// turret_hk_missile_explode();
if (IS_DEAD(this.enemy))
- this.enemy = world;
+ this.enemy = NULL;
// Pick the closest valid target.
if (!this.enemy)
fe = 0;
}
- if ((fe != 1) || (this.enemy == world) || (edist > 1000))
+ if ((fe != 1) || (this.enemy == NULL) || (edist > 1000))
{
myspeed = vlen(this.velocity);
//if(this.atime < time) {
if ((fe <= 0.99)||(edist > 1000))
{
- te_lightning2(world,this.origin, this.origin + vr * lt_seek);
- te_lightning2(world,this.origin, this.origin + vl * lt_seek);
- te_lightning2(world,this.origin, this.origin + vu * lt_seek);
- te_lightning2(world,this.origin, this.origin + vd * lt_seek);
- te_lightning2(world,this.origin, vf);
+ te_lightning2(NULL,this.origin, this.origin + vr * lt_seek);
+ te_lightning2(NULL,this.origin, this.origin + vl * lt_seek);
+ te_lightning2(NULL,this.origin, this.origin + vu * lt_seek);
+ te_lightning2(NULL,this.origin, this.origin + vd * lt_seek);
+ te_lightning2(NULL,this.origin, vf);
}
else
{
- te_lightning2(world,this.origin, this.enemy.origin);
+ te_lightning2(NULL,this.origin, this.enemy.origin);
}
bprint("Speed: ", ftos(rint(myspeed)), "\n");
bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n");
bool hk_is_valid_target(entity this, entity e_target)
{
- if (e_target == world)
+ if (e_target == NULL)
return false;
// If only this was used more..