this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), NULL, NULL, WEP_CVAR(minelayer, force), this.projectiledeathtype, other);
if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
{
if(this.movetype == MOVETYPE_NONE || this.movetype == MOVETYPE_FOLLOW)
this.velocity = this.mine_orientation; // particle fx and decals need .velocity
- RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, world);
+ RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), NULL, NULL, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, NULL);
if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
{
{
int minecount = 0;
entity mine;
- for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
+ for(mine = NULL; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
minecount += 1;
return minecount;
// TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
if(!IS_PLAYER(this.realowner) || IS_DEAD(this.realowner) || STAT(FROZEN, this.realowner))
{
- other = world;
+ other = NULL;
this.projectiledeathtype |= HITTYPE_BOUNCE;
W_MineLayer_Explode(this);
return;
entity mine;
float minfound = 0;
- for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == this)
+ for(mine = NULL; (mine = find(mine, classname, "mine")); ) if(mine.realowner == this)
{
if(detonate)
{
teamdamage = 0;
enemydamage = 0;
targetlist = findchainfloat(bot_attack, true);
- entity mine = find(world, classname, "mine");
+ entity mine = find(NULL, classname, "mine");
while(mine)
{
if(mine.realowner != actor)
if(teamplay && actor.team)
desirabledamage = desirabledamage - teamdamage;
- mine = find(world, classname, "mine");
+ mine = find(NULL, classname, "mine");
while(mine)
{
if(mine.realowner != actor)