axh_id = bound(0, axh_id, MAX_AXH);
axh = own.(AuxiliaryXhair[axh_id]);
- if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
+ if(axh == NULL || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
{
axh = spawn();
axh.cnt = axh_id;
{
if(this.lock_target && IS_DEAD(this.lock_target))
{
- this.lock_target = world;
+ this.lock_target = NULL;
this.lock_strength = 0;
this.lock_time = 0;
}
return;
}
- if(trace_ent != world)
+ if(trace_ent != NULL)
{
if(SAME_TEAM(trace_ent, this))
- trace_ent = world;
+ trace_ent = NULL;
if(IS_DEAD(trace_ent))
- trace_ent = world;
+ trace_ent = NULL;
if(!(IS_VEHICLE(trace_ent) || IS_TURRET(trace_ent)))
- trace_ent = world;
+ trace_ent = NULL;
if(trace_ent.alpha <= 0.5 && trace_ent.alpha != 0)
- trace_ent = world; // invisible
+ trace_ent = NULL; // invisible
}
- if(this.lock_target == world && trace_ent != world)
+ if(this.lock_target == NULL && trace_ent != NULL)
this.lock_target = trace_ent;
if(this.lock_target && trace_ent == this.lock_target)
// Have a locking target
// Trace hit current target
- if(trace_ent == this.lock_target && trace_ent != world)
+ if(trace_ent == this.lock_target && trace_ent != NULL)
{
this.lock_strength = min(this.lock_strength + incr, 1);
if(this.lock_strength == 1)
this.lock_strength = max(this.lock_strength - decr, 0);
if(this.lock_strength == 0)
- this.lock_target = world;
+ this.lock_target = NULL;
}
}
void vehicles_projectile_explode(entity this)
{
- if(this.owner && other != world)
+ if(this.owner && other != NULL)
{
if(other == this.owner.vehicle)
return;
PROJECTILE_TOUCH(this);
this.event_damage = func_null;
- RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, world, this.shot_force, this.totalfrags, other);
+ RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.totalfrags, other);
remove (this);
}
rgb = Team_ColorRGB(ent.team);
else
rgb = '1 1 1';
- entity wp = WaypointSprite_Spawn(WP_Vehicle, 0, 0, ent, '0 0 64', world, 0, ent, waypointsprite_attached, true, RADARICON_Vehicle);
+ entity wp = WaypointSprite_Spawn(WP_Vehicle, 0, 0, ent, '0 0 64', NULL, 0, ent, waypointsprite_attached, true, RADARICON_Vehicle);
wp.colormod = rgb;
if(ent.waypointsprite_attached)
{
if((this.vehicle_flags & VHF_HASSHIELD) && (this.vehicle_shield > 0))
{
- if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == world)
+ if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == NULL)
{
this.vehicle_shieldent = spawn();
this.vehicle_shieldent.effects = EF_LOWPRECISION;
if(_minspeed < wc)
{
float take = min(_speedfac * wc, _maxpain);
- Damage (this, world, world, take, DEATH_FALL.m_id, this.origin, '0 0 0');
+ Damage (this, NULL, NULL, take, DEATH_FALL.m_id, this.origin, '0 0 0');
this.play_time = time + 0.25;
//dprint("wc: ", ftos(wc), "\n");
player.teleportable = TELEPORT_NORMAL;
player.alpha = 1;
player.PlayerPhysplug = func_null;
- player.vehicle = world;
+ player.vehicle = NULL;
player.view_ofs = STAT(PL_VIEW_OFS, NULL);
player.event_damage = PlayerDamage;
player.hud = HUD_NORMAL;
if(!IS_DEAD(vehic))
vehic.avelocity = '0 0 0';
- vehic.tur_head.nodrawtoclient = world;
+ vehic.tur_head.nodrawtoclient = NULL;
if(!teamplay)
vehic.team = 0;
vehicles_setreturn(vehic);
vehicles_reset_colors(vehic);
- vehic.owner = world;
+ vehic.owner = NULL;
CSQCMODEL_AUTOINIT(vehic);
if(this.owner)
{
if(!forbidWeaponUse(this.owner))
- if(other != world)
+ if(other != NULL)
if((this.origin_z + this.maxs_z) > (other.origin_z))
if(vehicles_crushable(other))
{
Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_STEAL_SELF);
if (autocvar_g_vehicles_steal_show_waypoint) {
- entity wp = WaypointSprite_Spawn(WP_VehicleIntruder, 0, 0, pl, '0 0 68', world, veh.team, veh, wps_intruder, true, RADARICON_DANGER);
+ entity wp = WaypointSprite_Spawn(WP_VehicleIntruder, 0, 0, pl, '0 0 68', NULL, veh.team, veh, wps_intruder, true, RADARICON_DANGER);
wp.colormod = Team_ColorRGB(pl.team);
}
}
// disown & reset
this.vehicle_hudmodel.viewmodelforclient = this;
- this.owner = world;
+ this.owner = NULL;
settouch(this, vehicles_touch);
this.event_damage = vehicles_damage;
this.iscreature = true;
// Reset locking
this.lock_strength = 0;
- this.lock_target = world;
+ this.lock_target = NULL;
this.misc_bulletcounter = 0;
// Return to spawn
if(this.targetname && this.targetname != "")
{
- this.vehicle_controller = find(world, target, this.targetname);
+ this.vehicle_controller = find(NULL, target, this.targetname);
if(!this.vehicle_controller)
{
bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");