// note: zero sendflags can never be sent... so we can use that to say that we send no accuracy!
WriteInt24_t(MSG_ENTITY, sf);
if(sf == 0)
- return TRUE;
+ return true;
// note: we know that client and server agree about SendFlags...
for(w = 0, f = 1; w <= WEP_LAST - WEP_FIRST; ++w)
{
else
f *= 2;
}
- return TRUE;
+ return true;
}
// init/free
e.accuracy.owner = e;
e.accuracy.classname = "accuracy";
e.accuracy.drawonlytoclient = e;
- Net_LinkEntity(e.accuracy, FALSE, 0, accuracy_send);
+ Net_LinkEntity(e.accuracy, false, 0, accuracy_send);
}
void accuracy_free(entity e)
if(b == accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w])))
return;
- w = pow(2, mod(w, 24));
+ w = pow(2, w % 24);
a.SendFlags |= w;
FOR_EACH_CLIENT(a)
if(IS_SPEC(a))
if(!warmup_stage)
if(targ.deadflag == DEAD_NO)
+ if(!targ.frozen)
if(mutator_check == MUT_ACCADD_INVALID || (mutator_check == MUT_ACCADD_VALID && IS_CLIENT(targ)))
if(DIFF_TEAM(attacker, targ))
- return TRUE;
- return FALSE;
+ return true;
+ return false;
}
float accuracy_canbegooddamage(entity attacker)
{
if(!warmup_stage)
- return TRUE;
- return FALSE;
+ return true;
+ return false;
}