while (1)
{
if(self.antilag_debug)
- WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
+ WarpZone_traceline_antilag (self, start, end, false, o, self.antilag_debug);
else
- WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
+ WarpZone_traceline_antilag (self, start, end, false, o, ANTILAG_LATENCY(self));
if(o && WarpZone_trace_firstzone)
{
o = world;
break;
// make the entity non-solid so we can hit the next one
- trace_ent.railgunhit = TRUE;
+ trace_ent.railgunhit = true;
trace_ent.railgunhitloc = end;
trace_ent.railgunhitsolidbackup = trace_ent.solid;
trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
endq3surfaceflags = trace_dphitq3surfaceflags;
// find all the entities the railgun hit and restore their solid state
- ent = findfloat(world, railgunhit, TRUE);
+ ent = findfloat(world, railgunhit, true);
while (ent)
{
// restore their solid type
ent.solid = ent.railgunhitsolidbackup;
- ent = findfloat(ent, railgunhit, TRUE);
+ ent = findfloat(ent, railgunhit, true);
}
// spawn a temporary explosion entity for RadiusDamage calls
}
// find all the entities the railgun hit and hurt them
- ent = findfloat(world, railgunhit, TRUE);
+ ent = findfloat(world, railgunhit, true);
while (ent)
{
// get the details we need to call the damage function
ent.railgunhitloc = '0 0 0';
ent.railgunhitsolidbackup = SOLID_NOT;
- ent.railgunhit = FALSE;
+ ent.railgunhit = false;
ent.railgundistance = 0;
// advance to the next entity
- ent = findfloat(ent, railgunhit, TRUE);
+ ent = findfloat(ent, railgunhit, true);
}
// calculate hits and fired shots for hitscan
for(0;;)
{
// TODO also show effect while tracing
- WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, FALSE, WarpZone_trace_forent, world, fireBullet_trace_callback);
+ WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, world, fireBullet_trace_callback);
dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
start = trace_endpos;
// move the entity along its velocity until it's out of solid, then let it resume
// The previously hit entity is ignored here!
- traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, TRUE, hit);
+ traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
if(trace_fraction == 1) // 1: we never got out of solid
break;