#define IS_TURRET(v) (v.turret_flags & TUR_FLAG_ISTURRET)
#define IS_MOVABLE(v) ((IS_PLAYER(v) || IS_MONSTER(v)) && !STAT(FROZEN, v))
+#define IS_DEAD(s) ((s).deadflag != DEAD_NO)
+
+#define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
// NOTE: FOR_EACH_CLIENTSLOT deprecated! Use the following instead: FOREACH_CLIENTSLOT(true, { code; });
// NOTE: FOR_EACH_CLIENT deprecated! Use the following instead: FOREACH_CLIENT(true, { code; });
_FCR_entered = true; \
int _cnt = 0; \
FOREACH_CLIENT(cond, { \
- int _j = floor(random() * (_cnt + 1)); \
- if (_j == _cnt) \
- { \
- _FCR_clients[_cnt] = it; \
- } \
- else \
- { \
- _FCR_clients[_cnt] = _FCR_clients[_j]; \
- _FCR_clients[_j] = it; \
- } \
- _cnt++; \
- }); \
+ int _j = floor(random() * (_cnt + 1)); \
+ if (_j != _cnt) \
+ _FCR_clients[_cnt] = _FCR_clients[_j]; \
+ _FCR_clients[_j] = it; \
+ ++_cnt; \
+ }); \
for (int _i = 0; _i < _cnt; ++_i) \
{ \
const noref int i = _i; \