->WaitTics = SEC(30); // You have 30 seconds to get it to
|
||||
|
@ -2324,11 +2324,11 @@ DoCarryFlag(int16_t Weapon)
|
|||
case FLAG_DETONATE_STATE + 1:
|
||||
SpawnGrenadeExp(Weapon);
|
||||
SetSuicide(Weapon);
|
||||
return FALSE;
|
||||
return false;
|
||||
break;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -2362,7 +2362,7 @@ DoCarryFlagNoDet(int16_t Weapon)
|
|||
if (u->FlagOwner >= 0)
|
||||
fu->WaitTics = 0; // Tell it to respawn
|
||||
SetSuicide(Weapon);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
// if in score box, score.
|
||||
|
@ -2395,7 +2395,7 @@ DoCarryFlagNoDet(int16_t Weapon)
|
|||
SetSuicide(Weapon); // Kill the flag, you scored!
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -2418,7 +2418,7 @@ SetCarryFlag(int16_t Weapon)
|
|||
else
|
||||
ChangeState(Weapon, s_CarryFlag);
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -2447,7 +2447,7 @@ DoFlag(int16_t Weapon)
|
|||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -158,11 +158,11 @@ short MultiClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist)
|
|||
//ang = NORM_ANGLE(ang + 1024);
|
||||
//pp->xvect += 20 * sintable[NORM_ANGLE(ang + 512)];
|
||||
//pp->yvect += 20 * sintable[ang];
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
int testquadinsect(int *point_num, vec2_t const * q, short sectnum)
|
||||
|
@ -177,7 +177,7 @@ int testquadinsect(int *point_num, vec2_t const * q, short sectnum)
|
|||
{
|
||||
*point_num = i;
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -187,11 +187,11 @@ int testquadinsect(int *point_num, vec2_t const * q, short sectnum)
|
|||
if (!cansee(q[i].x, q[i].y,0x3fffffff, sectnum,
|
||||
q[next_i].x, q[next_i].y,0x3fffffff, sectnum))
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
@ -213,11 +213,11 @@ int RectClipMove(PLAYERp pp, int *qx, int *qy)
|
|||
{
|
||||
pp->posx += (pp->xvect>>14);
|
||||
pp->posy += (pp->yvect>>14);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (point_num < 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if ((point_num == 0) || (point_num == 3)) //Left side bad - strafe right
|
||||
{
|
||||
|
@ -232,7 +232,7 @@ int RectClipMove(PLAYERp pp, int *qx, int *qy)
|
|||
pp->posy += (pp->xvect>>15);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
if ((point_num == 1) || (point_num == 2)) //Right side bad - strafe left
|
||||
|
@ -248,10 +248,10 @@ int RectClipMove(PLAYERp pp, int *qx, int *qy)
|
|||
pp->posy -= (pp->xvect>>15);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int testpointinquad(int x, int y, int *qx, int *qy)
|
||||
|
@ -301,12 +301,12 @@ short RectClipTurn(PLAYERp pp, short new_ang, int *qx, int *qy, int *ox, int *oy
|
|||
qx[i] = xy[i].x;
|
||||
qy[i] = xy[i].y;
|
||||
}
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (point_num < 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
END_SW_NS
|
||||
|
|
|
@ -244,7 +244,7 @@ SWBOOL MNU_ShareWareMessage()
|
|||
MNU_DrawString(160, 160, extra_text, 1, 16, 0);
|
||||
//SET(item->flags, mf_disabled);
|
||||
}
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -153,7 +153,7 @@ int DoToiletGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
SWBOOL ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -211,7 +211,7 @@ int NullToiletGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
SWBOOL ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||
|
@ -392,7 +392,7 @@ int DoWashGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
SWBOOL ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -456,7 +456,7 @@ int NullWashGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
SWBOOL ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||
|
@ -1263,7 +1263,7 @@ int DoCarGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
SWBOOL ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -1312,7 +1312,7 @@ int NullCarGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
SWBOOL ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||
|
@ -1482,7 +1482,7 @@ int DoMechanicGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
SWBOOL ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -1531,7 +1531,7 @@ int NullMechanicGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
SWBOOL ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||
|
@ -1702,7 +1702,7 @@ int DoSailorGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
SWBOOL ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -1755,7 +1755,7 @@ int NullSailorGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
SWBOOL ICanSee = false;
|
||||
static short alreadythrew = 0;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
|
@ -1914,7 +1914,7 @@ int DoPruneGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
SWBOOL ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -1979,7 +1979,7 @@ int NullPruneGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
SWBOOL ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||
|
|
|
@ -54,7 +54,7 @@ gNET gNet;
|
|||
//Local multiplayer variables
|
||||
// should move this to a local scope of faketimerhandler - do it when able to test
|
||||
|
||||
SWBOOL CommEnabled = FALSE;
|
||||
SWBOOL CommEnabled = false;
|
||||
uint8_t CommPlayers = 0;
|
||||
|
||||
double smoothratio;
|
||||
|
|
|
@ -1967,7 +1967,7 @@ DoNinjaHariKari(short SpriteNum)
|
|||
|
||||
cnt = RANDOM_RANGE(4)+1;
|
||||
for (i=0; i<=cnt; i++)
|
||||
InitBloodSpray(SpriteNum,TRUE,-2);
|
||||
InitBloodSpray(SpriteNum,true,-2);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -2206,7 +2206,7 @@ PlayerLevelReset(PLAYERp pp)
|
|||
//PlayerUpdateArmor(pp, 0);
|
||||
pp->Kills = 0;
|
||||
pp->Killer = -1;
|
||||
pp->NightVision = FALSE;
|
||||
pp->NightVision = false;
|
||||
pp->StartColor = 0;
|
||||
pp->FadeAmt = 0;
|
||||
pp->DeathType = 0;
|
||||
|
@ -2245,10 +2245,10 @@ PlayerDeathReset(PLAYERp pp)
|
|||
pp->WpnShotgunType = 0; // Shotgun has normal or fully automatic fire
|
||||
pp->WpnShotgunAuto = 0; // 50-0 automatic shotgun rounds
|
||||
pp->WpnShotgunLastShell = 0; // Number of last shell fired
|
||||
pp->Bloody = FALSE;
|
||||
pp->TestNukeInit = FALSE;
|
||||
pp->InitingNuke = FALSE;
|
||||
pp->NukeInitialized = FALSE;
|
||||
pp->Bloody = false;
|
||||
pp->TestNukeInit = false;
|
||||
pp->InitingNuke = false;
|
||||
pp->NukeInitialized = false;
|
||||
pp->WpnReloadState = 2;
|
||||
|
||||
memset(pp->WpnAmmo,0,sizeof(pp->WpnAmmo));
|
||||
|
@ -2273,7 +2273,7 @@ PlayerDeathReset(PLAYERp pp)
|
|||
pp->Armor = 0;
|
||||
PlayerUpdateArmor(pp, 0);
|
||||
pp->Killer = -1;
|
||||
pp->NightVision = FALSE;
|
||||
pp->NightVision = false;
|
||||
pp->StartColor = 0;
|
||||
pp->FadeAmt = 0;
|
||||
pp->DeathType = 0;
|
||||
|
@ -2333,10 +2333,10 @@ PlayerGameReset(PLAYERp pp)
|
|||
pp->WpnShotgunType = 0; // Shotgun has normal or fully automatic fire
|
||||
pp->WpnShotgunAuto = 0; // 50-0 automatic shotgun rounds
|
||||
pp->WpnShotgunLastShell = 0; // Number of last shell fired
|
||||
pp->Bloody = FALSE;
|
||||
pp->TestNukeInit = FALSE;
|
||||
pp->InitingNuke = FALSE;
|
||||
pp->NukeInitialized = FALSE;
|
||||
pp->Bloody = false;
|
||||
pp->TestNukeInit = false;
|
||||
pp->InitingNuke = false;
|
||||
pp->NukeInitialized = false;
|
||||
pp->SecretsFound = 0;
|
||||
pp->WpnReloadState = 2;
|
||||
|
||||
|
@ -2359,7 +2359,7 @@ PlayerGameReset(PLAYERp pp)
|
|||
{
|
||||
videoFadePalette(0,0,0,0);
|
||||
}
|
||||
pp->NightVision = FALSE;
|
||||
pp->NightVision = false;
|
||||
pp->StartColor = 0;
|
||||
pp->FadeAmt = 0;
|
||||
pp->DeathType = 0;
|
||||
|
@ -2458,7 +2458,7 @@ InitPlayerSprite(PLAYERp pp)
|
|||
videoFadePalette(0,0,0,0);
|
||||
}
|
||||
|
||||
pp->NightVision = FALSE;
|
||||
pp->NightVision = false;
|
||||
pp->StartColor = 0;
|
||||
pp->FadeAmt = 0;
|
||||
pp->DeathType = 0;
|
||||
|
|
|
@ -156,7 +156,7 @@ PANEL_SPRITEp pFindMatchingSpriteID(PLAYERp pp, short id, int x, int y, short pr
|
|||
SWBOOL pKillScreenSpiteIDs(PLAYERp pp, short id)
|
||||
{
|
||||
PANEL_SPRITEp psp=NULL, next;
|
||||
SWBOOL found = FALSE;
|
||||
SWBOOL found = false;
|
||||
|
||||
// Kill ALL sprites with the correct id
|
||||
TRAVERSE(&pp->PanelSpriteList, psp, next)
|
||||
|
@ -164,7 +164,7 @@ SWBOOL pKillScreenSpiteIDs(PLAYERp pp, short id)
|
|||
if (psp->ID == id)
|
||||
{
|
||||
pKillSprite(psp);
|
||||
found = TRUE;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -238,13 +238,13 @@ void PlayerUpdateHealth(PLAYERp pp, short value)
|
|||
|
||||
if (value < 0)
|
||||
{
|
||||
SWBOOL IsChem = FALSE;
|
||||
SWBOOL NoArmor = FALSE;
|
||||
SWBOOL IsChem = false;
|
||||
SWBOOL NoArmor = false;
|
||||
|
||||
if (value <= -2000)
|
||||
{
|
||||
value += 2000;
|
||||
NoArmor = TRUE;
|
||||
NoArmor = true;
|
||||
}
|
||||
else if (value <= -1000)
|
||||
{
|
||||
|
@ -252,7 +252,7 @@ void PlayerUpdateHealth(PLAYERp pp, short value)
|
|||
MONO_PRINT(ds);
|
||||
|
||||
value += 1000;
|
||||
IsChem = TRUE;
|
||||
IsChem = true;
|
||||
}
|
||||
|
||||
// TAKE SOME DAMAGE
|
||||
|
@ -440,7 +440,7 @@ int WeaponOperate(PLAYERp pp)
|
|||
InventoryKeys(pp);
|
||||
|
||||
// UziType >= 3 means they are reloading
|
||||
if (pp->WpnUziType >= 3) return TRUE;
|
||||
if (pp->WpnUziType >= 3) return true;
|
||||
|
||||
//if (CheatInputMode)
|
||||
// return (0);
|
||||
|
@ -544,9 +544,9 @@ int WeaponOperate(PLAYERp pp)
|
|||
if (pp->WpnRocketType == 2 && pp->WpnRocketNuke == 0)
|
||||
pp->WpnRocketType = 0;
|
||||
if (pp->WpnRocketType == 2)
|
||||
pp->TestNukeInit = TRUE; // Init the nuke
|
||||
pp->TestNukeInit = true; // Init the nuke
|
||||
else
|
||||
pp->TestNukeInit = FALSE;
|
||||
pp->TestNukeInit = false;
|
||||
}
|
||||
InitWeaponMicro(pp);
|
||||
break;
|
||||
|
@ -639,7 +639,7 @@ int WeaponOperate(PLAYERp pp)
|
|||
// This really should be handled better, but since there's no usable tracking state for the sounds, the easiest way to handle them is to play on otherwise unused channels.
