typedef struct trace_s
{
// if true, the entire trace was in solid (see hitsupercontentsmask)
- int allsolid;
+ qbool allsolid;
// if true, the initial point was in solid (see hitsupercontentsmask)
- int startsolid;
+ qbool startsolid;
// this is set to true in world.c if startsolid was set in a trace against world
- int worldstartsolid;
+ qbool worldstartsolid;
// this is set to true in world.c if startsolid was set in a trace against a SOLID_BSP entity, in other words this is true if the entity is stuck in a door or wall, but not if stuck in another normal entity
- int bmodelstartsolid;
+ qbool bmodelstartsolid;
// if true, the trace passed through empty somewhere
// (set only by Q1BSP tracing)
- int inopen;
+ qbool inopen;
// if true, the trace passed through water/slime/lava somewhere
// (set only by Q1BSP tracing)
- int inwater;
+ qbool inwater;
// fraction of the total distance that was traveled before impact
// in case of impact this is actually nudged a bit off the surface
// (1.0 = did not hit anything)
const struct texture_s *hittexture;
// initially false, set when the start leaf is found
// (set only by Q1BSP tracing and entity box tracing)
- int startfound;
+ qbool startfound;
// if startsolid, contains the minimum penetration depth found in the
// trace, and the normal needed to push it out of that solid
double startdepth;