// draw lightning beams for debugging
#ifdef DEBUG_SHOCKWAVE
- te_lightning2(world, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
+ te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
te_customflash(targpos, 40, 2, '1 1 1');
#endif
// figure out the direction of force
final_force = (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias));
final_force = normalize(CENTER_OR_VIEWOFS(head) - (attack_hitpos - final_force));
- //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
+ //te_lightning2(NULL, attack_hitpos, (attack_hitpos + (final_force * 200)));
// now multiply the direction by force units
final_force *= (WEP_CVAR(shockwave, blast_splash_force) * multiplier);
// figure out the direction of force
final_force = (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias));
final_force = normalize(center - (nearest_on_line - final_force));
- //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
+ //te_lightning2(NULL, nearest_on_line, (attack_hitpos + (final_force * 200)));
// now multiply the direction by force units
final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
));
#endif
- shockwave_hit[i-1] = world;
+ shockwave_hit[i-1] = NULL;
shockwave_hit_force[i-1] = '0 0 0';
shockwave_hit_damage[i-1] = 0;
}
deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
new_min_dist = SW_DISTTOMIN;
new_min_end = (this.sw_shotorg + (deviation * new_min_dist));
- //te_lightning2(world, new_min_end, this.sw_shotorg);
+ //te_lightning2(NULL, new_min_end, this.sw_shotorg);
// then calculate spread_to_max effect
deviation = angle * spread_to_max;
deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
new_max_dist = vlen(new_min_end - endpos);
new_max_end = (new_min_end + (deviation * new_max_dist));
- //te_lightning2(world, new_end, prev_min_end);
+ //te_lightning2(NULL, new_end, prev_min_end);
if(counter == 0)