|
||||
if (pp->WpnRocketType != 2 || pp->CurWpn != pp->Wpn[WPN_MICRO])
|
||||
{
|
||||
pp->InitingNuke = FALSE;
|
||||
pp->InitingNuke = false;
|
||||
soundEngine->StopSound(SOURCE_Player, pp, CHAN_WEAPON);
|
||||
}
|
||||
if (pp->CurWpn != pp->Wpn[WPN_RAIL])
|
||||
|
@ -659,16 +659,16 @@ WeaponOK(PLAYERp pp)
|
|||
unsigned wpn_ndx=0;
|
||||
|
||||
if ((unsigned)pp->PlayerSprite >= MAXSPRITES)
|
||||
return(FALSE);
|
||||
return(false);
|
||||
|
||||
u = User[pp->PlayerSprite];
|
||||
|
||||
if (u == NULL)
|
||||
return(FALSE);
|
||||
return(false);
|
||||
|
||||
// sword
|
||||
if (DamageData[u->WeaponNum].max_ammo == -1)
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
WeaponNum = u->WeaponNum;
|
||||
FindWeaponNum = u->WeaponNum;
|
||||
|
@ -684,19 +684,19 @@ WeaponOK(PLAYERp pp)
|
|||
if (WeaponNum == WPN_MICRO && pp->WpnRocketNuke)
|
||||
{
|
||||
//pp->WpnRocketType = 2; // Set it to Nuke
|
||||
if (!pp->NukeInitialized) pp->TestNukeInit = TRUE;
|
||||
if (!pp->NukeInitialized) pp->TestNukeInit = true;
|
||||
|
||||
u->WeaponNum = WPN_MICRO;
|
||||
(*DamageData[u->WeaponNum].Init)(pp);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
pp->KeyPressBits &= ~SB_FIRE;
|
||||
|
||||
FindWeaponNum = WPN_SHOTGUN; // Start at the top
|
||||
|
||||
while (TRUE)
|
||||
while (true)
|
||||
{
|
||||
// ran out of weapons - choose SWORD
|
||||
if (wpn_ndx > sizeof(wpn_order))
|
||||
|
@ -723,10 +723,10 @@ WeaponOK(PLAYERp pp)
|
|||
|
||||
(*DamageData[u->WeaponNum].Init)(pp);
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -2384,7 +2384,7 @@ void
|
|||
pUziAction(PANEL_SPRITEp psp)
|
||||
{
|
||||
char shooting;
|
||||
static SWBOOL alternate = FALSE;
|
||||
static SWBOOL alternate = false;
|
||||
|
||||
shooting = (psp->PlayerP->input.actions & SB_FIRE) && (psp->PlayerP->KeyPressBits & SB_FIRE);
|
||||
|
||||
|
@ -2978,13 +2978,13 @@ pShotgunOverlays(PANEL_SPRITEp psp)
|
|||
case 0:
|
||||
psp->over[SHOTGUN_AUTO_NUM].pic = -1;
|
||||
SET(psp->over[SHOTGUN_AUTO_NUM].flags, psf_ShadeNone);
|
||||
return FALSE;
|
||||
return false;
|
||||
case 1:
|
||||
psp->over[SHOTGUN_AUTO_NUM].pic = SHOTGUN_AUTO;
|
||||
SET(psp->over[SHOTGUN_AUTO_NUM].flags, psf_ShadeNone);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PANEL_STATE ps_ShotgunFlash[] =
|
||||
|
@ -3031,10 +3031,10 @@ pShotgunReloadTest(PANEL_SPRITEp psp)
|
|||
// clip has run out
|
||||
RESET(psp->flags, PANF_REST_POS);
|
||||
pSetState(psp, ps_ShotgunReload);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -3051,7 +3051,7 @@ pShotgunRest(PANEL_SPRITEp psp)
|
|||
|
||||
if (psp->PlayerP->WpnShotgunType == 1 && ammo > 0 && ((ammo % 4) != 0) && lastammo != ammo && TEST(psp->flags, PANF_REST_POS))
|
||||
{
|
||||
force = TRUE;
|
||||
force = true;
|
||||
}
|
||||
|
||||
pShotgunOverlays(psp);
|
||||
|
@ -3093,7 +3093,7 @@ pShotgunRestTest(PANEL_SPRITEp psp)
|
|||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (psp->PlayerP->WpnShotgunType == 1 && !pShotgunReloadTest(psp))
|
||||
force = TRUE;
|
||||
force = true;
|
||||
|
||||
if (pShotgunReloadTest(psp))
|
||||
return;
|
||||
|
@ -4191,8 +4191,8 @@ InitWeaponMicro(PLAYERp pp)
|
|||
{
|
||||
if (pp->TestNukeInit && pp->WpnRocketType == 2 && !pp->InitingNuke && pp->WpnRocketNuke && !pp->NukeInitialized)
|
||||
{
|
||||
pp->TestNukeInit = FALSE;
|
||||
pp->InitingNuke = TRUE;
|
||||
pp->TestNukeInit = false;
|
||||
pp->InitingNuke = true;
|
||||
psp = pp->Wpn[WPN_MICRO];
|
||||
pSetState(psp, !cl_swaltnukeinit ? ps_InitNuke : ps_InitNukeAlt);
|
||||
}
|
||||
|
@ -4214,7 +4214,7 @@ InitWeaponMicro(PLAYERp pp)
|
|||
pSetState(psp, psp->PresentState);
|
||||
|
||||
if (pp->WpnRocketType == 2 && !pp->InitingNuke && !pp->NukeInitialized)
|
||||
pp->TestNukeInit = pp->InitingNuke = TRUE;
|
||||
pp->TestNukeInit = pp->InitingNuke = true;
|
||||
|
||||
PlaySound(DIGI_ROCKET_UP, pp, v3df_follow);
|
||||
|
||||
|
@ -4304,7 +4304,7 @@ pMicroPresent(PANEL_SPRITEp psp)
|
|||
psp->yorig = psp->y;
|
||||
if (pp->WpnRocketType == 2 && !pp->NukeInitialized)
|
||||
{
|
||||
pp->TestNukeInit = FALSE;
|
||||
pp->TestNukeInit = false;
|
||||
pSetState(psp, !cl_swaltnukeinit ? ps_InitNuke : ps_InitNukeAlt);
|
||||
}
|
||||
else
|
||||
|
@ -4376,7 +4376,7 @@ pMicroOverlays(PANEL_SPRITEp psp)
|
|||
psp->over[MICRO_SHOT_NUM].pic = MICRO_SHOT_1;
|
||||
SET(psp->over[MICRO_SHOT_NUM].flags, psf_ShadeNone);
|
||||
psp->over[MICRO_HEAT_NUM].pic = -1;
|
||||
return FALSE;
|
||||
return false;
|
||||
case 1:
|
||||
if (psp->PlayerP->WpnRocketHeat)
|
||||
{
|
||||
|
@ -4396,7 +4396,7 @@ pMicroOverlays(PANEL_SPRITEp psp)
|
|||
psp->over[MICRO_HEAT_NUM].pic = -1;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
case 2:
|
||||
psp->over[MICRO_SIGHT_NUM].pic = -1;
|
||||
psp->over[MICRO_HEAT_NUM].pic = -1;
|
||||
|
@ -4404,9 +4404,9 @@ pMicroOverlays(PANEL_SPRITEp psp)
|
|||
psp->over[MICRO_SHOT_NUM].pic = MICRO_SHOT_20;
|
||||
SET(psp->over[MICRO_SHOT_NUM].flags, psf_ShadeNone);
|
||||
SET(psp->over[MICRO_HEAT_NUM].flags, psf_ShadeNone);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PANEL_STATE ps_MicroHeatFlash[] =
|
||||
|
@ -4455,8 +4455,8 @@ pMicroRest(PANEL_SPRITEp psp)
|
|||
{
|
||||
int choose_voc=0;
|
||||
|
||||
pp->InitingNuke = FALSE;
|
||||
pp->NukeInitialized = TRUE;
|
||||
pp->InitingNuke = false;
|
||||
pp->NukeInitialized = true;
|
||||
|
||||
if (pp == Player+myconnectindex)
|
||||
{
|
||||
|
@ -4532,7 +4532,7 @@ pMicroFire(PANEL_SPRITEp psp)
|
|||
case 2:
|
||||
PlaySound(DIGI_WARNING,psp->PlayerP,v3df_dontpan|v3df_follow);
|
||||
InitNuke(psp->PlayerP);
|
||||
psp->PlayerP->NukeInitialized = FALSE;
|
||||
psp->PlayerP->NukeInitialized = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -4616,7 +4616,7 @@ pMicroReady(PANEL_SPRITEp psp)
|
|||
PLAYERp pp = psp->PlayerP;
|
||||
|
||||
PlaySound(DIGI_NUKEREADY, pp, v3df_follow|v3df_dontpan, CHAN_WEAPON);
|
||||
pp->NukeInitialized = TRUE;
|
||||
pp->NukeInitialized = true;
|
||||
|
||||
pMicroAction(psp);
|
||||
}
|
||||
|
@ -6607,7 +6607,7 @@ pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
|||
// initing the other weapon will take care of this
|
||||
if (TEST(psp->flags, PANF_DEATH_HIDE))
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (TEST(psp->flags, PANF_WEAPON_HIDE))
|
||||
|
@ -6616,10 +6616,10 @@ pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
|||
{
|
||||
RESET(psp->flags, PANF_WEAPON_HIDE);
|
||||
pSetState(psp, state);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (psp->PlayerP->input.actions & SB_HOLSTER)
|
||||
|
@ -6628,7 +6628,7 @@ pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
|||
{
|
||||
psp->PlayerP->KeyPressBits &= ~SB_HOLSTER;
|
||||
pSetState(psp, state);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -6642,11 +6642,11 @@ pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
|||
{
|
||||
SET(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
pSetState(psp, state);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
|
@ -6656,14 +6656,14 @@ pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
|||
{
|
||||
SET(psp->flags, PANF_DEATH_HIDE);
|
||||
pSetState(psp, state);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (TEST(psp->PlayerP->Flags, PF_WEAPON_DOWN))
|
||||
{
|
||||
SET(psp->flags, PANF_WEAPON_HIDE);
|
||||
pSetState(psp, state);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (psp->PlayerP->input.actions & SB_HOLSTER)
|
||||
|
@ -6673,7 +6673,7 @@ pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
|||
psp->PlayerP->KeyPressBits &= ~SB_HOLSTER;
|
||||
PutStringInfo(psp->PlayerP,"Weapon Holstered");
|
||||
pSetState(psp, state);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -6681,7 +6681,7 @@ pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
|||
psp->PlayerP->KeyPressBits |= SB_HOLSTER;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
|
@ -6875,7 +6875,7 @@ pWeaponBob(PANEL_SPRITEp psp, short condition)
|
|||
//
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
SWBOOL DrawBeforeView = FALSE;
|
||||
SWBOOL DrawBeforeView = false;
|
||||
void
|
||||
pDisplaySprites(PLAYERp pp, double smoothratio)
|
||||
{
|
||||
|
@ -7273,7 +7273,7 @@ void
|
|||
PreUpdatePanel(double smoothratio)
|
||||
{
|
||||
short pnum;
|
||||
DrawBeforeView = TRUE;
|
||||
DrawBeforeView = true;
|
||||
|
||||
//if (DrawBeforeView)
|
||||
TRAVERSE_CONNECT(pnum)
|
||||
|
@ -7282,7 +7282,7 @@ PreUpdatePanel(double smoothratio)
|
|||
pDisplaySprites(Player + pnum, smoothratio);
|
||||
}
|
||||
|
||||
DrawBeforeView = FALSE;
|
||||
DrawBeforeView = false;
|
||||
}
|
||||
|
||||
#define EnvironSuit_RATE 10
|
||||
|
|
|
@ -80,7 +80,7 @@ extern SWBOOL NoMeters;
|
|||
USER puser[MAX_SW_PLAYERS_REG];
|
||||
|
||||
//int16_t gNet.MultiGameType = MULTI_GAME_NONE;
|
||||
SWBOOL NightVision = FALSE;
|
||||
SWBOOL NightVision = false;
|
||||
extern SWBOOL FinishAnim;
|
||||
|
||||
|
||||
|
@ -2275,7 +2275,7 @@ void PlayerCheckValidMove(PLAYERp pp)
|
|||
// if stuck here for more than 10 seconds
|
||||
if (count++ > 40 * 10)
|
||||
{
|
||||
ASSERT(TRUE == FALSE);
|
||||
ASSERT(true == false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2687,7 +2687,7 @@ void DoTankTreads(PLAYERp pp)
|
|||
SECTORp *sectp;
|
||||
int j;
|
||||
int dot;
|
||||
SWBOOL reverse = FALSE;
|
||||
SWBOOL reverse = false;
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -2695,7 +2695,7 @@ void DoTankTreads(PLAYERp pp)
|
|||
vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
|
||||
dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, sintable[NORM_ANGLE(FixedToInt(pp->q16ang)+512)], sintable[FixedToInt(pp->q16ang)]);
|
||||
if (dot < 0)
|
||||
reverse = TRUE;
|
||||
reverse = true;
|
||||
|
||||
for (sectp = pp->sop->sectp, j = 0; *sectp; sectp++, j++)
|
||||
{
|
||||
|
@ -3618,7 +3618,7 @@ DoPlayerClimb(PLAYERp pp)
|
|||
int dot;
|
||||
short sec,wal,spr;
|
||||
int dist;
|
||||
SWBOOL LadderUpdate = FALSE;
|
||||
SWBOOL LadderUpdate = false;
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -3792,13 +3792,13 @@ DoPlayerClimb(PLAYERp pp)
|
|||
if (FAF_ConnectArea(pp->cursectnum))
|
||||
{
|
||||
updatesectorz(pp->posx, pp->posy, pp->posz, &pp->cursectnum);
|
||||
LadderUpdate = TRUE;
|
||||
LadderUpdate = true;
|
||||
}
|
||||
|
||||
if (WarpPlane(&pp->posx, &pp->posy, &pp->posz, &pp->cursectnum))
|
||||
{
|
||||
PlayerWarpUpdatePos(pp);
|
||||
LadderUpdate = TRUE;
|
||||
LadderUpdate = true;
|
||||
}
|
||||
|
||||
if (LadderUpdate)
|
||||
|
@ -3848,7 +3848,7 @@ DoPlayerWadeSuperJump(PLAYERp pp)
|
|||
static short angs[3] = {0, 0, 0};
|
||||
int zh = sector[pp->cursectnum].floorz - Z(pp->WadeDepth) - Z(2);
|
||||
|
||||
if (Prediction) return FALSE; // !JIM! 8/5/97 Teleporter FAFhitscan SuperJump bug.
|
||||
if (Prediction) return false; // !JIM! 8/5/97 Teleporter FAFhitscan SuperJump bug.
|
||||
|
||||
for (i = 0; i < SIZ(angs); i++)
|
||||
{
|
||||
|
@ -3865,12 +3865,12 @@ DoPlayerWadeSuperJump(PLAYERp pp)
|
|||
if (hitinfo.sect >= 0 && labs(sector[hitinfo.sect].floorz - pp->posz) < Z(50))
|
||||
{
|
||||
if (Distance(pp->posx, pp->posy, hitinfo.pos.x, hitinfo.pos.y) < ((((int)pp->SpriteP->clipdist)<<2) + 256))
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
SWBOOL PlayerFlyKey(void)
|
||||
|
@ -3878,7 +3878,7 @@ SWBOOL PlayerFlyKey(void)
|
|||
SWBOOL key = false;
|
||||
|
||||
if (!GodMode)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
#if 0
|
||||
// Cheat or not, this simply won't do.
