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

@@ -89,10 +89,10 @@ extern const vec3_t g_vec3_axis_z;
#define Q_rint( in ) ( (vec_t)floor( in + 0.5 ) )
qboolean VectorCompare( const vec3_t v1, const vec3_t v2 );
bool VectorCompare( const vec3_t v1, const vec3_t v2 );
qboolean VectorIsOnAxis( vec3_t v );
qboolean VectorIsOnAxialPlane( vec3_t v );
bool VectorIsOnAxis( vec3_t v );
bool VectorIsOnAxialPlane( vec3_t v );
vec_t VectorLength( const vec3_t v );
@@ -155,7 +155,7 @@ void VectorRotateOrigin( vec3_t vIn, vec3_t vRotation, vec3_t vOrigin, vec3_t ou
// some function merged from tools mathlib code
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 );
void NormalToLatLong( const vec3_t normal, byte bytes[2] );
int PlaneTypeForNormal( vec3_t normal );
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
@@ -438,7 +438,7 @@ void ray_transform( ray_t* ray, const m4x4_t matrix );
/*! distance from ray origin in ray direction to point. FLT_MAX if no intersection. */
vec_t ray_intersect_point( const ray_t* ray, const vec3_t point, vec_t epsilon, vec_t divergence );
/*! distance from ray origin in ray direction to triangle. FLT_MAX if no intersection. */
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 );
/*! distance from ray origin in ray direction to plane. */
vec_t ray_intersect_plane( const ray_t* ray, const vec3_t normal, vec_t dist );