]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shockwave.qc
s/world/NULL/
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shockwave.qc
index 4e0b20fd9ac2f7d5658a09179a21c76eef467d52..786671c31fd5f4d1c871fde31046e81ba0d85645 100644 (file)
@@ -162,7 +162,7 @@ void W_Shockwave_Melee_Think(entity this)
 
                // 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
 
@@ -521,7 +521,7 @@ void W_Shockwave_Attack(entity actor)
                                // 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);
@@ -610,7 +610,7 @@ void W_Shockwave_Attack(entity actor)
                                // 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);
@@ -666,7 +666,7 @@ void W_Shockwave_Attack(entity actor)
                ));
                #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;
        }
@@ -771,14 +771,14 @@ void Draw_Shockwave(entity this)
                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)