|
||||
|
@ -3919,15 +3919,15 @@ SWBOOL PlayerFallTest(PLAYERp pp, int player_height)
|
|||
TEST(pp->lo_sectp->floorstat, FLOOR_STAT_SLOPE) &&
|
||||
pp->lo_sectp == §or[pp->lastcursectnum])
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -4093,20 +4093,20 @@ SWBOOL PlayerCeilingHit(PLAYERp pp, int zlimit)
|
|||
{
|
||||
if (pp->posz < zlimit)
|
||||
{
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
SWBOOL PlayerFloorHit(PLAYERp pp, int zlimit)
|
||||
{
|
||||
if (pp->posz > zlimit)
|
||||
{
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -4221,10 +4221,10 @@ PlayerOnLadder(PLAYERp pp)
|
|||
dir = DOT_PRODUCT_2D(pp->xvect, pp->yvect, sintable[NORM_ANGLE(FixedToInt(pp->q16ang)+512)], sintable[FixedToInt(pp->q16ang)]);
|
||||
|
||||
if (dir < 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (neartagwall < 0 || wall[neartagwall].lotag != TAG_WALL_CLIMB)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
for (i = 0; i < SIZ(angles); i++)
|
||||
{
|
||||
|
@ -4233,7 +4233,7 @@ PlayerOnLadder(PLAYERp pp)
|
|||
&dist, 600L, NTAG_SEARCH_LO_HI, NULL);
|
||||
|
||||
if (wal < 0 || dist < 100 || wall[wal].lotag != TAG_WALL_CLIMB)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursectnum,
|
||||
sintable[NORM_ANGLE(FixedToInt(pp->q16ang) + angles[i] + 512)],
|
||||
|
@ -4250,14 +4250,14 @@ PlayerOnLadder(PLAYERp pp)
|
|||
if (TEST(sprite[hitinfo.sprite].cstat, CSTAT_SPRITE_BLOCK) &&
|
||||
!TEST(sprite[hitinfo.sprite].cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// if you hit a wall and it is not a climb wall - forget it
|
||||
if (hitinfo.wall >= 0 && wall[hitinfo.wall].lotag != TAG_WALL_CLIMB)
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4265,7 +4265,7 @@ PlayerOnLadder(PLAYERp pp)
|
|||
lsp = FindNearSprite(pp->SpriteP, STAT_CLIMB_MARKER);
|
||||
|
||||
if (!lsp)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
// determine where the player is supposed to be in relation to the ladder
|
||||
// move out in front of the ladder
|
||||
|
@ -4294,15 +4294,15 @@ PlayerOnLadder(PLAYERp pp)
|
|||
|
||||
playerSetAngle(pp, pp->LadderAngle);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
SWBOOL DoPlayerTestCrawl(PLAYERp pp)
|
||||
{
|
||||
if (labs(pp->loz - pp->hiz) < PLAYER_STANDING_ROOM)
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -4319,22 +4319,22 @@ PlayerInDiveArea(PLAYERp pp)
|
|||
//sectp = pp->lo_sectp;
|
||||
}
|
||||
else
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (TEST(sectp->extra, SECTFX_DIVE_AREA))
|
||||
{
|
||||
CheckFootPrints(pp);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
PlayerCanDive(PLAYERp pp)
|
||||
{
|
||||
if (Prediction)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
// Crawl - check for diving
|
||||
if ((pp->input.actions & SB_CROUCH) || pp->jump_speed > 0)
|
||||
|
@ -4350,18 +4350,18 @@ PlayerCanDive(PLAYERp pp)
|
|||
DoPlayerBeginDive(pp);
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
PlayerCanDiveNoWarp(PLAYERp pp)
|
||||
{
|
||||
if (Prediction)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
// check for diving
|
||||
if (pp->jump_speed > 1400)
|
||||
|
@ -4383,12 +4383,12 @@ PlayerCanDiveNoWarp(PLAYERp pp)
|
|||
|
||||
PlaySound(DIGI_SPLASH1, pp, v3df_dontpan);
|
||||
DoPlayerBeginDiveNoWarp(pp);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -4556,7 +4556,7 @@ DoPlayerWarpToUnderwater(PLAYERp pp)
|
|||
short i, nexti;
|
||||
SECT_USERp sectu = SectUser[pp->cursectnum];
|
||||
SPRITEp under_sp = NULL, over_sp = NULL;
|
||||
char Found = FALSE;
|
||||
bool Found = false;
|
||||
short over, under;
|
||||
|
||||
if (Prediction)
|
||||
|
@ -4572,13 +4572,13 @@ DoPlayerWarpToUnderwater(PLAYERp pp)
|
|||
SectUser[over_sp->sectnum] &&
|
||||
SectUser[over_sp->sectnum]->number == sectu->number)
|
||||
{
|
||||
Found = TRUE;
|
||||
Found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
PRODUCTION_ASSERT(Found == TRUE);
|
||||
Found = FALSE;
|
||||
PRODUCTION_ASSERT(Found == true);
|
||||
Found = false;
|
||||
|
||||
// search for UNDERWATER "under" sprite for reference point
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_UNDERWATER], i, nexti)
|
||||
|
@ -4589,12 +4589,12 @@ DoPlayerWarpToUnderwater(PLAYERp pp)
|
|||
SectUser[under_sp->sectnum] &&
|
||||
SectUser[under_sp->sectnum]->number == sectu->number)
|
||||
{
|
||||
Found = TRUE;
|
||||
Found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
PRODUCTION_ASSERT(Found == TRUE);
|
||||
PRODUCTION_ASSERT(Found == true);
|
||||
|
||||
// get the offset from the sprite
|
||||
u->sx = over_sp->x - pp->posx;
|
||||
|
@ -4633,7 +4633,7 @@ DoPlayerWarpToSurface(PLAYERp pp)
|
|||
short over, under;
|
||||
|
||||
SPRITEp under_sp = NULL, over_sp = NULL;
|
||||
char Found = FALSE;
|
||||
bool Found = false;
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -4647,13 +4647,13 @@ DoPlayerWarpToSurface(PLAYERp pp)
|
|||
SectUser[under_sp->sectnum] &&
|
||||
SectUser[under_sp->sectnum]->number == sectu->number)
|
||||
{
|
||||
Found = TRUE;
|
||||
Found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
PRODUCTION_ASSERT(Found == TRUE);
|
||||
Found = FALSE;
|
||||
PRODUCTION_ASSERT(Found == true);
|
||||
Found = false;
|
||||
|
||||
// search for DIVE_AREA "over" sprite for reference point
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DIVE_AREA], i, nexti)
|
||||
|
@ -4664,12 +4664,12 @@ DoPlayerWarpToSurface(PLAYERp pp)
|
|||
SectUser[over_sp->sectnum] &&
|
||||
SectUser[over_sp->sectnum]->number == sectu->number)
|
||||
{
|
||||
Found = TRUE;
|
||||
Found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
PRODUCTION_ASSERT(Found == TRUE);
|
||||
PRODUCTION_ASSERT(Found == true);
|
||||
|
||||
// get the offset from the under sprite
|
||||
u->sx = under_sp->x - pp->posx;
|
||||
|
@ -4735,7 +4735,7 @@ DoPlayerBeginDive(PLAYERp pp)
|
|||
if (Prediction)
|
||||
return;
|
||||
|
||||
if (pp->Bloody) pp->Bloody = FALSE; // Water washes away the blood
|
||||
if (pp->Bloody) pp->Bloody = false; // Water washes away the blood
|
||||
|
||||
SET(pp->Flags, PF_DIVING);
|
||||
DoPlayerDivePalette(pp);
|
||||
|
@ -4786,7 +4786,7 @@ void DoPlayerBeginDiveNoWarp(PLAYERp pp)
|
|||
if (pp->cursectnum < 0 || !SectorIsUnderwaterArea(pp->cursectnum))
|
||||
return;
|
||||
|
||||
if (pp->Bloody) pp->Bloody = FALSE; // Water washes away the blood
|
||||
if (pp->Bloody) pp->Bloody = false; // Water washes away the blood
|
||||
|
||||
if (pp == Player + screenpeek)
|
||||
{
|
||||
|
@ -5115,10 +5115,10 @@ DoPlayerTestPlaxDeath(PLAYERp pp)
|
|||
{
|
||||
PlayerUpdateHealth(pp, -u->Health);
|
||||
PlayerCheckDeath(pp, -1);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -5540,7 +5540,7 @@ DoPlayerBeginOperate(PLAYERp pp)
|
|||
|
||||
RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
|
||||
|
||||
DoPlayerOperateMatch(pp, TRUE);
|
||||
DoPlayerOperateMatch(pp, true);
|
||||
|
||||
// look for gun before trying to using it
|
||||
for (i = 0; sop->sp_num[i] != -1; i++)
|
||||
|
@ -5627,7 +5627,7 @@ DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
|
|||
|
||||
RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
|
||||
|
||||
DoPlayerOperateMatch(pp, TRUE);
|
||||
DoPlayerOperateMatch(pp, true);
|
||||
|
||||
// look for gun before trying to using it
|
||||
for (i = 0; sop->sp_num[i] != -1; i++)
|
||||
|
@ -5743,7 +5743,7 @@ DoPlayerStopOperate(PLAYERp pp)
|
|||
RESET(pp->Flags, PF_WEAPON_DOWN);
|
||||
DoPlayerResetMovement(pp);
|
||||
DoTankTreads(pp);
|
||||
DoPlayerOperateMatch(pp, FALSE);
|
||||
DoPlayerOperateMatch(pp, false);
|
||||
StopSOsound(pp->sop->mid_sector);
|
||||
|
||||
if (pp->sop_remote)
|
||||
|
@ -6052,21 +6052,21 @@ void
|
|||
DoPlayerDeathMessage(PLAYERp pp, PLAYERp killer)
|
||||
{
|
||||
int pnum;
|
||||
SWBOOL SEND_OK = FALSE;
|
||||
SWBOOL SEND_OK = false;
|
||||
|
||||
killer->KilledPlayer[pp-Player]++;
|
||||
|
||||
if (pp == killer && pp == Player + myconnectindex)
|
||||
{
|
||||
sprintf(ds,"%s %s",pp->PlayerName,SuicideNote[STD_RANDOM_RANGE(MAX_SUICIDE)]);
|
||||
SEND_OK = TRUE;
|
||||
SEND_OK = true;
|
||||
}
|
||||
else
|
||||
// I am being killed
|
||||
if (killer == Player + myconnectindex)
|
||||
{
|
||||
sprintf(ds,"%s",KilledPlayerMessage(pp,killer));
|
||||
SEND_OK = TRUE;
|
||||
SEND_OK = true;
|
||||
}
|
||||
|
||||
if (SEND_OK)
|
||||
|
@ -6255,7 +6255,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
pp->SpriteP->xrepeat = 48;
|
||||
pp->SpriteP->yrepeat = 48;
|
||||
// Blood fountains
|
||||
InitBloodSpray(pp->PlayerSprite,TRUE,105);
|
||||
InitBloodSpray(pp->PlayerSprite,true,105);
|
||||
break;
|
||||
case PLAYER_DEATH_EXPLODE:
|
||||
|
||||
|
@ -6270,9 +6270,9 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
pp->SpriteP->xrepeat = 48;
|
||||
pp->SpriteP->yrepeat = 48;
|
||||
// Blood fountains
|
||||
InitBloodSpray(pp->PlayerSprite,TRUE,-1);
|
||||
InitBloodSpray(pp->PlayerSprite,TRUE,-1);
|
||||
InitBloodSpray(pp->PlayerSprite,TRUE,-1);
|
||||
InitBloodSpray(pp->PlayerSprite,true,-1);
|
||||
InitBloodSpray(pp->PlayerSprite,true,-1);
|
||||
InitBloodSpray(pp->PlayerSprite,true,-1);
|
||||
break;
|
||||
case PLAYER_DEATH_SQUISH:
|
||||
|
||||
|
@ -6288,7 +6288,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
pp->SpriteP->xrepeat = 48;
|
||||
pp->SpriteP->yrepeat = 48;
|
||||
// Blood fountains
|
||||
InitBloodSpray(pp->PlayerSprite,TRUE,105);
|
||||
InitBloodSpray(pp->PlayerSprite,true,105);
|
||||
break;
|
||||
|
||||
}
|
||||
|
@ -6427,9 +6427,9 @@ void DoPlayerDeathCheckKeys(PLAYERp pp)
|
|||
else
|
||||
{
|
||||
// If he's not on the floor, then gib like a mo-fo!
|
||||
InitBloodSpray(pp->PlayerSprite,TRUE,-1);
|
||||
InitBloodSpray(pp->PlayerSprite,TRUE,-1);
|
||||
InitBloodSpray(pp->PlayerSprite,TRUE,-1);
|
||||
InitBloodSpray(pp->PlayerSprite,true,-1);
|
||||
InitBloodSpray(pp->PlayerSprite,true,-1);
|
||||
InitBloodSpray(pp->PlayerSprite,true,-1);
|
||||
}
|
||||
|
||||
PlayerSpawnPosition(pp);
|
||||
|
@ -6472,7 +6472,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp)
|
|||
videoFadePalette(0,0,0,0);
|
||||
}
|
||||
|
||||
pp->NightVision = FALSE;
|
||||
pp->NightVision = false;
|
||||
pp->FadeAmt = 0;
|
||||
DoPlayerDivePalette(pp);
|
||||
DoPlayerNightVisionPalette(pp);
|
||||
|
@ -7299,7 +7299,7 @@ void MultiPlayLimits(void)
|
|||
{
|
||||
short pnum;
|
||||
PLAYERp pp;
|
||||
SWBOOL Done = FALSE;
|
||||
SWBOOL Done = false;
|
||||
|
||||
if (gNet.MultiGameType != MULTI_GAME_COMMBAT)
|
||||
return;
|
||||
|
@ -7311,7 +7311,7 @@ void MultiPlayLimits(void)
|
|||
pp = Player + pnum;
|
||||
if (pp->Kills >= gNet.KillLimit)
|
||||
{
|
||||
Done = TRUE;
|
||||
Done = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -7321,7 +7321,7 @@ void MultiPlayLimits(void)
|
|||
gNet.TimeLimitClock -= synctics;
|
||||
|
||||
if (gNet.TimeLimitClock <= 0)
|
||||
Done = TRUE;
|
||||
Done = true;
|
||||
}
|
||||
|
||||
if (Done)
|
||||
|
@ -7359,7 +7359,7 @@ void PauseMultiPlay(void)
|
|||
if (paused)
|
||||
{
|
||||
SavePrediction = PredictionOn;
|
||||
PredictionOn = FALSE;
|
||||
PredictionOn = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -7577,7 +7577,7 @@ int SearchSpawnPosition(PLAYERp pp)
|
|||
|
||||
sp = &sprite[spawn_sprite];
|
||||
|
||||
blocked = FALSE;
|
||||
blocked = false;
|
||||
|
||||
// check to see if anyone else is blocking this spot
|
||||
TRAVERSE_CONNECT(pnum)
|
||||
|
@ -7588,7 +7588,7 @@ int SearchSpawnPosition(PLAYERp pp)
|
|||
{
|
||||
if (FindDistance3D(sp->x - opp->posx, sp->y - opp->posy, sp->z - opp->posz) < 1000)
|
||||
{
|
||||
blocked = TRUE;
|
||||
blocked = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -7647,7 +7647,7 @@ PlayerSpawnPosition(PLAYERp pp)
|
|||
break;
|
||||
}
|
||||
|
||||
SpawnPositionUsed[pos_num] = TRUE;
|
||||
SpawnPositionUsed[pos_num] = true;
|
||||
|
||||
if (spawn_sprite < 0)
|
||||
{
|
||||
|
|
|
@ -36,8 +36,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
SWBOOL PredictionOn = TRUE;
|
||||
SWBOOL Prediction = FALSE;
|
||||
SWBOOL PredictionOn = true;
|
||||
SWBOOL Prediction = false;
|
||||
PLAYER PredictPlayer;
|
||||
USER PredictUser;
|
||||
PLAYERp ppp = &PredictPlayer;
|
||||
|
@ -102,11 +102,11 @@ DoPrediction(PLAYERp ppp)
|
|||
ppp->oq16horiz = ppp->q16horiz;
|
||||
|
||||
// go through the player MOVEMENT code only
|
||||
