// we abuse this method, rather than using normal .touch, because touch isn't reliable with multiple clients inside the same trigger, and can't "untouch" entities
// set myself as current viewloc where possible
- for(e = world; (e = findentity(e, viewloc, this)); )
- e.viewloc = world;
+ for(e = NULL; (e = findentity(e, viewloc, this)); )
+ e.viewloc = NULL;
for(e = findradius((this.absmin + this.absmax) * 0.5, vlen(this.absmax - this.absmin) * 0.5 + 1); e; e = e.chain)
if(!e.viewloc)
void viewloc_init(entity this)
{
entity e;
- for(e = world; (e = find(e, targetname, this.target)); )
+ for(e = NULL; (e = find(e, targetname, this.target)); )
if(e.classname == "target_viewlocation_start")
{
this.enemy = e;
break;
}
- for(e = world; (e = find(e, targetname, this.target2)); )
+ for(e = NULL; (e = find(e, targetname, this.target2)); )
if(e.classname == "target_viewlocation_end")
{
this.goalentity = e;
void trigger_viewloc_updatelink(entity this)
{
- this.enemy = findfloat(world, entnum, this.cnt);
- this.goalentity = findfloat(world, entnum, this.count);
+ this.enemy = findfloat(NULL, entnum, this.cnt);
+ this.goalentity = findfloat(NULL, entnum, this.count);
}
NET_HANDLE(ENT_CLIENT_VIEWLOC_TRIGGER, bool isnew)
float point1 = ReadShort();
float point2 = ReadShort();
- this.enemy = findfloat(world, entnum, point1);
- this.goalentity = findfloat(world, entnum, point2);
+ this.enemy = findfloat(NULL, entnum, point1);
+ this.goalentity = findfloat(NULL, entnum, point2);
this.origin_x = ReadCoord();
this.origin_y = ReadCoord();