void W_Arc_Bolt_Explode(entity this)
{
this.event_damage = func_null;
- RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), world, world, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, other);
remove(this);
}
}
}
- if(this == this.owner.arc_beam) { this.owner.arc_beam = world; }
+ if(this == this.owner.arc_beam) { this.owner.arc_beam = NULL; }
entity own = this.owner;
Weapon w = WEP_ARC;
if(!w.wr_checkammo1(w, own) && !w.wr_checkammo2(w, own))
void Reset_ArcBeam()
{
entity e;
- for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
+ for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
e.beam_initialized = false;
}
- for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
+ for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
e.beam_initialized = false;
}
}
'0 0 0',
new_origin,
MOVE_NORMAL,
- world,
- world,
+ NULL,
+ NULL,
Draw_ArcBeam_callback
);
}
// cleanup
- Draw_ArcBeam_callback_entity = world;
+ Draw_ArcBeam_callback_entity = NULL;
Draw_ArcBeam_callback_last_thickness = 0;
Draw_ArcBeam_callback_last_top = '0 0 0';
Draw_ArcBeam_callback_last_bottom = '0 0 0';
if(isnew)
{
- int gunalign = W_GetGunAlignment(world);
+ int gunalign = W_GetGunAlignment(NULL);
this.beam_shotorigin = arc_shotorigin[gunalign];