Prediction = TRUE;
|
||||
Prediction = true;
|
||||
DoPlayerSectorUpdatePreMove(ppp);
|
||||
(*ppp->DoPlayerAction)(ppp);
|
||||
DoPlayerSectorUpdatePostMove(ppp);
|
||||
Prediction = FALSE;
|
||||
Prediction = false;
|
||||
|
||||
// restore things
|
||||
User[ppp->PlayerSprite] = u;
|
||||
|
|
|
@ -280,7 +280,7 @@ SWBOOL
|
|||
SetQuake(PLAYERp pp, short tics, short amt)
|
||||
{
|
||||
SpawnQuake(pp->cursectnum, pp->posx, pp->posy, pp->posz, tics, amt, 30000);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
|
|
|
@ -889,7 +889,7 @@ PickJumpSpeed(short SpriteNum, int pix_height)
|
|||
u->jump_speed = -600;
|
||||
u->jump_grav = 8;
|
||||
|
||||
while (TRUE)
|
||||
while (true)
|
||||
{
|
||||
if (GetJumpHeight(u->jump_speed, u->jump_grav) > pix_height + 20)
|
||||
break;
|
||||
|
@ -917,7 +917,7 @@ PickJumpMaxSpeed(short SpriteNum, short max_speed)
|
|||
|
||||
zh = SPRITEp_TOS(sp);
|
||||
|
||||
while (TRUE)
|
||||
while (true)
|
||||
{
|
||||
if (zh - Z(GetJumpHeight(u->jump_speed, u->jump_grav)) - Z(16) > u->hiz)
|
||||
break;
|
||||
|
@ -945,7 +945,7 @@ InitRipperHang(short SpriteNum)
|
|||
|
||||
hitdata_t hitinfo = { { 0, 0, 0 }, -2, 0, -2 };
|
||||
|
||||
SWBOOL Found = FALSE;
|
||||
SWBOOL Found = false;
|
||||
short dang, tang;
|
||||
|
||||
for (dang = 0; dang < 2048; dang += 128)
|
||||
|
@ -969,7 +969,7 @@ InitRipperHang(short SpriteNum)
|
|||
continue;
|
||||
}
|
||||
|
||||
Found = TRUE;
|
||||
Found = true;
|
||||
sp->ang = tang;
|
||||
break;
|
||||
}
|
||||
|
@ -1165,11 +1165,11 @@ DoRipperQuickJump(short SpriteNum)
|
|||
NewStateGroup(SpriteNum, sg_RipperJumpAttack);
|
||||
// move past the first state
|
||||
u->Tics = 30;
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -945,7 +945,7 @@ InitRipper2Hang(short SpriteNum)
|
|||
|
||||
hitdata_t hitinfo = { { 0, 0, 0 }, -2, 0, -2 };
|
||||
|
||||
SWBOOL Found = FALSE;
|
||||
SWBOOL Found = false;
|
||||
short dang, tang;
|
||||
|
||||
for (dang = 0; dang < 2048; dang += 128)
|
||||
|
@ -968,7 +968,7 @@ InitRipper2Hang(short SpriteNum)
|
|||
continue;
|
||||
}
|
||||
|
||||
Found = TRUE;
|
||||
Found = true;
|
||||
sp->ang = tang;
|
||||
break;
|
||||
}
|
||||
|
@ -1179,11 +1179,11 @@ DoRipper2QuickJump(short SpriteNum)
|
|||
NewStateGroup(SpriteNum, sg_Ripper2JumpAttack);
|
||||
// move past the first state
|
||||
u->Tics = 30;
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -99,11 +99,11 @@ FAF_Sector(short sectnum)
|
|||
if (sp->statnum == STAT_FAF &&
|
||||
(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6))
|
||||
{
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
void SetWallWarpHitscan(short sectnum)
|
||||
|
@ -155,7 +155,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
int loz, hiz;
|
||||
short newsectnum = sectnum;
|
||||
int startclipmask = 0;
|
||||
SWBOOL plax_found = FALSE;
|
||||
SWBOOL plax_found = false;
|
||||
|
||||
if (clipmask == CLIPMASK_MISSILE)
|
||||
startclipmask = CLIPMASK_WARP_HITSCAN;
|
||||
|
@ -202,7 +202,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
{
|
||||
//DSPRINTF(ds,"hitinfo->pos.x %d, hitinfo->pos.y %d, hitinfo->pos.z %d",hitinfo->pos.x, hitinfo->pos.y, hitinfo->pos.z);
|
||||
MONO_PRINT(ds);
|
||||
ASSERT(TRUE == FALSE);
|
||||
ASSERT(true == false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -243,7 +243,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
if (FAF_ConnectFloor(hitinfo->sect) && !TEST(sector[hitinfo->sect].floorstat, FLOOR_STAT_FAF_BLOCK_HITSCAN))
|
||||
{
|
||||
updatesectorz(hitinfo->pos.x, hitinfo->pos.y, hitinfo->pos.z + Z(12), &newsectnum);
|
||||
plax_found = TRUE;
|
||||
plax_found = true;
|
||||
}
|
||||
}
|
||||
else if (labs(hitinfo->pos.z - hiz) < Z(4))
|
||||
|
@ -251,7 +251,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
if (FAF_ConnectCeiling(hitinfo->sect) && !TEST(sector[hitinfo->sect].floorstat, CEILING_STAT_FAF_BLOCK_HITSCAN))
|
||||
{
|
||||
updatesectorz(hitinfo->pos.x, hitinfo->pos.y, hitinfo->pos.z - Z(12), &newsectnum);
|
||||
plax_found = TRUE;
|
||||
plax_found = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -274,7 +274,7 @@ FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
|
|||
short ang;
|
||||
hitdata_t hitinfo;
|
||||
int dist;
|
||||
SWBOOL plax_found = FALSE;
|
||||
SWBOOL plax_found = false;
|
||||
vec3_t s = { xs, ys, zs };
|
||||
|
||||
// ASSERT(sects >= 0 && secte >= 0);
|
||||
|
@ -311,7 +311,7 @@ FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
|
|||
&hitinfo, CLIPMASK_MISSILE);
|
||||
|
||||
if (hitinfo.sect < 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
// make sure it hit JUST a sector before doing a check
|
||||
if (hitinfo.wall < 0 && hitinfo.sprite < 0)
|
||||
|
@ -322,7 +322,7 @@ FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
|
|||
if (FAF_ConnectFloor(hitinfo.sect))
|
||||
{
|
||||
updatesectorz(hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z + Z(12), &newsectnum);
|
||||
plax_found = TRUE;
|
||||
plax_found = true;
|
||||
}
|
||||
}
|
||||
else if (labs(hitinfo.pos.z - hiz) < Z(4))
|
||||
|
@ -330,7 +330,7 @@ FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
|
|||
if (FAF_ConnectCeiling(hitinfo.sect))
|
||||
{
|
||||
updatesectorz(hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z - Z(12), &newsectnum);
|
||||
plax_found = TRUE;
|
||||
plax_found = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -342,7 +342,7 @@ FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
|
|||
if (plax_found)
|
||||
return cansee(hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z,newsectnum,xe,ye,ze,secte);
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -373,7 +373,7 @@ SWBOOL SectorZadjust(int ceilhit, int32_t* hiz, short florhit, int32_t* loz)
|
|||
extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
|
||||
int z_amt = 0;
|
||||
|
||||
SWBOOL SkipFAFcheck = FALSE;
|
||||
SWBOOL SkipFAFcheck = false;
|
||||
|
||||
if ((int)florhit != -1)
|
||||
{
|
||||
|
@ -399,7 +399,7 @@ SWBOOL SectorZadjust(int ceilhit, int32_t* hiz, short florhit, int32_t* loz)
|
|||
{
|
||||
// explicit z adjust overrides Connect Floor
|
||||
*loz += z_amt;
|
||||
SkipFAFcheck = TRUE;
|
||||
SkipFAFcheck = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -449,7 +449,7 @@ SWBOOL SectorZadjust(int ceilhit, int32_t* hiz, short florhit, int32_t* loz)
|
|||
{
|
||||
// explicit z adjust overrides Connect Floor
|
||||
*loz += z_amt;
|
||||
SkipFAFcheck = TRUE;
|
||||
SkipFAFcheck = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -641,10 +641,10 @@ PicInView(short tile_num, SWBOOL reset)
|
|||
if (reset)
|
||||
RESET(gotpic[tile_num >> 3], 1 << (tile_num & 7));
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -696,7 +696,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
|
|||
// will not hurt if GlobStackSect is invalid - inside checks for this
|
||||
if (inside(x, y, GlobStackSect[i]) == 1)
|
||||
{
|
||||
SWBOOL found = FALSE;
|
||||
SWBOOL found = false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[GlobStackSect[i]], SpriteNum, Next)
|
||||
{
|
||||
|
@ -706,7 +706,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
|
|||
(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6)
|
||||
&& sp->lotag == match)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -726,7 +726,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
|
|||
{
|
||||
if (inside(x, y, (short) i) == 1)
|
||||
{
|
||||
SWBOOL found = FALSE;
|
||||
SWBOOL found = false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[i], SpriteNum, Next)
|
||||
{
|
||||
|
@ -736,7 +736,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
|
|||
(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6)
|
||||
&& sp->lotag == match)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -844,7 +844,7 @@ FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum
|
|||
}
|
||||
|
||||
if (*sectnum < 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
ASSERT(sp);
|
||||
ASSERT(sp->hitag == VIEW_THRU_FLOOR);
|
||||
|
@ -879,7 +879,7 @@ FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum
|
|||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
|
@ -932,7 +932,7 @@ FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
|
|||
}
|
||||
|
||||
if (*sectnum < 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
ASSERT(sp);
|
||||
ASSERT(sp->hitag == VIEW_THRU_CEILING);
|
||||
|
@ -969,7 +969,7 @@ FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
|
|||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
short
|
||||
|
@ -996,7 +996,7 @@ ViewSectorInScene(short cursectnum, short level)
|
|||
// found a potential match
|
||||
match = sp->lotag;
|
||||
|
||||
if (!PicInView(FAF_MIRROR_PIC, TRUE))
|
||||
if (!PicInView(FAF_MIRROR_PIC, true))
|
||||
return -1;
|
||||
|
||||
return match;
|
||||
|
@ -1034,7 +1034,7 @@ DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz, shor
|
|||
sector[save.sectnum[i]].floorheinum = save.slope[i];
|
||||
}
|
||||
|
||||
analyzesprites(tx, ty, tz, FALSE);
|
||||
analyzesprites(tx, ty, tz, false);
|
||||
post_analyzesprites();
|
||||
renderDrawMasks();
|
||||
|
||||
|
@ -1060,7 +1060,7 @@ DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz, shor
|
|||
sector[save.sectnum[i]].ceilingheinum = save.slope[i];
|
||||
}
|
||||
|
||||
analyzesprites(tx, ty, tz, FALSE);
|
||||
analyzesprites(tx, ty, tz, false);
|
||||
post_analyzesprites();
|
||||
renderDrawMasks();
|
||||
|
||||
|
|
|
@ -78,7 +78,7 @@ RotatorSwitch(short match, short setting)
|
|||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL found = FALSE;
|
||||
SWBOOL found = false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
|
||||
{
|
||||
|
@ -86,7 +86,7 @@ RotatorSwitch(short match, short setting)
|
|||
|
||||
if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
AnimateSwitch(sp, setting);
|
||||
}
|
||||
}
|
||||
|
@ -142,7 +142,7 @@ short DoRotatorOperate(PLAYERp pp, short sectnum)
|
|||
if (TestRotatorMatchActive(match))
|
||||
return -1;
|
||||
else
|
||||
return DoRotatorMatch(pp, match, TRUE);
|
||||
return DoRotatorMatch(pp, match, true);
|
||||
}
|
||||
|
||||
return -1;
|
||||
|
@ -251,11 +251,11 @@ TestRotatorMatchActive(short match)
|
|||
continue;
|
||||
|
||||
if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -315,7 +315,7 @@ int DoRotatorMove(short SpriteNum)
|
|||
int i, nexti;
|
||||
vec2_t nxy;
|
||||
int dist,closest;
|
||||
SWBOOL kill = FALSE;
|
||||
SWBOOL kill = false;
|
||||
|
||||
r = u->rotator;
|
||||
|
||||
|
@ -386,7 +386,7 @@ int DoRotatorMove(short SpriteNum)
|
|||
}
|
||||
|
||||
if (TEST_BOOL2(sp))
|
||||
kill = TRUE;
|
||||
kill = true;
|
||||
}
|
||||
|
||||
closest = 99999;
|
||||
|
|
|
@ -716,7 +716,7 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
|
|||
|
||||
INITLIST(&pp->PanelSpriteList);
|
||||
|
||||
while (TRUE)
|
||||
while (true)
|
||||
{
|
||||
MREAD(&ndx, sizeof(ndx),1,fil);
|
||||
|
||||
|
@ -942,7 +942,7 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
|
|||
{
|
||||
INITLIST(otlist[i]);
|
||||
|
||||
while (TRUE)
|
||||
while (true)
|
||||
{
|
||||
MREAD(&ndx, sizeof(ndx),1,fil);
|
||||
|
||||
|
@ -1069,13 +1069,13 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
|
|||
}
|
||||
|
||||
// this is not a new game
|
||||
ShadowWarrior::NewGame = FALSE;
|
||||
ShadowWarrior::NewGame = false;
|
||||
|
||||
|
||||
DoPlayerDivePalette(Player+myconnectindex);
|
||||
DoPlayerNightVisionPalette(Player+myconnectindex);
|
||||
|
||||
SavegameLoaded = TRUE;
|
||||
SavegameLoaded = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -60,7 +60,7 @@ static char token[MAXTOKEN];
|
|||
static int grabbed;
|
||||
static int scriptline;
|
||||
static SWBOOL endofscript;
|
||||
static SWBOOL tokenready; // only TRUE if UnGetToken was just called
|
||||
static SWBOOL tokenready; // only true if UnGetToken was just called
|
||||
|
||||
/*
|
||||
==============
|
||||
|
@ -86,8 +86,8 @@ TArray<uint8_t> LoadScriptFile(const char *filename)
|
|||
{
|
||||
scriptbuffer.Push(0);
|
||||
scriptline = 1;
|
||||
endofscript = FALSE;
|
||||
tokenready = FALSE;
|
||||
endofscript = false;
|
||||
tokenready = false;
|
||||
}
|
||||
return scriptbuffer;
|
||||
}
|
||||
|
@ -107,7 +107,7 @@ void GetToken(SWBOOL crossline)
|
|||
|
||||
if (tokenready) // is a token already waiting?
