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author | Michele Calgaro <michele.calgaro@yahoo.it> | 2025-04-07 15:50:40 +0900 |
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committer | Michele Calgaro <michele.calgaro@yahoo.it> | 2025-04-07 23:25:01 +0900 |
commit | 664580ffc694a1f9e7ab25d4636ca9696a38d958 (patch) | |
tree | daea2bbeea9cce36e9c8fe66afd1930e397e7ebd /libtdegames/kgame/kgame.h | |
parent | d62a856cb43f9a527dc936783d18fbfe4cc0d9c2 (diff) | |
download | tdegames-r14.1.4.tar.gz tdegames-r14.1.4.zip |
Replace TRUE/FALSE with boolean values true/falser14.1.4
Signed-off-by: Michele Calgaro <michele.calgaro@yahoo.it>
(cherry picked from commit 66230b1cca2fa5c95886d8cf708829e4bfac2b10)
Diffstat (limited to 'libtdegames/kgame/kgame.h')
-rw-r--r-- | libtdegames/kgame/kgame.h | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/libtdegames/kgame/kgame.h b/libtdegames/kgame/kgame.h index a6ab40f1..238d4865 100644 --- a/libtdegames/kgame/kgame.h +++ b/libtdegames/kgame/kgame.h @@ -521,7 +521,7 @@ signals: * removed. * @param player The player that is about to be removed. Add your new * KGameIO here - but only on <em>one</em> client! - * @param remove Set this to FALSE if you don't want this player to be + * @param remove Set this to false if you don't want this player to be * removed completely. **/ void signalReplacePlayerIO(KPlayer* player, bool* remove); @@ -679,11 +679,11 @@ protected: * the given player. * Note that you HAVE to overwrite this function. Otherwise your * game makes no sense at all. - * Generally you have to return TRUE in this function. Only then + * Generally you have to return true in this function. Only then * the game sequence is proceeded by calling @ref playerInputFinished * which in turn will check for game over or the next player * However, if you have a delayed move, because you e.g. move a - * card or a piece you want to return FALSE to pause the game sequence + * card or a piece you want to return false to pause the game sequence * and then manually call @ref playerInputFinished to resume it. * Example: * \code @@ -709,7 +709,7 @@ protected: * checks for game over and nextPlayer (in the case of turn base games) * are processed. * Call this manually if you have a delayed move, i.e. your playerInput - * function returns FALSE. If it returns true you need not do anything + * function returns false. If it returns true you need not do anything * here. * * @return the current player @@ -880,7 +880,7 @@ protected: * * @param stream a data stream where you can stream the game from * @param network is it a call from the network or from a file (unused but informative) - * @param saveplayers shall the players be saved too (should be TRUE) + * @param saveplayers shall the players be saved too (should be true) * * @return true? */ |