Made the boolean type consistently int or float, without using conversions.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3053 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -158,7 +158,7 @@ visible
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returns 1 if the entity is visible to self, even if not infront ()
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returns 1 if the entity is visible to self, even if not infront ()
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=============
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=============
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*/
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*/
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float (entity targ) visible =
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BOOL (entity targ) visible =
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{
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{
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local vector spot1, spot2;
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local vector spot1, spot2;
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@ -182,7 +182,7 @@ infront
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returns 1 if the entity is in front (in sight) of self
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returns 1 if the entity is in front (in sight) of self
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=============
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=============
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*/
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*/
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float(entity targ) infront =
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BOOL(entity targ) infront =
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{
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{
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local vector vec;
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local vector vec;
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local float dot;
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local float dot;
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@ -350,7 +350,7 @@ checked each frame. This means multi player games will have slightly
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slower noticing monsters.
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slower noticing monsters.
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============
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============
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*/
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*/
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float() FindTarget =
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BOOL() FindTarget =
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{
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{
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local entity client;
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local entity client;
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local float r;
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local float r;
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@ -570,7 +570,7 @@ FacingIdeal
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============
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============
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*/
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*/
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float() FacingIdeal =
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BOOL() FacingIdeal =
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{
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{
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local float delta;
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local float delta;
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@ -582,11 +582,11 @@ float() FacingIdeal =
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//=============================================================================
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//=============================================================================
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float(float enemy_range) DogCheckAttack;
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BOOL(float enemy_range) DogCheckAttack;
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float(float enemy_range) WizardCheckAttack;
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BOOL(float enemy_range) WizardCheckAttack;
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float(float enemy_range) DemonCheckAttack;
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BOOL(float enemy_range) DemonCheckAttack;
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float(float enemy_range) CheckAnyAttack =
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BOOL(float enemy_range) CheckAnyAttack =
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{
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{
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switch (self.classname)
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switch (self.classname)
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@ -748,3 +748,4 @@ void(float dist) ai_run =
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movetogoal (dist); // done in C code...
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movetogoal (dist); // done in C code...
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};
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};
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