|
||||
{
|
||||
tokenready = FALSE;
|
||||
tokenready = false;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -115,7 +115,7 @@ void GetToken(SWBOOL crossline)
|
|||
{
|
||||
if (!crossline)
|
||||
Printf("Error: Line %i is incomplete\n",scriptline);
|
||||
endofscript = TRUE;
|
||||
endofscript = true;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -129,7 +129,7 @@ skipspace:
|
|||
{
|
||||
if (!crossline)
|
||||
Printf("Error: Line %i is incomplete\n",scriptline);
|
||||
endofscript = TRUE;
|
||||
endofscript = true;
|
||||
return;
|
||||
}
|
||||
if (*script_p++ == '\n')
|
||||
|
@ -144,7 +144,7 @@ skipspace:
|
|||
{
|
||||
if (!crossline)
|
||||
Printf("Error: Line %i is incomplete\n", scriptline);
|
||||
endofscript = TRUE;
|
||||
endofscript = true;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -155,7 +155,7 @@ return;
|
|||
while (*script_p++ != '\n')
|
||||
if (script_p >= scriptend_p)
|
||||
{
|
||||
endofscript = TRUE;
|
||||
endofscript = true;
|
||||
return;
|
||||
}
|
||||
goto skipspace;
|
||||
|
@ -218,17 +218,17 @@ void LoadKVXFromScript(const char* filename)
|
|||
|
||||
do
|
||||
{
|
||||
GetToken(TRUE); // Crossing a line boundary on the end of line to first token
|
||||
GetToken(true); // Crossing a line boundary on the end of line to first token
|
||||
// of a new line is permitted (and expected)
|
||||
if (endofscript)
|
||||
break;
|
||||
|
||||
lTile = atol(token);
|
||||
|
||||
GetToken(FALSE);
|
||||
GetToken(false);
|
||||
lNumber = atol(token);
|
||||
|
||||
GetToken(FALSE);
|
||||
GetToken(false);
|
||||
|
||||
// Load the voxel file into memory
|
||||
if (!qloadkvx(lNumber,token))
|
||||
|
@ -273,14 +273,14 @@ void LoadPLockFromScript(const char *filename)
|
|||
|
||||
do
|
||||
{
|
||||
GetToken(TRUE); // Crossing a line boundary on the end of line to first token
|
||||
GetToken(true); // Crossing a line boundary on the end of line to first token
|
||||
// of a new line is permitted (and expected)
|
||||
if (endofscript)
|
||||
break;
|
||||
|
||||
lTile = atoi(token);
|
||||
|
||||
GetToken(FALSE);
|
||||
GetToken(false);
|
||||
lNumber = atoi(token);
|
||||
|
||||
// Store the sprite and voxel numbers for later use
|
||||
|
|
|
@ -463,7 +463,7 @@ SectorSetup(void)
|
|||
break;
|
||||
|
||||
case TAG_DOOR_SLIDING:
|
||||
SetSectorWallBits(i, WALLFX_DONT_STICK, TRUE, TRUE);
|
||||
SetSectorWallBits(i, WALLFX_DONT_STICK, true, true);
|
||||
break;
|
||||
|
||||
case TAG_SINE_WAVE_FLOOR:
|
||||
|
@ -517,7 +517,7 @@ SectorSetup(void)
|
|||
swf->ceiling_origz = sector[swf->sector].ceilingz - (range >> 2);
|
||||
|
||||
// look for the rest by distance
|
||||
for (swf_ndx = 1, sector_cnt = 1; TRUE; swf_ndx++)
|
||||
for (swf_ndx = 1, sector_cnt = 1; true; swf_ndx++)
|
||||
{
|
||||
// near_sect = FindNextSectorByTag(base_sect,
|
||||
// TAG_SINE_WAVE_FLOOR + swf_ndx);
|
||||
|
@ -867,21 +867,21 @@ OperateSector(short sectnum, short player_is_operating)
|
|||
|
||||
|
||||
if (SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti)
|
||||
{
|
||||
fsp = &sprite[i];
|
||||
|
||||
if (SectUser[fsp->sectnum] && SectUser[fsp->sectnum]->stag == SECT_LOCK_DOOR)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (fsp->statnum == STAT_VATOR && SP_TAG1(fsp) == SECT_VATOR && TEST_BOOL7(fsp))
|
||||
return FALSE;
|
||||
return false;
|
||||
if (fsp->statnum == STAT_ROTATOR && SP_TAG1(fsp) == SECT_ROTATOR && TEST_BOOL7(fsp))
|
||||
return FALSE;
|
||||
return false;
|
||||
if (fsp->statnum == STAT_SLIDOR && SP_TAG1(fsp) == SECT_SLIDOR && TEST_BOOL7(fsp))
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -894,18 +894,18 @@ OperateSector(short sectnum, short player_is_operating)
|
|||
|
||||
case TAG_VATOR:
|
||||
DoVatorOperate(pp, sectnum);
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_ROTATOR:
|
||||
DoRotatorOperate(pp, sectnum);
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_SLIDOR:
|
||||
DoSlidorOperate(pp, sectnum);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -919,7 +919,7 @@ OperateWall(short wallnum, short player_is_operating)
|
|||
}
|
||||
*/
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
short
|
||||
|
@ -950,7 +950,7 @@ AnimateSwitch(SPRITEp sp, short tgt_value)
|
|||
|
||||
switch (sp->picnum)
|
||||
{
|
||||
// set to TRUE/ON
|
||||
// set to true/ON
|
||||
case SWITCH_SKULL:
|
||||
case SWITCH_LEVER:
|
||||
case SWITCH_LIGHT:
|
||||
|
@ -1317,10 +1317,10 @@ SWBOOL TestKillSectorObject(SECTOR_OBJECTp sop)
|
|||
CollapseSectorObject(sop, sop->xmid, sop->ymid);
|
||||
DoSpawnSpotsForKill(sop->match_event);
|
||||
KillSectorObjectSprites(sop);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
short
|
||||
|
@ -1337,7 +1337,7 @@ DoSectorObjectKillMatch(short match)
|
|||
return TestKillSectorObject(sop);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -1355,11 +1355,11 @@ SearchExplodeSectorMatch(short match)
|
|||
{
|
||||
KillMatchingCrackSprites(match);
|
||||
DoExplodeSector(match);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -1437,13 +1437,13 @@ ShootableSwitch(short SpriteNum)
|
|||
{
|
||||
case SWITCH_SHOOTABLE_1:
|
||||
//RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
OperateSprite(SpriteNum, FALSE);
|
||||
OperateSprite(SpriteNum, false);
|
||||
sp->picnum = SWITCH_SHOOTABLE_1 + 1;
|
||||
break;
|
||||
case SWITCH_FUSE:
|
||||
case SWITCH_FUSE + 1:
|
||||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
OperateSprite(SpriteNum, FALSE);
|
||||
OperateSprite(SpriteNum, false);
|
||||
sp->picnum = SWITCH_FUSE + 2;
|
||||
break;
|
||||
}
|
||||
|
@ -1469,7 +1469,7 @@ void DoDeleteSpriteMatch(short match)
|
|||
unsigned stat;
|
||||
short found;
|
||||
|
||||
while (TRUE)
|
||||
while (true)
|
||||
{
|
||||
found = -1;
|
||||
|
||||
|
@ -1595,10 +1595,10 @@ void DoMatchEverything(PLAYERp pp, short match, short state)
|
|||
DoSpikeMatch(match);
|
||||
|
||||
if (!TestRotatorMatchActive(match))
|
||||
DoRotatorMatch(pp, match, FALSE);
|
||||
DoRotatorMatch(pp, match, false);
|
||||
|
||||
if (!TestSlidorMatchActive(match))
|
||||
DoSlidorMatch(pp, match, FALSE);
|
||||
DoSlidorMatch(pp, match, false);
|
||||
|
||||
DoSectorObjectKillMatch(match);
|
||||
DoSectorObjectSetScale(match);
|
||||
|
@ -1639,12 +1639,12 @@ SWBOOL ComboSwitchTest(short combo_type, short match)
|
|||
// if any one is not set correctly then switch is not set
|
||||
if (state != SP_TAG3(sp))
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
// NOTE: switches are always wall sprites
|
||||
|
@ -1662,17 +1662,17 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
extern STATE s_Pachinko4Operate[];
|
||||
|
||||
if (Prediction)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (sp->picnum == ST1)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (player_is_operating)
|
||||
{
|
||||
pp = GlobPlayerP;
|
||||
|
||||
if (!FAFcansee(pp->posx, pp->posy, pp->posz, pp->cursectnum, sp->x, sp->y, sp->z - DIV2(SPRITEp_SIZE_Z(sp)), sp->sectnum))
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (sp->lotag)
|
||||
|
@ -1683,7 +1683,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
case MECHANICGIRL_R0:
|
||||
case SAILORGIRL_R0:
|
||||
case PRUNEGIRL_R0:
|
||||
//if(RANDOM_RANGE(1000) < 500) return(TRUE);
|
||||
//if(RANDOM_RANGE(1000) < 500) return(true);
|
||||
//if(u->FlagOwner == 0)
|
||||
{
|
||||
short choose_snd;
|
||||
|
@ -1691,7 +1691,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
u->FlagOwner = 1;
|
||||
u->WaitTics = SEC(4);
|
||||
|
||||
if (pp != Player+myconnectindex) return TRUE;
|
||||
if (pp != Player+myconnectindex) return true;
|
||||
|
||||
choose_snd = STD_RANDOM_RANGE(1000);
|
||||
if (sp->lotag == CARGIRL_R0)
|
||||
|
@ -1761,51 +1761,51 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
PlayerSound(DIGI_REALTITS, v3df_dontpan|v3df_follow,pp);
|
||||
}
|
||||
}
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case PACHINKO1:
|
||||
|
||||
// Don't mess with it if it's already going
|
||||
if (u->WaitTics > 0) return TRUE;
|
||||
if (u->WaitTics > 0) return true;
|
||||
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RANDOM_RANGE(10));
|
||||
ChangeState(SpriteNum,s_Pachinko1Operate);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case PACHINKO2:
|
||||
|
||||
// Don't mess with it if it's already going
|
||||
if (u->WaitTics > 0) return TRUE;
|
||||
if (u->WaitTics > 0) return true;
|
||||
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RANDOM_RANGE(10));
|
||||
ChangeState(SpriteNum,s_Pachinko2Operate);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case PACHINKO3:
|
||||
|
||||
// Don't mess with it if it's already going
|
||||
if (u->WaitTics > 0) return TRUE;
|
||||
if (u->WaitTics > 0) return true;
|
||||
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RANDOM_RANGE(10));
|
||||
ChangeState(SpriteNum,s_Pachinko3Operate);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case PACHINKO4:
|
||||
|
||||
// Don't mess with it if it's already going
|
||||
if (u->WaitTics > 0) return TRUE;
|
||||
if (u->WaitTics > 0) return true;
|
||||
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RANDOM_RANGE(10));
|
||||
ChangeState(SpriteNum,s_Pachinko4Operate);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case SWITCH_LOCKED:
|
||||
key_num = sp->hitag;
|
||||
|
@ -1820,7 +1820,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
UnlockKeyLock(key_num, SpriteNum);
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_COMBO_SWITCH_EVERYTHING:
|
||||
|
||||
|
@ -1833,7 +1833,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
DoMatchEverything(pp, sp->hitag, ON);
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_COMBO_SWITCH_EVERYTHING_ONCE:
|
||||
|
||||
|
@ -1848,25 +1848,25 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
|
||||
sp->lotag = 0;
|
||||
sp->hitag = 0;
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_SWITCH_EVERYTHING:
|
||||
state = AnimateSwitch(sp, -1);
|
||||
DoMatchEverything(pp, sp->hitag, state);
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_SWITCH_EVERYTHING_ONCE:
|
||||
state = AnimateSwitch(sp, -1);
|
||||
DoMatchEverything(pp, sp->hitag, state);
|
||||
sp->lotag = 0;
|
||||
sp->hitag = 0;
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_LIGHT_SWITCH:
|
||||
|
||||
state = AnimateSwitch(sp, -1);
|
||||
DoLightingMatch(sp->hitag, state);
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_SPRITE_SWITCH_VATOR:
|
||||
{
|
||||
|
@ -1879,12 +1879,12 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
DoSpikeMatch(sp->hitag);
|
||||
|
||||
if (!TestRotatorMatchActive(sp->hitag))
|
||||
DoRotatorMatch(pp, sp->hitag, FALSE);
|
||||
DoRotatorMatch(pp, sp->hitag, false);
|
||||
|
||||
if (!TestSlidorMatchActive(sp->hitag))
|
||||
DoSlidorMatch(pp, sp->hitag, FALSE);
|
||||
DoSlidorMatch(pp, sp->hitag, false);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
case TAG_LEVEL_EXIT_SWITCH:
|
||||
|
@ -1900,7 +1900,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
map = FindMapByLevelNum(currentLevel->levelNumber + 1);
|
||||
ChangeLevel(map, -1);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
case TAG_SPRITE_GRATING:
|
||||
|
@ -1916,20 +1916,20 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
sp->lotag = 0;
|
||||
sp->hitag /= 2;
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
case TAG_SO_SCALE_SWITCH:
|
||||
AnimateSwitch(sp, -1);
|
||||
DoSectorObjectSetScale(sp->hitag);
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_SO_SCALE_ONCE_SWITCH:
|
||||
AnimateSwitch(sp, -1);
|
||||
DoSectorObjectSetScale(sp->hitag);
|
||||
sp->lotag = 0;
|
||||
sp->hitag = 0;
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_SO_EVENT_SWITCH:
|
||||
{
|
||||
|
@ -1962,13 +1962,13 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
|
||||
PlaySound(DIGI_BIGSWITCH, sp, v3df_none);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int DoTrapReset(short match)
|
||||
|
@ -2134,9 +2134,9 @@ OperateTripTrigger(PLAYERp pp)
|
|||
if (!TestSpikeMatchActive(sectp->hitag))
|
||||
DoSpikeMatch(sectp->hitag);
|
||||
if (!TestRotatorMatchActive(sectp->hitag))
|
||||
DoRotatorMatch(pp, sectp->hitag, FALSE);
|
||||
DoRotatorMatch(pp, sectp->hitag, false);
|
||||
if (!TestSlidorMatchActive(sectp->hitag))
|
||||
DoSlidorMatch(pp, sectp->hitag, FALSE);
|
||||
DoSlidorMatch(pp, sectp->hitag, false);
|
||||
break;
|
||||
|
||||
case TAG_LIGHT_TRIGGER:
|
||||
|
@ -2314,7 +2314,7 @@ SWBOOL NearThings(PLAYERp pp)
|
|||
{
|
||||
if (pp == Player+myconnectindex)
|
||||
PlayerSound(sector[pp->cursectnum].lotag, v3df_follow|v3df_dontpan,pp);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
neartag(pp->posx, pp->posy, pp->posz, pp->cursectnum, FixedToInt(pp->q16ang),
|
||||
|
@ -2334,7 +2334,7 @@ SWBOOL NearThings(PLAYERp pp)
|
|||
if (pp == Player+myconnectindex)
|
||||
PlayerSound(sp->lotag, v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
return FALSE; // Return false so he doesn't grunt
|
||||
return false; // Return false so he doesn't grunt
|
||||
}
|
||||
|
||||
if (neartagwall >= 0)
|
||||
|
@ -2344,9 +2344,9 @@ SWBOOL NearThings(PLAYERp pp)
|
|||
{
|
||||
if (pp == Player+myconnectindex)
|
||||
PlayerSound(wall[neartagwall].lotag, v3df_follow|v3df_dontpan,pp);
|
||||
return FALSE; // We are playing a sound so don't return true
|
||||
return false; // We are playing a sound so don't return true
|
||||
}
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
// This only gets called if nothing else worked, check for nearness to a wall
|
||||
{
|
||||
|
@ -2360,17 +2360,17 @@ SWBOOL NearThings(PLAYERp pp)
|
|||
&hitinfo, CLIPMASK_MISSILE);
|
||||
|
||||
if (hitinfo.sect < 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (Distance(hitinfo.pos.x, hitinfo.pos.y, pp->posx, pp->posy) > 1500)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
// hit a sprite?
