float i;
entity p;
- if(e == world)
- error("W_Crylink_CheckLinks: entity is world");
+ if(e == NULL)
+ error("W_Crylink_CheckLinks: entity is NULL");
if(e.classname != "spike" || wasfreed(e))
error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
{
W_Crylink_CheckLinks(next);
if(me == own.crylink_lastgroup)
- own.crylink_lastgroup = ((me == next) ? world : next);
+ own.crylink_lastgroup = ((me == next) ? NULL : next);
prev.queuenext = next;
next.queueprev = prev;
me.classname = "spike_oktoremove";
a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
if(e == e.realowner.crylink_lastgroup)
- e.realowner.crylink_lastgroup = world;
+ e.realowner.crylink_lastgroup = NULL;
float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
- RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, other);
+ RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, other);
W_Crylink_LinkExplode(e.queuenext, e2);
WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n,
e.realowner,
- world,
+ NULL,
WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
e.projectiledeathtype,
other
if(a)
f *= a;
- float totaldamage = RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * f, this.projectiledeathtype, other);
+ float totaldamage = RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * f, this.projectiledeathtype, other);
if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(this, WEP_CVAR_BOTH(crylink, isprimary, radius)))))
{
if(this == this.realowner.crylink_lastgroup)
- this.realowner.crylink_lastgroup = world;
+ this.realowner.crylink_lastgroup = NULL;
W_Crylink_LinkExplode(this.queuenext, this);
this.classname = "spike_oktoremove";
remove(this);
}
this.cnt = this.cnt - 1;
this.angles = vectoangles(this.velocity);
- this.owner = world;
+ this.owner = NULL;
this.projectiledeathtype |= HITTYPE_BOUNCE;
// commented out as it causes a little hitch...
//if(proj.cnt == 0)
shots = WEP_CVAR_PRI(crylink, shots);
Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
- proj = prevproj = firstproj = world;
+ proj = prevproj = firstproj = NULL;
for(counter = 0; counter < shots; ++counter)
{
proj = new(spike);
shots = WEP_CVAR_SEC(crylink, shots);
Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
- proj = prevproj = firstproj = world;
+ proj = prevproj = firstproj = NULL;
for(counter = 0; counter < shots; ++counter)
{
proj = new(spike);