WriteByte(MSG_ENTITY, self.angles.x * 256 / 360);
WriteByte(MSG_ENTITY, self.angles.y * 256 / 360);
WriteByte(MSG_ENTITY, self.angles.z * 256 / 360);
- return TRUE;
+ return true;
}
void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, float casingtype, entity casingowner)
e.angles = ang;
e.oldorigin_x = compressShortVector(e.velocity);
- Net_LinkEntity(e, TRUE, 0.2, Casing_SendEntity);
+ Net_LinkEntity(e, true, 0.2, Casing_SendEntity);
// 0.2s should be enough time for all clients to receive this ent once, do the gibbage and be done with it
}