use standard C bool type:

get rid of qfalse, qtrue aliases everywhere
replace qboolean in q3map2, q3data
redefine qboolean type in q2 tools, mbspc
This commit is contained in:
Garux
2020-01-24 02:47:33 +03:00
parent e5d040a770
commit eb70faddc8
112 changed files with 2476 additions and 2577 deletions

View File

@@ -35,7 +35,7 @@ const vec3_t g_vec3_axis_z = { 0, 0, 1, };
VectorIsOnAxis
================
*/
qboolean VectorIsOnAxis( vec3_t v ){
bool VectorIsOnAxis( vec3_t v ){
int i, zeroComponentCount;
zeroComponentCount = 0;
@@ -48,10 +48,10 @@ qboolean VectorIsOnAxis( vec3_t v ){
if ( zeroComponentCount > 1 ) {
// The zero vector will be on axis.
return qtrue;
return true;
}
return qfalse;
return false;
}
/*
@@ -59,18 +59,18 @@ qboolean VectorIsOnAxis( vec3_t v ){
VectorIsOnAxialPlane
================
*/
qboolean VectorIsOnAxialPlane( vec3_t v ){
bool VectorIsOnAxialPlane( vec3_t v ){
int i;
for ( i = 0; i < 3; i++ )
{
if ( v[i] == 0.0 ) {
// The zero vector will be on axial plane.
return qtrue;
return true;
}
}
return qfalse;
return false;
}
/*
@@ -108,15 +108,15 @@ vec_t VectorLength( const vec3_t v ){
return length;
}
qboolean VectorCompare( const vec3_t v1, const vec3_t v2 ){
bool VectorCompare( const vec3_t v1, const vec3_t v2 ){
int i;
for ( i = 0 ; i < 3 ; i++ )
if ( fabs( v1[i] - v2[i] ) > EQUAL_EPSILON ) {
return qfalse;
return false;
}
return qtrue;
return true;
}
void VectorMA( const vec3_t va, vec_t scale, const vec3_t vb, vec3_t vc ){
@@ -429,18 +429,18 @@ void VectorToAngles( vec3_t vec, vec3_t angles ){
The normal will point out of the clock for clockwise ordered points
=====================
*/
qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ) {
bool PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ) {
vec3_t d1, d2;
VectorSubtract( b, a, d1 );
VectorSubtract( c, a, d2 );
CrossProduct( d2, d1, plane );
if ( VectorNormalize( plane, plane ) == 0 ) {
return qfalse;
return false;
}
plane[3] = DotProduct( a, plane );
return qtrue;
return true;
}
/*

View File

@@ -60,7 +60,7 @@ vec_t ray_intersect_point( const ray_t *ray, const vec3_t point, vec_t epsilon,
#define EPSILON 0.000001
vec_t ray_intersect_triangle( const ray_t *ray, qboolean bCullBack, const vec3_t vert0, const vec3_t vert1, const vec3_t vert2 ){
vec_t ray_intersect_triangle( const ray_t *ray, bool bCullBack, const vec3_t vert0, const vec3_t vert1, const vec3_t vert2 ){
float edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
float det,inv_det;
float u, v;
@@ -76,7 +76,7 @@ vec_t ray_intersect_triangle( const ray_t *ray, qboolean bCullBack, const vec3_t
/* if determinant is near zero, ray lies in plane of triangle */
det = DotProduct( edge1, pvec );
if ( bCullBack == qtrue ) {
if ( bCullBack == true ) {
if ( det < EPSILON ) {
return depth;
}