typedef struct edict_engineprivate_s
{
// true if this edict is unused
- qboolean free;
+ qbool free;
// sv.time when the object was freed (to prevent early reuse which could
// mess up client interpolation or obscure severe QuakeC bugs)
- float freetime;
+ double freetime;
// mark for the leak detector
int mark;
// place in the code where it was allocated (for the leak detector)
const char *allocation_origin;
// initially false to prevent projectiles from moving on their first frame
// (even if they were spawned by an synchronous client think)
- qboolean move;
+ qbool move;
// cached cluster links for quick stationary object visibility checking
vec3_t cullmins, cullmaxs;
// baseline values
entity_state_t baseline;
- // LordHavoc: gross hack to make floating items still work
+ // LadyHavoc: gross hack to make floating items still work
int suspendedinairflag;
// cached position to avoid redundant SV_CheckWaterTransition calls on monsters
- qboolean waterposition_forceupdate; // force an update on this entity (set by SV_PushMove code for moving water entities)
+ qbool waterposition_forceupdate; // force an update on this entity (set by SV_PushMove code for moving water entities)
vec3_t waterposition_origin; // updates whenever this changes
// used by PushMove to keep track of where objects were before they were
skeleton_t skeleton;
// physics parameters
- qboolean ode_physics;
+ qbool ode_physics;
void *ode_body;
void *ode_geom;
void *ode_joint;
vec3_t ode_velocity;
vec3_t ode_angles;
vec3_t ode_avelocity;
- qboolean ode_gravity;
+ qbool ode_gravity;
int ode_modelindex;
vec_t ode_movelimit; // smallest component of (maxs[]-mins[])
matrix4x4_t ode_offsetmatrix;