|
||||
if (hitinfo.sprite >= 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (neartagsect >= 0)
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
if (hitinfo.wall >= 0)
|
||||
{
|
||||
|
@ -2387,10 +2387,10 @@ SWBOOL NearThings(PLAYERp pp)
|
|||
PlayerSound(DIGI_SEARCHWALL, v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -2547,13 +2547,13 @@ int DoPlayerGrabStar(PLAYERp pp)
|
|||
KillSprite(StarQueue[i]);
|
||||
StarQueue[i] = -1;
|
||||
if (TEST(pp->WpnFlags, BIT(WPN_STAR)))
|
||||
return TRUE;
|
||||
return true;
|
||||
SET(pp->WpnFlags, BIT(WPN_STAR));
|
||||
InitWeaponStar(pp);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -2592,17 +2592,17 @@ PlayerOperateEnv(PLAYERp pp)
|
|||
|
||||
BuildNearTagList(nti, sizeof(nti), pp, pp->posz, 2048L, NTAG_SEARCH_LO_HI, 8);
|
||||
|
||||
found = FALSE;
|
||||
found = false;
|
||||
|
||||
// try and find a sprite
|
||||
for (nt_ndx = 0; nti[nt_ndx].dist >= 0; nt_ndx++)
|
||||
{
|
||||
if (nti[nt_ndx].spritenum >= 0 && nti[nt_ndx].dist < 1024 + 768)
|
||||
{
|
||||
if (OperateSprite(nti[nt_ndx].spritenum, TRUE))
|
||||
if (OperateSprite(nti[nt_ndx].spritenum, true))
|
||||
{
|
||||
pp->KeyPressBits &= ~SB_OPEN;
|
||||
found = TRUE;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2628,7 +2628,7 @@ PlayerOperateEnv(PLAYERp pp)
|
|||
{
|
||||
if (nti[nt_ndx].spritenum >= 0 && nti[nt_ndx].dist < 1024 + 768)
|
||||
{
|
||||
if (OperateSprite(nti[nt_ndx].spritenum, TRUE))
|
||||
if (OperateSprite(nti[nt_ndx].spritenum, true))
|
||||
{
|
||||
pp->KeyPressBits &= ~SB_OPEN;
|
||||
break;
|
||||
|
@ -2648,7 +2648,7 @@ PlayerOperateEnv(PLAYERp pp)
|
|||
|
||||
if (neartagsector >= 0 && neartaghitdist < 1024)
|
||||
{
|
||||
if (OperateSector(neartagsector, TRUE))
|
||||
if (OperateSector(neartagsector, true))
|
||||
{
|
||||
// Release the key
|
||||
pp->KeyPressBits &= ~SB_OPEN;
|
||||
|
@ -2657,7 +2657,7 @@ PlayerOperateEnv(PLAYERp pp)
|
|||
|
||||
if (neartagwall >= 0 && neartaghitdist < 1024)
|
||||
{
|
||||
if (OperateWall(neartagwall, TRUE))
|
||||
if (OperateWall(neartagwall, true))
|
||||
{
|
||||
pp->KeyPressBits &= ~SB_OPEN;
|
||||
}
|
||||
|
@ -2681,7 +2681,7 @@ PlayerOperateEnv(PLAYERp pp)
|
|||
pp->KeyPressBits &= ~SB_OPEN;
|
||||
break;
|
||||
case TAG_DOOR_ROTATE:
|
||||
if (OperateSector(pp->cursectnum, TRUE))
|
||||
if (OperateSector(pp->cursectnum, true))
|
||||
pp->KeyPressBits &= ~SB_OPEN;
|
||||
break;
|
||||
}
|
||||
|
@ -3269,7 +3269,7 @@ DoSector(void)
|
|||
continue;
|
||||
|
||||
|
||||
riding = FALSE;
|
||||
riding = false;
|
||||
min_dist = 999999;
|
||||
|
||||
TRAVERSE_CONNECT(pnum)
|
||||
|
@ -3278,7 +3278,7 @@ DoSector(void)
|
|||
|
||||
if (pp->sop_riding == sop)
|
||||
{
|
||||
riding = TRUE;
|
||||
riding = true;
|
||||
pp->sop_riding = NULL;
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -552,7 +552,7 @@ int DoSkelTeleport(short SpriteNum)
|
|||
x = sp->x;
|
||||
y = sp->y;
|
||||
|
||||
while (TRUE)
|
||||
while (true)
|
||||
{
|
||||
sp->x = x;
|
||||
sp->y = y;
|
||||
|
|
|
@ -73,7 +73,7 @@ SlidorSwitch(short match, short setting)
|
|||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL found = FALSE;
|
||||
SWBOOL found = false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
|
||||
{
|
||||
|
@ -81,7 +81,7 @@ SlidorSwitch(short match, short setting)
|
|||
|
||||
if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
AnimateSwitch(sp, setting);
|
||||
}
|
||||
}
|
||||
|
@ -138,7 +138,7 @@ short DoSlidorOperate(PLAYERp pp, short sectnum)
|
|||
if (TestSlidorMatchActive(match))
|
||||
return -1;
|
||||
else
|
||||
return DoSlidorMatch(pp, match, TRUE);
|
||||
return DoSlidorMatch(pp, match, true);
|
||||
}
|
||||
|
||||
return -1;
|
||||
|
@ -247,11 +247,11 @@ TestSlidorMatchActive(short match)
|
|||
continue;
|
||||
|
||||
if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
void DoSlidorInterp(short SpriteNum, INTERP_FUNCp interp_func)
|
||||
|
@ -538,7 +538,7 @@ int DoSlidorMove(short SpriteNum)
|
|||
SPRITEp sp = u->SpriteP;
|
||||
ROTATORp r;
|
||||
int old_pos;
|
||||
SWBOOL kill = FALSE;
|
||||
SWBOOL kill = false;
|
||||
|
||||
r = u->rotator;
|
||||
|
||||
|
@ -613,7 +613,7 @@ int DoSlidorMove(short SpriteNum)
|
|||
}
|
||||
|
||||
if (TEST_BOOL2(sp))
|
||||
kill = TRUE;
|
||||
kill = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -623,7 +623,7 @@ int DoSlidorMove(short SpriteNum)
|
|||
int i,nexti;
|
||||
SPRITEp bsp;
|
||||
USERp bu;
|
||||
SWBOOL found = FALSE;
|
||||
SWBOOL found = false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
|
||||
{
|
||||
|
@ -635,7 +635,7 @@ int DoSlidorMove(short SpriteNum)
|
|||
// found something blocking so reverse to ON position
|
||||
ReverseSlidor(SpriteNum);
|
||||
SET_BOOL8(sp); // tell vator that something blocking door
|
||||
found = TRUE;
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -655,7 +655,7 @@ int DoSlidorMove(short SpriteNum)
|
|||
ReverseSlidor(SpriteNum);
|
||||
|
||||
u->vel_rate = -u->vel_rate;
|
||||
found = TRUE;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -77,7 +77,7 @@ SpikeSwitch(short match, short setting)
|
|||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL found = FALSE;
|
||||
SWBOOL found = false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
|
||||
{
|
||||
|
@ -85,7 +85,7 @@ SpikeSwitch(short match, short setting)
|
|||
|
||||
if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
AnimateSwitch(sp, setting);
|
||||
}
|
||||
}
|
||||
|
@ -231,11 +231,11 @@ TestSpikeMatchActive(short match)
|
|||
continue;
|
||||
|
||||
if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int DoSpikeMove(short SpriteNum, int *lptr)
|
||||
|
@ -397,7 +397,7 @@ int DoSpike(short SpriteNum)
|
|||
int i,nexti;
|
||||
SPRITEp bsp;
|
||||
USERp bu;
|
||||
SWBOOL found = FALSE;
|
||||
SWBOOL found = false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
|
||||
{
|
||||
|
@ -407,7 +407,7 @@ int DoSpike(short SpriteNum)
|
|||
if (bu && TEST(bsp->cstat, CSTAT_SPRITE_BLOCK) && TEST(bsp->extra, SPRX_PLAYER_OR_ENEMY))
|
||||
{
|
||||
ReverseSpike(SpriteNum);
|
||||
found = TRUE;
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -425,7 +425,7 @@ int DoSpike(short SpriteNum)
|
|||
pp->hi_sectp == §or[sp->sectnum])
|
||||
{
|
||||
ReverseSpike(SpriteNum);
|
||||
found = TRUE;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1043,10 +1043,10 @@ IconSpawn(SPRITEp sp)
|
|||
if (TEST(sp->extra, SPRX_MULTI_ITEM))
|
||||
{
|
||||
if (numplayers <= 1 || gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
|
@ -1059,7 +1059,7 @@ ActorTestSpawn(SPRITEp sp)
|
|||
memcpy(&sprite[New], sp, sizeof(SPRITE));
|
||||
change_sprite_stat(New, STAT_SPAWN_TRIGGER);
|
||||
RESET(sprite[New].cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Skill ranges from -1 (No Monsters) to 3
|
||||
|
@ -1084,7 +1084,7 @@ ActorTestSpawn(SPRITEp sp)
|
|||
}
|
||||
Printf("WARNING: skill-masked %s at %d,%d,%d not being killed because it "
|
||||
"activates something\n", c, TrackerCast(sp->x), TrackerCast(sp->y), TrackerCast(sp->z));
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
//always spawn girls in addons
|
||||
if ((sp->picnum == TOILETGIRL_R0 ||
|
||||
|
@ -1092,18 +1092,18 @@ ActorTestSpawn(SPRITEp sp)
|
|||
sp->picnum == MECHANICGIRL_R0 ||
|
||||
sp->picnum == CARGIRL_R0 ||
|
||||
sp->picnum == PRUNEGIRL_R0 ||
|
||||
sp->picnum == SAILORGIRL_R0) && (g_gameType & GAMEFLAG_ADDON)) return TRUE;
|
||||
sp->picnum == SAILORGIRL_R0) && (g_gameType & GAMEFLAG_ADDON)) return true;
|
||||
|
||||
// spawn Bouncing Betty (mine) in TD map 09 Warehouse
|
||||
#if 0 // needs to be done smarter.
|
||||
if (sp->picnum == 817 && swGetAddon() == 2 && currentLevel->levelNumber == 9)
|
||||
return TRUE;
|
||||
return true;
|
||||
#endif
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
@ -1128,7 +1128,7 @@ void PreCachePachinko(void);
|
|||
SWBOOL
|
||||
ActorSpawn(SPRITEp sp)
|
||||
{
|
||||
int ret = TRUE;
|
||||
int ret = true;
|
||||
short SpriteNum = sp - sprite;
|
||||
|
||||
switch (sp->picnum)
|
||||
|
@ -1140,7 +1140,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1158,7 +1158,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1175,7 +1175,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1192,7 +1192,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1208,7 +1208,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1224,7 +1224,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1241,7 +1241,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1258,7 +1258,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1275,7 +1275,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1292,7 +1292,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1309,7 +1309,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1326,7 +1326,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1343,7 +1343,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1370,7 +1370,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1386,7 +1386,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1402,7 +1402,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1418,7 +1418,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1432,7 +1432,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1448,7 +1448,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1464,7 +1464,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1480,7 +1480,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1496,7 +1496,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1555,7 +1555,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1565,7 +1565,7 @@ ActorSpawn(SPRITEp sp)
|
|||
}
|
||||
|
||||
default:
|
||||
ret = FALSE;
|
||||
ret = false;
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -2272,7 +2272,7 @@ SpriteSetup(void)
|
|||
SET(sectu->flags, SECTFU_VATOR_BOTH);
|
||||
}
|
||||
SET(sectp->extra, SECTFX_VATOR);
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, TRUE, TRUE);
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, true, true);
|
||||
SET(sector[sp->sectnum].extra, SECTFX_DYNAMIC_AREA);
|
||||
|
||||
// don't step on toes of other sector settings
|
||||
|
@ -2284,9 +2284,9 @@ SpriteSetup(void)
|
|||
vel = SP_TAG5(sp);
|
||||
time = SP_TAG9(sp);
|
||||
start_on = !!TEST_BOOL1(sp);
|
||||
floor_vator = TRUE;
|
||||
floor_vator = true;
|
||||
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
|
||||
floor_vator = FALSE;
|
||||
floor_vator = false;
|
||||
|
||||
u->jump_speed = u->vel_tgt = speed;
|
||||
u->vel_rate = vel;
|
||||
|
@ -2375,7 +2375,7 @@ SpriteSetup(void)
|
|||
short wallcount,startwall,endwall,w;
|
||||
u = SpawnUser(SpriteNum, 0, NULL);
|
||||
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, TRUE, TRUE);
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, true, true);
|
||||
|
||||
// need something for this
|
||||
sectp->lotag = TAG_ROTATOR;
|
||||
|
@ -2438,7 +2438,7 @@ SpriteSetup(void)
|
|||
|
||||
u = SpawnUser(SpriteNum, 0, NULL);
|
||||
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, TRUE, TRUE);
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, true, true);
|
||||
|
||||
// need something for this
|
||||
sectp->lotag = TAG_SLIDOR;
|
||||
|
@ -2489,7 +2489,7 @@ SpriteSetup(void)
|
|||
int floorz,ceilingz,trash;
|
||||
u = SpawnUser(SpriteNum, 0, NULL);
|
||||
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, FALSE, TRUE);
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, false, true);
|
||||
SET(sector[sp->sectnum].extra, SECTFX_DYNAMIC_AREA);
|
||||
|
||||
type = SP_TAG3(sp);
|
||||
|
@ -2497,9 +2497,9 @@ SpriteSetup(void)
|
|||
vel = SP_TAG5(sp);
|
||||
time = SP_TAG9(sp);
|
||||
start_on = !!TEST_BOOL1(sp);
|
||||
floor_vator = TRUE;
|
||||
floor_vator = true;
|
||||
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
|
||||
floor_vator = FALSE;
|
||||
floor_vator = false;
|
||||
|
||||
u->jump_speed = u->vel_tgt = speed;
|
||||
u->vel_rate = vel;
|
||||
|
@ -2731,7 +2731,7 @@ SpriteSetup(void)
|
|||
{
|
||||
SECTORp sectp = §or[sp->sectnum];
|
||||
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, FALSE, TRUE);
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, false, true);
|
||||
|
||||
if (TEST(sectp->floorstat, FLOOR_STAT_SLOPE))
|
||||
{
|
||||
|
@ -2761,7 +2761,7 @@ SpriteSetup(void)
|
|||
|
||||
case SECT_COPY_DEST:
|
||||
{
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, FALSE, TRUE);
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, false, true);
|
||||
change_sprite_stat(SpriteNum, STAT_COPY_DEST);
|
||||
break;
|
||||
}
|
||||
|
@ -3812,7 +3812,7 @@ NUKE_REPLACEMENT:
|
|||
|
||||
SWBOOL ItemSpotClear(SPRITEp sip, short statnum, short id)
|
||||
{
|
||||
SWBOOL found = FALSE;
|
||||
SWBOOL found = false;
|
||||
short i,nexti;
|
||||
|
||||
if (TEST_BOOL2(sip))
|
||||
|
@ -3821,7 +3821,7 @@ SWBOOL ItemSpotClear(SPRITEp sip, short statnum, short id)
|
|||
{
|
||||
if (sprite[i].statnum == statnum && User[i]->ID == id)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -4659,10 +4659,10 @@ SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b)
|
|||
|
||||
int spa_tos, spa_bos, spb_tos, spb_bos, overlap_z;
|
||||
|
||||
if (!ua || !ub) return FALSE;
|
||||
if (!ua || !ub) return false;
|
||||
