diff --git a/cl_dll/ff/ff_fx_railbeam.cpp b/cl_dll/ff/ff_fx_railbeam.cpp index 37a52bc32..87937e272 100644 --- a/cl_dll/ff/ff_fx_railbeam.cpp +++ b/cl_dll/ff/ff_fx_railbeam.cpp @@ -75,7 +75,7 @@ void CFFFXRailBeam::Draw(double frametime) //----------------------------------------------------------------------------- bool CFFFXRailBeam::IsActive() { - return (m_flStartTime + FIRE_TIME > gpGlobals->curtime) ? true : false; + return m_flStartTime + FIRE_TIME > gpGlobals->curtime; } //----------------------------------------------------------------------------- diff --git a/dlls/ff/ff_bot_temp.cpp b/dlls/ff/ff_bot_temp.cpp index 4f6506ce8..3d58d79d9 100644 --- a/dlls/ff/ff_bot_temp.cpp +++ b/dlls/ff/ff_bot_temp.cpp @@ -716,7 +716,7 @@ void Bot_UpdateDirection( CFFBot *pBot ) angle.y += 360; pBot->m_flNextTurnTime = gpGlobals->curtime + 2.0; - pBot->m_bLastTurnToRight = random->RandomInt( 0, 1 ) == 0 ? true : false; + pBot->m_bLastTurnToRight = random->RandomInt( 0, 1 ) == 0; pBot->m_ForwardAngle = angle; pBot->m_LastAngles = angle; diff --git a/dlls/ff/ff_client.cpp b/dlls/ff/ff_client.cpp index 09d62aa7f..1a4426dd2 100644 --- a/dlls/ff/ff_client.cpp +++ b/dlls/ff/ff_client.cpp @@ -169,7 +169,7 @@ void GameStartFrame( void ) if ( g_fGameOver ) return; - gpGlobals->teamplay = teamplay.GetInt() ? true : false; + gpGlobals->teamplay = !!teamplay.GetInt(); #ifdef _DEBUG Bot_RunAll(); #endif diff --git a/dlls/ff/ff_lualib_globals.cpp b/dlls/ff/ff_lualib_globals.cpp index 2e3d35be9..7e77dfa6f 100644 --- a/dlls/ff/ff_lualib_globals.cpp +++ b/dlls/ff/ff_lualib_globals.cpp @@ -180,7 +180,7 @@ namespace FFLib bool IsGrenade(CBaseEntity* pEntity) { // Yeah, the simple life, man - return ( pEntity->GetFlags() & FL_GRENADE ) ? true : false; + return !!( pEntity->GetFlags() & FL_GRENADE ); /* return (IsOfClass(pEntity, CLASS_GREN) || IsOfClass(pEntity, CLASS_GREN_EMP) || @@ -668,7 +668,7 @@ namespace FFLib bool IsPlayer( CBaseEntity *pEntity ) { - return GetPlayer( pEntity ) == NULL ? false : true; + return GetPlayer( pEntity ) != NULL; } CFFInfoScript* GetInfoScriptByName(const char* entityName) diff --git a/dlls/ff/ff_player.cpp b/dlls/ff/ff_player.cpp index 2276ad44b..07cbafe08 100644 --- a/dlls/ff/ff_player.cpp +++ b/dlls/ff/ff_player.cpp @@ -3119,7 +3119,7 @@ void CFFPlayer::FindRadioTaggedPlayers( void ) // We're left w/ a player who's within range // Add player to a list and send off to client - m_hRadioTagData->Set( pPlayer->entindex(), true, pPlayer->GetClassSlot(), pPlayer->GetTeamNumber(), ( pPlayer->GetFlags() & FL_DUCKING ) ? true : false, vecPlayerOrigin ); + m_hRadioTagData->Set( pPlayer->entindex(), true, pPlayer->GetClassSlot(), pPlayer->GetTeamNumber(), !!( pPlayer->GetFlags() & FL_DUCKING ), vecPlayerOrigin ); Omnibot::Notify_RadioTagUpdate(this, pPlayer); } diff --git a/dlls/ff/ff_player.h b/dlls/ff/ff_player.h index 1ec84d5b8..eeedd9a4e 100644 --- a/dlls/ff/ff_player.h +++ b/dlls/ff/ff_player.h @@ -513,7 +513,7 @@ class CFFPlayer : public CBasePlayer, public IFFPlayerAnimStateHelpers } bool LuaIsPlayerFrozen() { - return ( GetFlags() & FL_FROZEN ) ? true : false; + return !!