for (e = 0;e < numcheckentities;e++)
{
check = checkentities[e];
- if ((int)check->fields.server->movetype == MOVETYPE_PUSH
- || (int)check->fields.server->movetype == MOVETYPE_NONE
- || (int)check->fields.server->movetype == MOVETYPE_FOLLOW
- || (int)check->fields.server->movetype == MOVETYPE_NOCLIP
- || (int)check->fields.server->movetype == MOVETYPE_FAKEPUSH)
+ if (check->fields.server->movetype == MOVETYPE_NONE
+ || check->fields.server->movetype == MOVETYPE_PUSH
+ || check->fields.server->movetype == MOVETYPE_FOLLOW
+ || check->fields.server->movetype == MOVETYPE_NOCLIP
+ || check->fields.server->movetype == MOVETYPE_FAKEPUSH)
continue;
// if the entity is standing on the pusher, it will definitely be moved
VectorCopy (move1, move);
// remove the onground flag for non-players
- if ((int)check->fields.server->movetype != MOVETYPE_WALK)
+ if (check->fields.server->movetype != MOVETYPE_WALK)
check->fields.server->flags = (int)check->fields.server->flags & ~FL_ONGROUND;
VectorCopy (check->fields.server->origin, check->priv.server->moved_from);
// fail the move
if (check->fields.server->mins[0] == check->fields.server->maxs[0])
continue;
- if ((int)check->fields.server->solid == SOLID_NOT || (int)check->fields.server->solid == SOLID_TRIGGER)
+ if (check->fields.server->solid == SOLID_NOT || check->fields.server->solid == SOLID_TRIGGER)
{
// corpse
check->fields.server->mins[0] = check->fields.server->mins[1] = 0;