if ((unsigned)Distance(spa->x, spa->y, spb->x, spb->y) > ua->Radius + ub->Radius)
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
spa_tos = SPRITEp_TOS(spa);
|
||||
|
@ -4677,16 +4677,16 @@ SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b)
|
|||
// if the top of sprite a is below the bottom of b
|
||||
if (spa_tos - overlap_z > spb_bos)
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
// if the top of sprite b is is below the bottom of a
|
||||
if (spb_tos - overlap_z > spa_bos)
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
|
@ -4707,16 +4707,16 @@ SpriteOverlapZ(int16_t spritenum_a, int16_t spritenum_b, int z_overlap)
|
|||
// if the top of sprite a is below the bottom of b
|
||||
if (spa_tos + z_overlap > spb_bos)
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
// if the top of sprite b is is below the bottom of a
|
||||
if (spb_tos + z_overlap > spa_bos)
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
|
@ -4870,7 +4870,7 @@ DoActorZrange(short SpriteNum)
|
|||
u->hi_sectp = §or[NORM_SECTOR(ceilhit)];
|
||||
break;
|
||||
default:
|
||||
ASSERT(TRUE==FALSE);
|
||||
ASSERT(true==false);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -4883,7 +4883,7 @@ DoActorZrange(short SpriteNum)
|
|||
u->lo_sectp = §or[NORM_SECTOR(florhit)];
|
||||
break;
|
||||
default:
|
||||
ASSERT(TRUE==FALSE);
|
||||
ASSERT(true==false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -4942,7 +4942,7 @@ ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_heig
|
|||
if (florhit < 0 || ceilhit < 0)
|
||||
{
|
||||
//SetSuicide(SpriteNum);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
@ -4959,7 +4959,7 @@ ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_heig
|
|||
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR) &&
|
||||
(labs(loz - z) <= min_height))
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -4969,17 +4969,17 @@ ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_heig
|
|||
{
|
||||
if (labs(loz - z) <= min_height)
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
default:
|
||||
ASSERT(TRUE == FALSE);
|
||||
ASSERT(true == false);
|
||||
break;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Primarily used in ai.c for now - need to get rid of
|
||||
|
@ -5002,9 +5002,9 @@ DropAhead(short SpriteNum, short min_height)
|
|||
|
||||
// look straight down for a drop
|
||||
if (ActorDrop(SpriteNum, dax, day, sp->z, newsector, min_height))
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -5075,7 +5075,7 @@ move_actor(short SpriteNum, int xchange, int ychange, int zchange)
|
|||
u->hi_sectp = hi_sectp;
|
||||
u->ret = -1;
|
||||
changespritesect(SpriteNum, sectnum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ActorDrop(SpriteNum, sp->x, sp->y, sp->z, sp->sectnum, u->lo_step))
|
||||
|
@ -5094,7 +5094,7 @@ move_actor(short SpriteNum, int xchange, int ychange, int zchange)
|
|||
u->hi_sectp = hi_sectp;
|
||||
u->ret = -1;
|
||||
changespritesect(SpriteNum, sectnum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5107,11 +5107,11 @@ move_actor(short SpriteNum, int xchange, int ychange, int zchange)
|
|||
u->TargetDist -= dist;
|
||||
u->Dist += dist;
|
||||
u->DistCheck += dist;
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -5476,31 +5476,31 @@ SWBOOL CanGetWeapon(PLAYERp pp, short SpriteNum, int WPN)
|
|||
switch (gNet.MultiGameType)
|
||||
{
|
||||
case MULTI_GAME_NONE:
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case MULTI_GAME_COOPERATIVE:
|
||||
if (TEST(u->Flags2, SPR2_NEVER_RESPAWN))
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
if (TEST(pp->WpnGotOnceFlags, BIT(WPN)))
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case MULTI_GAME_COMMBAT:
|
||||
case MULTI_GAME_AI_BOTS:
|
||||
|
||||
if (TEST(u->Flags2, SPR2_NEVER_RESPAWN))
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
// No Respawn - can't get a weapon again if you already got it
|
||||
if (gNet.NoRespawn && TEST(pp->WpnGotOnceFlags, BIT(WPN)))
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
struct InventoryDecl_t InventoryDecls[InvDecl_TOTAL] =
|
||||
|
@ -5632,7 +5632,7 @@ KeyMain:
|
|||
|
||||
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_KEYMSG + key_num));
|
||||
|
||||
pp->HasKey[key_num] = TRUE;
|
||||
pp->HasKey[key_num] = true;
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_KEY, sp, v3df_dontpan);
|
||||
|
@ -5684,14 +5684,14 @@ KeyMain:
|
|||
case ICON_SM_MEDKIT:
|
||||
if (pu->Health < 100)
|
||||
{
|
||||
SWBOOL putbackmax=FALSE;
|
||||
SWBOOL putbackmax=false;
|
||||
|
||||
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_SmMedkit));
|
||||
|
||||
if (pp->MaxHealth == 200)
|
||||
{
|
||||
pp->MaxHealth = 100;
|
||||
putbackmax = TRUE;
|
||||
putbackmax = true;
|
||||
}
|
||||
PlayerUpdateHealth(pp, InventoryDecls[InvDecl_SmMedkit].amount);
|
||||
|
||||
|
@ -6701,11 +6701,11 @@ SpriteControl(void)
|
|||
u = User[i];
|
||||
sp = User[i]->SpriteP;
|
||||
STATE_CONTROL(i, sp, u, StateTics)
|
||||
// ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
// ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#else
|
||||
ASSERT(User[i]);
|
||||
StateControl(i);
|
||||
// ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
// ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -6721,11 +6721,11 @@ SpriteControl(void)
|
|||
u = User[i];
|
||||
sp = User[i]->SpriteP;
|
||||
STATE_CONTROL(i, sp, u, StateTics)
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#else
|
||||
ASSERT(User[i]);
|
||||
StateControl(i);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
@ -6742,7 +6742,7 @@ SpriteControl(void)
|
|||
sp = u->SpriteP;
|
||||
|
||||
|
||||
CloseToPlayer = FALSE;
|
||||
CloseToPlayer = false;
|
||||
|
||||
ProcessActiveVars(i);
|
||||
|
||||
|
@ -6757,7 +6757,7 @@ SpriteControl(void)
|
|||
|
||||
if (dist < u->active_range)
|
||||
{
|
||||
CloseToPlayer = TRUE;
|
||||
CloseToPlayer = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6770,12 +6770,12 @@ SpriteControl(void)
|
|||
u = User[i];
|
||||
sp = User[i]->SpriteP;
|
||||
STATE_CONTROL(i, sp, u, StateTics)
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#else
|
||||
StateControl(i);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#endif
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -6797,11 +6797,11 @@ SpriteControl(void)
|
|||
u = User[i];
|
||||
sp = User[i]->SpriteP;
|
||||
STATE_CONTROL(i, sp, u, StateTics)
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#else
|
||||
ASSERT(User[i]);
|
||||
StateControl(i);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
@ -6811,7 +6811,7 @@ SpriteControl(void)
|
|||
{
|
||||
if (User[i] && User[i]->ActorActionFunc)
|
||||
(*User[i]->ActorActionFunc)(i);
|
||||
ASSERT(nexti >= 0 ? sprite[nexti].statnum != MAXSTATUS : TRUE);
|
||||
ASSERT(nexti >= 0 ? sprite[nexti].statnum != MAXSTATUS : true);
|
||||
}
|
||||
|
||||
if (MoveSkip8 == 0)
|
||||
|
@ -6833,11 +6833,11 @@ SpriteControl(void)
|
|||
u = User[i];
|
||||
sp = User[i]->SpriteP;
|
||||
STATE_CONTROL(i, sp, u, StateTics)
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#else
|
||||
ASSERT(User[i]);
|
||||
StateControl(i);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
@ -6991,7 +6991,7 @@ move_sprite(short spritenum, int xchange, int ychange, int zchange, int ceildist
|
|||
if (dasectnum < 0)
|
||||
{
|
||||
retval = HIT_WALL;
|
||||
//ASSERT(TRUE == FALSE);
|
||||
//ASSERT(true == false);
|
||||
return retval;
|
||||
}
|
||||
|
||||
|
|
|
@ -41,9 +41,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
BEGIN_SW_NS
|
||||
|
||||
extern uint8_t playTrack;
|
||||
SWBOOL serpwasseen = FALSE;
|
||||
SWBOOL sumowasseen = FALSE;
|
||||
SWBOOL zillawasseen = FALSE;
|
||||
SWBOOL serpwasseen = false;
|
||||
SWBOOL sumowasseen = false;
|
||||
SWBOOL zillawasseen = false;
|
||||
|
||||
short BossSpriteNum[3] = {-1,-1,-1};
|
||||
|
||||
|
@ -819,7 +819,7 @@ BossHealthMeter(void)
|
|||
extern SWBOOL NoMeters;
|
||||
short health;
|
||||
SWBOOL bosswasseen;
|
||||
static SWBOOL triedplay = FALSE;
|
||||
static SWBOOL triedplay = false;
|
||||
|
||||
if (NoMeters) return;
|
||||
|
||||
|
@ -873,7 +873,7 @@ BossHealthMeter(void)
|
|||
{
|
||||
if (i == 0 && !serpwasseen)
|
||||
{
|
||||
serpwasseen = TRUE;
|
||||
serpwasseen = true;
|
||||
if (!SW_SHAREWARE)
|
||||
{
|
||||
PlaySong(nullptr, ThemeSongs[2], ThemeTrack[2], true);
|
||||
|
@ -881,7 +881,7 @@ BossHealthMeter(void)
|
|||
}
|
||||
else if (i == 1 && !sumowasseen)
|
||||
{
|
||||
sumowasseen = TRUE;
|
||||
sumowasseen = true;
|
||||
if (!SW_SHAREWARE)
|
||||
{
|
||||
PlaySong(nullptr, ThemeSongs[3], ThemeTrack[3], true);
|
||||
|
@ -889,7 +889,7 @@ BossHealthMeter(void)
|
|||
}
|
||||
else if (i == 2 && !zillawasseen)
|
||||
{
|
||||
zillawasseen = TRUE;
|
||||
zillawasseen = true;
|
||||
if (!SW_SHAREWARE)
|
||||
{
|
||||
PlaySong(nullptr, ThemeSongs[4], ThemeTrack[4], true);
|
||||
|
|
|
@ -79,10 +79,10 @@ TrackTowardPlayer(SPRITEp sp, TRACKp t, TRACK_POINTp start_point)
|
|||
|
||||
if (end_dist < start_dist)
|
||||
{
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
|
@ -109,10 +109,10 @@ TrackStartCloserThanEnd(short SpriteNum, TRACKp t, TRACK_POINTp start_point)
|
|||
|
||||
if (start_dist < end_dist)
|
||||
{
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
|
@ -726,7 +726,7 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
short sp_num, next_sp_num, startwall, endwall;
|
||||
int i, k, j;
|
||||
SPRITEp BoundSprite;
|
||||
SWBOOL FoundOutsideLoop = FALSE;
|
||||
SWBOOL FoundOutsideLoop = false;
|
||||
SWBOOL SectorInBounds;
|
||||
SECTORp *sectp;
|
||||
USERp u = User[sop->sp_child - sprite];
|
||||
|
@ -806,14 +806,14 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
startwall = sector[k].wallptr;
|
||||
endwall = startwall + sector[k].wallnum - 1;
|
||||
|
||||
SectorInBounds = TRUE;
|
||||
SectorInBounds = true;
|
||||
|
||||
for (j = startwall; j <= endwall; j++)
|
||||
{
|
||||
// all walls have to be in bounds to be in sector object
|
||||
if (!(wall[j].x > xlow && wall[j].x < xhigh && wall[j].y > ylow && wall[j].y < yhigh))
|
||||
{
|
||||
SectorInBounds = FALSE;
|
||||
SectorInBounds = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -850,7 +850,7 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
// Make sure every sector object has an outer loop tagged - important
|
||||
//
|
||||
|
||||
FoundOutsideLoop = FALSE;
|
||||
FoundOutsideLoop = false;
|
||||
|
||||
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
|
||||
{
|
||||
|
@ -865,7 +865,7 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
sop->morph_wall_point = k;
|
||||
|
||||
if (wall[k].extra && TEST(wall[k].extra, WALLFX_LOOP_OUTER))
|
||||
FoundOutsideLoop = TRUE;
|
||||
FoundOutsideLoop = true;
|
||||
|
||||
// each wall has this set - for collision detection
|
||||
SET(wall[k].extra, WALLFX_SECTOR_OBJECT|WALLFX_DONT_STICK);
|
||||
|
@ -1505,7 +1505,7 @@ PlaceSectorObjectsOnTracks(void)
|
|||
if (sop->track >= SO_OPERATE_TRACK_START)
|
||||
continue;
|
||||
|
||||
found = FALSE;
|
||||
found = false;
|
||||
// find the closest point on the track and put SOBJ on it
|
||||
for (j = 0; j < Track[sop->track].NumPoints; j++)
|
||||
{
|
||||
|
@ -1517,7 +1517,7 @@ PlaceSectorObjectsOnTracks(void)
|
|||
{
|
||||
low_dist = dist;
|
||||
sop->point = j;
|
||||
found = TRUE;
|
||||
found = true;
|
||||
////DSPRINTF(ds,"point = %d, dist = %d, x1=%d, y1=%d",j,low_dist,(tpoint +j)->x,(tpoint+j)->y);
|
||||
//MONO_PRINT(ds);
|
||||
}
|
||||
|
@ -1695,17 +1695,17 @@ MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
|
|||
WALLp wp;
|
||||
USERp u;
|
||||
short i, rot_ang;
|
||||
SWBOOL PlayerMove = TRUE;
|
||||
SWBOOL PlayerMove = true;
|
||||
|
||||
if (sop->xmid >= MAXSO)
|
||||
PlayerMove = FALSE;
|
||||
PlayerMove = false;
|
||||
|
||||
// move along little midpoint
|
||||
sop->xmid += BOUND_4PIX(nx);
|
||||
sop->ymid += BOUND_4PIX(ny);
|
||||
|
||||
if (sop->xmid >= MAXSO)
|
||||
PlayerMove = FALSE;
|
||||
PlayerMove = false;
|
||||
|
||||
// move child sprite along also
|
||||
sop->sp_child->x = sop->xmid;
|
||||
|
@ -1783,13 +1783,13 @@ PlayerPart:
|
|||
{
|
||||
#if 0
|
||||
short nr, nextnr;
|
||||
SWBOOL skip = TRUE;
|
||||
SWBOOL skip = true;
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_NO_RIDE], nr, nextnr)
|
||||
{
|
||||
if (sprite[nr].lotag == sop - SectorObject)
|
||||
skip = TRUE;
|
||||
skip = true;
|
||||
else
|
||||
skip = FALSE;
|
||||
skip = false;
|
||||
}
|
||||
|
||||
if (skip)
|
||||
|
@ -2238,7 +2238,7 @@ void CallbackSOsink(ANIMp ap, void *data)
|
|||
short dest_sector = -1;
|
||||
short src_sector = -1;
|
||||
short i, nexti, ndx;
|
||||
char found = FALSE;
|
||||
char found = false;
|
||||
int tgt_depth;
|
||||
|
||||
sop = (SECTOR_OBJECTp)data;
|
||||
|
@ -2294,7 +2294,7 @@ void CallbackSOsink(ANIMp ap, void *data)
|
|||
ndx = AnimSet((int *)&su->depth_fract, IntToFixed(tgt_depth), (ap->vel<<8)>>8);
|
||||
AnimSetVelAdj(ndx, ap->vel_adj);
|
||||
|
||||
found = TRUE;
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -2311,7 +2311,7 @@ void CallbackSOsink(ANIMp ap, void *data)
|
|||
// in a more precise way
|
||||
ndx = AnimSet((int *)&su->depth_fract, IntToFixed(tgt_depth), (ap->vel<<8)>>8);
|
||||
