float num_nearest;
num_nearest = 0;
- localhead = find(world, field, value);
+ localhead = find(NULL, field, value);
while (localhead)
{
if ((localhead.items == IT_KEY1 || localhead.items == IT_KEY2) && localhead.target == "###item###")
// now use the first one from our list that we can see
for (i = 0; i < num_nearest; ++i)
{
- traceline(point, nearest_entity[i].origin, true, world);
+ traceline(point, nearest_entity[i].origin, true, NULL);
if (trace_fraction == 1)
{
if (i != 0)
}
if (num_nearest == 0)
- return world;
+ return NULL;
LOG_TRACE("Not seeing any location point, using nearest as fallback.\n");
/* DEBUGGING CODE:
{
if (e.initialize_entity)
{
- entity ent, prev = world;
+ entity ent, prev = NULL;
for (ent = initialize_entity_first; ent; )
{
if ((ent == e) || ((ent.classname == "initialize_entity") && (ent.enemy == e)))
e.initialize_entity_order = order;
cur = initialize_entity_first;
- prev = world;
+ prev = NULL;
for (;;)
{
if (!cur || cur.initialize_entity_order > order)
}
if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
return true;
- if (toucher == world && this.size != '0 0 0')
+ if (toucher == NULL && this.size != '0 0 0')
{
vector tic;
tic = this.velocity * sys_frametime;
continue;
// rule 4: we must "see" some spawnpoint or item
- for(sp = world; (sp = find(sp, classname, "info_player_deathmatch")); )
+ for(sp = NULL; (sp = find(sp, classname, "info_player_deathmatch")); )
if(checkpvs(mstart, sp))
if((traceline(mstart, sp.origin, MOVE_NORMAL, e), trace_fraction) >= 1)
break;
if(!sp)
{
- for(sp = world; (sp = findflags(sp, flags, FL_ITEM)); )
+ for(sp = NULL; (sp = findflags(sp, flags, FL_ITEM)); )
if(checkpvs(mstart, sp))
if((traceline(mstart, sp.origin + (sp.mins + sp.maxs) * 0.5, MOVE_NORMAL, e), trace_fraction) >= 1)
break;
else
e.angles = AnglesTransform_ToAngles(e.angles);
setorigin(e, org);
- setattachment(e, world, "");
+ setattachment(e, NULL, "");
setorigin(e, e.origin);
}
{
ent.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(ent);
- ent.aiment = world;
+ ent.aiment = NULL;
}
float LostMovetypeFollow(entity ent)
{