( GetFlags() & FL_FROZEN ); } void LuaLockPlayerInPlace( bool _lock ) { @@ -922,23 +922,23 @@ class CFFPlayer : public CBasePlayer, public IFFPlayerAnimStateHelpers public: // Some luabind functions - bool IsInAttack1( void ) const { return ( m_nButtons & IN_ATTACK ) ? true : false; } - bool IsInAttack2( void ) const { return ( m_nButtons & IN_ATTACK2 ) ? true : false; } - bool IsInUse( void ) const { return ( m_nButtons & IN_USE ) ? true : false; } - bool IsInJump( void ) const { return ( m_nButtons & IN_JUMP ) ? true : false; } - bool IsInForward( void ) const { return ( m_nButtons & IN_FORWARD ) ? true : false; } - bool IsInBack( void ) const { return ( m_nButtons & IN_BACK ) ? true : false; } - bool IsInMoveLeft( void ) const { return ( m_nButtons & IN_MOVELEFT ) ? true : false; } - bool IsInMoveRight( void ) const { return ( m_nButtons & IN_MOVERIGHT ) ? true : false; } - bool IsInLeft( void ) const { return ( m_nButtons & IN_LEFT ) ? true : false; } - bool IsInRight( void ) const { return ( m_nButtons & IN_RIGHT ) ? true : false; } - bool IsInRun( void ) const { return ( m_nButtons & IN_RUN ) ? true : false; } - bool IsInReload( void ) const { return ( m_nButtons & IN_RELOAD ) ? true : false; } - bool IsInSpeed( void ) const { return ( m_nButtons & IN_SPEED ) ? true : false; } - bool IsInWalk( void ) const { return ( m_nButtons & IN_WALK ) ? true : false; } - bool IsInZoom( void ) const { return ( m_nButtons & IN_ZOOM ) ? true : false; } - bool IsDucking( void ) const { return ( GetFlags() & FL_DUCKING ) ? true : false; } - bool IsOnGround( void ) const { return ( GetFlags() & FL_ONGROUND ) ? true : false; } + bool IsInAttack1( void ) const { return !!( m_nButtons & IN_ATTACK ); } + bool IsInAttack2( void ) const { return !!( m_nButtons & IN_ATTACK2 ); } + bool IsInUse( void ) const { return !!( m_nButtons & IN_USE ); } + bool IsInJump( void ) const { return !!( m_nButtons & IN_JUMP ); } + bool IsInForward( void ) const { return !!( m_nButtons & IN_FORWARD ); } + bool IsInBack( void ) const { return !!( m_nButtons & IN_BACK ); } + bool IsInMoveLeft( void ) const { return !!( m_nButtons & IN_MOVELEFT ); } + bool IsInMoveRight( void ) const { return !!( m_nButtons & IN_MOVERIGHT ); } + bool IsInLeft( void ) const { return !!( m_nButtons & IN_LEFT ); } + bool IsInRight( void ) const { return !!( m_nButtons & IN_RIGHT ); } + bool IsInRun( void ) const { return !!( m_nButtons & IN_RUN ); } + bool IsInReload( void ) const { return !!( m_nButtons & IN_RELOAD ); } + bool IsInSpeed( void ) const { return !!( m_nButtons & IN_SPEED ); } + bool IsInWalk( void ) const { return !!( m_nButtons & IN_WALK ); } + bool IsInZoom( void ) const { return !!( m_nButtons & IN_ZOOM ); } + bool IsDucking( void ) const { return !!( GetFlags() & FL_DUCKING ); } + bool IsOnGround( void ) const { return !!( GetFlags() & FL_ONGROUND ); } bool IsInAir( void ) const { return !IsOnGround(); } bool IsInAir( float flUnitsAboveGround ) const; diff --git a/dlls/ff/ff_vehicle_jeep.cpp b/dlls/ff/ff_vehicle_jeep.cpp index 1481859e2..758765dec 100644 --- a/dlls/ff/ff_vehicle_jeep.cpp +++ b/dlls/ff/ff_vehicle_jeep.cpp @@ -610,7 +610,7 @@ bool CPropJeep::CheckWater( void ) // Check to see if we hit water. if ( pWheel->GetContactPoint( &m_WaterData.m_vecWheelContactPoints[iWheel], NULL ) ) { - m_WaterData.m_bWheelInWater[iWheel] = ( UTIL_PointContents( m_WaterData.m_vecWheelContactPoints[iWheel] ) & MASK_WATER ) ? true : false; + m_WaterData.m_bWheelInWater[iWheel] = !!