}
void walker_rocket_explode(entity this)
{
- RadiusDamage (this, this.owner, (autocvar_g_turrets_unit_walker_rocket_damage), 0, (autocvar_g_turrets_unit_walker_rocket_radius), this, world, (autocvar_g_turrets_unit_walker_rocket_force), DEATH_TURRET_WALK_ROCKET.m_id, world);
+ RadiusDamage (this, this.owner, (autocvar_g_turrets_unit_walker_rocket_damage), 0, (autocvar_g_turrets_unit_walker_rocket_radius), this, NULL, (autocvar_g_turrets_unit_walker_rocket_force), DEATH_TURRET_WALK_ROCKET.m_id, NULL);
remove (this);
}
m_speed = vlen(this.velocity);
// Enemy dead? just keep on the current heading then.
- if (this.enemy == world || IS_DEAD(this.enemy))
- this.enemy = world;
+ if (this.enemy == NULL || IS_DEAD(this.enemy))
+ this.enemy = NULL;
if (this.enemy)
{
#ifdef WALKER_FANCYPATHING
// Are we close enougth to a path node to switch to the next?
if(vdist(this.origin - this.pathcurrent.origin, <, 64))
- if (this.pathcurrent.path_next == world)
+ if (this.pathcurrent.path_next == NULL)
{
// Path endpoint reached
pathlib_deletepath(this.pathcurrent.owner);
- this.pathcurrent = world;
+ this.pathcurrent = NULL;
if (this.pathgoal)
{
}
}
else
- this.pathgoal = world;
+ this.pathgoal = NULL;
}
else
this.pathcurrent = this.pathcurrent.path_next;
if (it.spawnflags & TSF_NO_PATHBREAK && it.pathcurrent)
walker_move_path(it);
- else if (it.enemy == world)
+ else if (it.enemy == NULL)
{
if(it.pathcurrent)
walker_move_path(it);
if (it.target != "")
{
- e = find(world, targetname, it.target);
+ e = find(NULL, targetname, it.target);
if (!e)
{
LOG_TRACE("Initital waypoint for walker does NOT exsist, fix your map!\n");