setorigin (player, to); // NOTE: this also aborts the move, when this is called by touch
player.oldorigin = to; // for DP's unsticking
player.angles = to_angles;
- player.fixangle = TRUE;
+ player.fixangle = true;
player.velocity = to_velocity;
BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
WriteCoord(MSG_ENTITY, self.angles.x);
WriteCoord(MSG_ENTITY, self.angles.y);
WriteCoord(MSG_ENTITY, self.angles.z);
- return TRUE;
+ return true;
}
float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
if(IS_PLAYER(player))
{
// instead of fixangle, send the transform to the client for smoother operation
- player.fixangle = FALSE;
+ player.fixangle = false;
entity ts = spawn();
setmodel(ts, "null");
WriteShort(MSG_ENTITY, self.warpzone_fadeend);
}
- return TRUE;
+ return true;
}
float WarpZone_Camera_Send(entity to, float sendflags)
WriteShort(MSG_ENTITY, self.warpzone_fadeend);
}
- return TRUE;
+ return true;
}
#ifdef WARPZONELIB_KEEPDEBUG
float WarpZone_Projectile_Touch()
{
if(other.classname == "trigger_warpzone")
- return TRUE;
+ return true;
// no further impacts if we teleported this frame!
// this is because even if we did teleport, the engine still may raise
// but if this is called from TouchAreaGrid of the projectile moving,
// then this won't do
if(time == self.warpzone_teleport_time)
- return TRUE;
+ return true;
#ifdef WARPZONELIB_KEEPDEBUG
// this SEEMS to not happen at the moment, but if it did, it would be more reliable
#endif
if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
- return TRUE;
+ return true;
- return FALSE;
+ return false;
}
void WarpZone_InitStep_FindOriginTarget()