AnimSetVelAdj(ndx, ap->vel_adj);
|
||||
found = TRUE;
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -2360,7 +2360,7 @@ MoveSectorObjects(SECTOR_OBJECTp sop, short locktics)
|
|||
if (TEST(sop->flags, SOBJ_UPDATE_ONCE))
|
||||
{
|
||||
RESET(sop->flags, SOBJ_UPDATE_ONCE);
|
||||
RefreshPoints(sop, 0, 0, FALSE);
|
||||
RefreshPoints(sop, 0, 0, false);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -2412,7 +2412,7 @@ MoveSectorObjects(SECTOR_OBJECTp sop, short locktics)
|
|||
if (TEST(sop->flags, SOBJ_DYNAMIC))
|
||||
{
|
||||
// trick tricks
|
||||
RefreshPoints(sop, nx, ny, TRUE);
|
||||
RefreshPoints(sop, nx, ny, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2423,7 +2423,7 @@ MoveSectorObjects(SECTOR_OBJECTp sop, short locktics)
|
|||
GlobSpeedSO)
|
||||
{
|
||||
RESET(sop->flags, SOBJ_UPDATE_ONCE);
|
||||
RefreshPoints(sop, nx, ny, FALSE);
|
||||
RefreshPoints(sop, nx, ny, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2811,7 +2811,7 @@ OperateSectorObjectForTics(SECTOR_OBJECTp sop, short newang, int newx, int newy,
|
|||
sop->spin_ang = 0;
|
||||
sop->ang = newang;
|
||||
|
||||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, FALSE);
|
||||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, false);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -2824,7 +2824,7 @@ void
|
|||
PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy)
|
||||
{
|
||||
so_setinterpolationtics(sop, synctics);
|
||||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, FALSE);
|
||||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, false);
|
||||
}
|
||||
|
||||
void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator)
|
||||
|
@ -2886,7 +2886,7 @@ KillSectorObject(SECTOR_OBJECTp sop)
|
|||
sop->spin_ang = 0;
|
||||
sop->ang = sop->ang_tgt;
|
||||
|
||||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, FALSE);
|
||||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, false);
|
||||
}
|
||||
|
||||
|
||||
|
@ -2952,7 +2952,7 @@ DoTornadoObject(SECTOR_OBJECTp sop)
|
|||
}
|
||||
|
||||
TornadoSpin(sop);
|
||||
RefreshPoints(sop, pos.x - sop->xmid, pos.y - sop->ymid, TRUE);
|
||||
RefreshPoints(sop, pos.x - sop->xmid, pos.y - sop->ymid, true);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -3158,7 +3158,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
if (u->track_dir == -1)
|
||||
{
|
||||
DoActorHitTrackEndPoint(u);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3172,7 +3172,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
if (u->track_dir == 1)
|
||||
{
|
||||
DoActorHitTrackEndPoint(u);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3286,10 +3286,10 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
ASSERT(hitinfo.sect >= 0);
|
||||
|
||||
if (hitinfo.sprite >= 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (hitinfo.wall < 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
zdiff = labs(sp->z - sector[wall[hitinfo.wall].nextsector].floorz) >> 8;
|
||||
|
||||
|
@ -3299,7 +3299,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
DoActorBeginJump(SpriteNum);
|
||||
u->ActorActionFunc = DoActorMoveJump;
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -3325,7 +3325,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
|
||||
DoActorBeginJump(SpriteNum);
|
||||
u->ActorActionFunc = DoActorMoveJump;
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -3335,7 +3335,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
if (u->ActorActionSet->Jump)
|
||||
{
|
||||
ActorLeaveTrack(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -3357,7 +3357,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
|
||||
InitActorDuck(SpriteNum);
|
||||
u->ActorActionFunc = DoActorDuck;
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -3371,7 +3371,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
int i;
|
||||
|
||||
if (u->Rot == u->ActorActionSet->Sit || u->Rot == u->ActorActionSet->Stand)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
sp->ang = tpoint->ang;
|
||||
|
||||
|
@ -3392,7 +3392,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
|
||||
if (nearsprite >= 0 && nearhitdist < 1024)
|
||||
{
|
||||
if (OperateSprite(nearsprite, FALSE))
|
||||
if (OperateSprite(nearsprite, false))
|
||||
{
|
||||
if (!tpoint->tag_high)
|
||||
u->WaitTics = 2 * 120;
|
||||
|
@ -3406,7 +3406,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
|
||||
if (nearsector >= 0 && nearhitdist < 1024)
|
||||
{
|
||||
if (OperateSector(nearsector, FALSE))
|
||||
if (OperateSector(nearsector, false))
|
||||
{
|
||||
if (!tpoint->tag_high)
|
||||
u->WaitTics = 2 * 120;
|
||||
|
@ -3419,7 +3419,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
|
||||
if (nearwall >= 0 && nearhitdist < 1024)
|
||||
{
|
||||
if (OperateWall(nearwall, FALSE))
|
||||
if (OperateWall(nearwall, false))
|
||||
{
|
||||
if (!tpoint->tag_high)
|
||||
u->WaitTics = 2 * 120;
|
||||
|
@ -3603,7 +3603,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
if (!lsp)
|
||||
{
|
||||
ActorLeaveTrack(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
// determine where the player is supposed to be in relation to the ladder
|
||||
|
@ -3628,7 +3628,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
if (hit_wall < 0)
|
||||
{
|
||||
ActorLeaveTrack(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
#if DEBUG
|
||||
|
@ -3672,7 +3672,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
break;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -3701,7 +3701,7 @@ ActorFollowTrack(short SpriteNum, short locktics)
|
|||
|
||||
// if not on a track then better not go here
|
||||
if (u->track == -1)
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
// if lying in wait for player
|
||||
if (TEST(u->Flags, SPR_WAIT_FOR_PLAYER | SPR_WAIT_FOR_TRIGGER))
|
||||
|
@ -3716,13 +3716,13 @@ ActorFollowTrack(short SpriteNum, short locktics)
|
|||
{
|
||||
u->tgt_sp = pp->SpriteP;
|
||||
RESET(u->Flags, SPR_WAIT_FOR_PLAYER);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
u->Tics = 0;
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
// if pausing the return
|
||||
|
@ -3736,7 +3736,7 @@ ActorFollowTrack(short SpriteNum, short locktics)
|
|||
u->WaitTics = 0;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
tpoint = Track[u->track].TrackPoint + u->point;
|
||||
|
@ -3749,7 +3749,7 @@ ActorFollowTrack(short SpriteNum, short locktics)
|
|||
if ((dist = Distance(sp->x, sp->y, tpoint->x, tpoint->y)) < 200) // 64
|
||||
{
|
||||
if (!ActorTrackDecide(tpoint, SpriteNum))
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
// get the next point
|
||||
NextActorTrackPoint(SpriteNum);
|
||||
|
@ -3825,7 +3825,7 @@ ActorFollowTrack(short SpriteNum, short locktics)
|
|||
u->jump_speed = -650;
|
||||
DoActorBeginJump(SpriteNum);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -3851,7 +3851,7 @@ ActorFollowTrack(short SpriteNum, short locktics)
|
|||
}
|
||||
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -82,7 +82,7 @@ VatorSwitch(short match, short setting)
|
|||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL found = FALSE;
|
||||
SWBOOL found = false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
|
||||
{
|
||||
|
@ -90,7 +90,7 @@ VatorSwitch(short match, short setting)
|
|||
|
||||
if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
AnimateSwitch(sp, setting);
|
||||
}
|
||||
}
|
||||
|
@ -198,7 +198,7 @@ short DoVatorOperate(PLAYERp pp, short sectnum)
|
|||
#endif
|
||||
{
|
||||
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_DOORMSG + key_num - 1));
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -308,11 +308,11 @@ TestVatorMatchActive(short match)
|
|||
continue;
|
||||
|
||||
if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
void InterpSectorSprites(short sectnum, SWBOOL state)
|
||||
|
@ -344,7 +344,7 @@ void MoveSpritesWithSector(short sectnum, int z_amt, SWBOOL type)
|
|||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL both = FALSE;
|
||||
SWBOOL both = false;
|
||||
|
||||
if (SectUser[sectnum])
|
||||
both = !!TEST(SectUser[sectnum]->flags, SECTFU_VATOR_BOTH);
|
||||
|
@ -538,7 +538,7 @@ int DoVator(short SpriteNum)
|
|||
int i,nexti;
|
||||
SPRITEp bsp;
|
||||
USERp bu;
|
||||
SWBOOL found = FALSE;
|
||||
SWBOOL found = false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
|
||||
{
|
||||
|
@ -549,7 +549,7 @@ int DoVator(short SpriteNum)
|
|||
{
|
||||
if (labs(sectp->ceilingz - sectp->floorz) < SPRITEp_SIZE_Z(bsp))
|
||||
{
|
||||
InitBloodSpray(i, TRUE, -1);
|
||||
InitBloodSpray(i, true, -1);
|
||||
UpdateSinglePlayKills(i);
|
||||
KillSprite(i);
|
||||
continue;
|
||||
|
@ -561,7 +561,7 @@ int DoVator(short SpriteNum)
|
|||
// found something blocking so reverse to ON position
|
||||
ReverseVator(SpriteNum);
|
||||
SET_BOOL8(sp); // tell vator that something blocking door
|
||||
found = TRUE;
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -581,7 +581,7 @@ int DoVator(short SpriteNum)
|
|||
ReverseVator(SpriteNum);
|
||||
|
||||
u->vel_rate = -u->vel_rate;
|
||||
found = TRUE;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -599,7 +599,7 @@ int DoVator(short SpriteNum)
|
|||
{
|
||||
if (labs(sectp->ceilingz - sectp->floorz) < SPRITEp_SIZE_Z(bsp))
|
||||
{
|
||||
InitBloodSpray(i, TRUE, -1);
|
||||
InitBloodSpray(i, true, -1);
|
||||
UpdateSinglePlayKills(i);
|
||||
KillSprite(i);
|
||||
continue;
|
||||
|
|
|
@ -86,9 +86,9 @@ int DoWallMove(SPRITEp sp)
|
|||
short shade1,shade2,ang,picnum1,picnum2;
|
||||
WALLp wallp;
|
||||
short prev_wall;
|
||||
SWBOOL found = FALSE;
|
||||
SWBOOL found = false;
|
||||
short dang;
|
||||
SWBOOL SOsprite = FALSE;
|
||||
SWBOOL SOsprite = false;
|
||||
|
||||
dist = SP_TAG13(sp);
|
||||
ang = SP_TAG4(sp);
|
||||
|
@ -108,7 +108,7 @@ int DoWallMove(SPRITEp sp)
|
|||
{
|
||||
if (wallp->x == sp->x && wallp->y == sp->y)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
|
||||
if (TEST(wallp->extra, WALLFX_SECTOR_OBJECT))
|
||||
{
|
||||
|
@ -117,7 +117,7 @@ int DoWallMove(SPRITEp sp)
|
|||
ASSERT(sop);
|
||||
SOwallmove(sop, sp, wallp, dist, &nx, &ny);
|
||||
|
||||
SOsprite = TRUE;
|
||||
SOsprite = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -165,7 +165,7 @@ int DoWallMove(SPRITEp sp)
|
|||
SWBOOL CanSeeWallMove(SPRITEp wp, short match)
|
||||
{
|
||||
short i,nexti;
|
||||
SWBOOL found = FALSE;
|
||||
SWBOOL found = false;
|
||||
SPRITEp sp;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE_CANSEE], i, nexti)
|
||||
|
@ -174,26 +174,26 @@ SWBOOL CanSeeWallMove(SPRITEp wp, short match)
|
|||
|
||||
if (SP_TAG2(sp) == match)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
|
||||
if (cansee(wp->x,wp->y,wp->z,wp->sectnum,sp->x,sp->y,sp->z,sp->sectnum))
|
||||
{
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (found)
|
||||
return FALSE;
|
||||
return false;
|
||||
else
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
int DoWallMoveMatch(short match)
|
||||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL found = FALSE;
|
||||
SWBOOL found = false;
|
||||
|
||||
// just all with the same matching tags
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE], i, nexti)
|
||||
|
@ -202,7 +202,7 @@ int DoWallMoveMatch(short match)
|
|||
|
||||
if (SP_TAG2(sp) == match)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
DoWallMove(sp);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -50,10 +50,10 @@ WarpPlaneSectorInfo(short sectnum, SPRITEp *sp_ceiling, SPRITEp *sp_floor)
|
|||
*sp_ceiling = NULL;
|
||||
|
||||
if (Prediction)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (sectnum < 0 || !TEST(sector[sectnum].extra, SECTFX_WARP_SECTOR))
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WARP], i, nexti)
|
||||
{
|
||||
|
@ -76,7 +76,7 @@ WarpPlaneSectorInfo(short sectnum, SPRITEp *sp_ceiling, SPRITEp *sp_floor)
|
|||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
SPRITEp
|
||||
|
@ -219,7 +219,7 @@ WarpSectorInfo(short sectnum, SPRITEp *sp_warp)
|
|||
*sp_warp = NULL;
|
||||
|
||||
if (!TEST(sector[sectnum].extra, SECTFX_WARP_SECTOR))
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WARP], i, nexti)
|
||||
{
|
||||
|
@ -238,7 +238,7 @@ WarpSectorInfo(short sectnum, SPRITEp *sp_warp)
|
|||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
SPRITEp
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -886,9 +886,9 @@ DoZombieMove(short SpriteNum)
|
|||
|
||||
if (u->Counter3++ >= ZOMBIE_TIME_LIMIT)
|
||||
{
|
||||
InitBloodSpray(SpriteNum,TRUE,105);
|
||||
InitBloodSpray(SpriteNum,TRUE,105);
|
||||
InitBloodSpray(SpriteNum,TRUE,105);
|
||||
InitBloodSpray(SpriteNum,true,105);
|
||||
InitBloodSpray(SpriteNum,true,105);
|
||||
InitBloodSpray(SpriteNum,true,105);
|
||||
SetSuicide(SpriteNum);
|
||||
return 0;
|
||||
}
|
||||
|
@ -936,9 +936,9 @@ NullZombie(short SpriteNum)
|
|||
|
||||
if (u->Counter3++ >= ZOMBIE_TIME_LIMIT)
|
||||
{
|
||||
InitBloodSpray(SpriteNum,TRUE,105);
|
||||
InitBloodSpray(SpriteNum,TRUE,105);
|
||||
InitBloodSpray(SpriteNum,TRUE,105);
|
||||
InitBloodSpray(SpriteNum,true,105);
|
||||
InitBloodSpray(SpriteNum,true,105);
|
||||
InitBloodSpray(SpriteNum,true,105);
|
||||
SetSuicide(SpriteNum);
|
||||
return 0;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue