void raptor_exit(entity this, int eject)
{
vector spot;
- this.tur_head.exteriormodeltoclient = world;
+ this.tur_head.exteriormodeltoclient = NULL;
if(!IS_DEAD(this))
{
}
antilag_clear(this.owner, CS(this.owner));
- this.owner = world;
+ this.owner = NULL;
}
bool raptor_frame(entity this)
if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
{
if(vehic.gun1.lock_time < time || IS_DEAD(vehic.gun1.enemy) || STAT(FROZEN, vehic.gun1.enemy))
- vehic.gun1.enemy = world;
+ vehic.gun1.enemy = NULL;
if(trace_ent)
if(trace_ent.movetype)
(1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
autocvar_g_vehicle_raptor_cannon_locked_time);
- if(vehic.lock_target != world)
+ if(vehic.lock_target != NULL)
if(autocvar_g_vehicle_raptor_cannon_predicttarget)
if(vehic.lock_strength == 1)
{
{
this.deadflag = DEAD_DEAD;
this.vehicle_exit(this, VHEF_NORMAL);
- RadiusDamage (this, this.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH.m_id, world);
+ RadiusDamage (this, this.enemy, 250, 15, 250, NULL, NULL, 250, DEATH_VH_RAPT_DEATH.m_id, NULL);
this.alpha = -1;
this.movetype = MOVETYPE_NONE;