( UTIL_PointContents( m_WaterData.m_vecWheelContactPoints[iWheel] ) & MASK_WATER ); if ( m_WaterData.m_bWheelInWater[iWheel] ) { bInWater = true; @@ -624,7 +624,7 @@ bool CPropJeep::CheckWater( void ) QAngle vecEngineAngles; GetAttachment( iEngine, vecEnginePoint, vecEngineAngles ); - m_WaterData.m_bBodyInWater = ( UTIL_PointContents( vecEnginePoint ) & MASK_WATER ) ? true : false; + m_WaterData.m_bBodyInWater = !!( UTIL_PointContents( vecEnginePoint ) & MASK_WATER ); if ( m_WaterData.m_bBodyInWater ) { if ( m_bHasPoop ) @@ -678,7 +678,7 @@ void CPropJeep::CheckWaterLevel( void ) vecUp.z = clamp( vecUp.z, 0.0f, vecUp.z ); vecAttachPoint.z += r_JeepViewZHeight.GetFloat() * vecUp.z; - bool bEyes = ( UTIL_PointContents( vecAttachPoint ) & MASK_WATER ) ? true : false; + bool bEyes = !!( UTIL_PointContents( vecAttachPoint ) & MASK_WATER ); if ( bEyes ) { pPlayer->SetWaterLevel( WL_Eyes ); @@ -695,7 +695,7 @@ void CPropJeep::CheckWaterLevel( void ) // Check feet. (vehicle_feet_passenger0 point) iAttachment = LookupAttachment( "vehicle_feet_passenger0" ); GetAttachment( iAttachment, vecAttachPoint, vecAttachAngles ); - bool bFeet = ( UTIL_PointContents( vecAttachPoint ) & MASK_WATER ) ? true : false; + bool bFeet = !!( UTIL_PointContents( vecAttachPoint ) & MASK_WATER ); if ( bFeet ) { pPlayer->SetWaterLevel( WL_Feet ); diff --git a/game_shared/ff/ff_gamerules.cpp b/game_shared/ff/ff_gamerules.cpp index 06c26ad0e..b6e248cca 100644 --- a/game_shared/ff/ff_gamerules.cpp +++ b/game_shared/ff/ff_gamerules.cpp @@ -709,7 +709,7 @@ ConVar mp_friendlyfire_armorstrip( "mp_friendlyfire_armorstrip", CUtlVector< int > iChangeClassValidClasses; bool bUseTeam = ( ( iTeam >= TEAM_BLUE ) && ( iTeam <= TEAM_GREEN ) ); - bool bUsePlayer = pFFPlayer ? true : false; + bool bUsePlayer = !!pFFPlayer; // Eh? Which one do we use? if( bUseTeam && bUsePlayer ) diff --git a/game_shared/ff/ff_grenade_nail.cpp b/game_shared/ff/ff_grenade_nail.cpp index 74e3f814d..dd02f5de4 100644 --- a/game_shared/ff/ff_grenade_nail.cpp +++ b/game_shared/ff/ff_grenade_nail.cpp @@ -386,7 +386,7 @@ void CFFGrenadeNail::Precache() AngleVectors( vecAngles, &vecNailDir ); VectorNormalizeFast( vecNailDir ); - ShootNail( GetAbsOrigin() + ( 8.0f * vecNailDir ), vecAngles, ( i == 0 ) ? true : false ); + ShootNail( GetAbsOrigin() + ( 8.0f * vecNailDir ), vecAngles, i == 0 ); // Update next position vecAngles.y += (iNailSpreadInterval + iNailOffset); diff --git a/game_shared/ff/ff_utils.cpp b/game_shared/ff/ff_utils.cpp index 4125d0805..3555f9903 100644 --- a/game_shared/ff/ff_utils.cpp +++ b/game_shared/ff/ff_utils.cpp @@ -713,7 +713,7 @@ bool FF_IsGrenade( CBaseEntity *pEntity ) if( !pEntity ) return false; - return ( pEntity->GetFlags() & FL_GRENADE ) ? true : false; + return !!( pEntity->GetFlags() & FL_GRENADE ); } #ifdef GAME_DLL diff --git a/game_shared/ff/ff_weapon_parse.cpp b/game_shared/ff/ff_weapon_parse.cpp index af9f641a9..057fd6d6b 100644 --- a/game_shared/ff/ff_weapon_parse.cpp +++ b/game_shared/ff/ff_weapon_parse.cpp @@ -37,7 +37,7 @@ void CFFWeaponInfo::Parse( KeyValues *pKeyValuesData, const char *szWeaponName ) m_flCycleTime = pKeyValuesData->GetFloat( "CycleTime", 0.15f ); m_iCycleDecrement = pKeyValuesData->GetInt( "CycleDecrement", 0.15f ); - m_bReloadClip = pKeyValuesData->GetInt( "ReloadClip", 0.0f ) ? true : false; + m_bReloadClip = !!pKeyValuesData->GetInt( "ReloadClip", 0.0f ); m_iDamage = pKeyValuesData->GetInt( "Damage", 42 ); // Douglas Adams 1952 - 2001 m_iDamageRadius = pKeyValuesData->GetInt( "DamageRadius", m_iDamage );