if(self.health < 1)
{
self.takedamage = DAMAGE_NO;
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
self.think = self.use;
self.nextthink = time;
}
PROJECTILE_TOUCH;
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
remove (self);
self.owner.movetype = MOVETYPE_NOCLIP;
self.owner.alpha = -1;
self.owner.vehicle = self;
- self.owner.event_damage = SUB_Null;
+ self.owner.event_damage = func_null;
self.owner.view_ofs = '0 0 0';
self.colormap = self.owner.colormap;
if(self.tur_head)
_player.movetype = MOVETYPE_WALK;
_player.effects &~= EF_NODRAW;
_player.alpha = 1;
- _player.PlayerPhysplug = SUB_Null;
+ _player.PlayerPhysplug = func_null;
_player.vehicle = world;
_player.view_ofs = PL_VIEW_OFS;
_player.event_damage = PlayerDamage;