self.movetype = MOVETYPE_WALK;
self.effects &~= EF_NODRAW;
self.alpha = 1;
- self.PlayerPhysplug = SUB_Null;
+ self.PlayerPhysplug = func_null;
self.view_ofs = PL_VIEW_OFS;
self.event_damage = PlayerDamage;
self.hud = HUD_NORMAL;
other.solid = SOLID_NOT;
other.movetype = MOVETYPE_NOCLIP;
other.alpha = -1;
- other.event_damage = SUB_Null;
+ other.event_damage = func_null;
other.view_ofs = '0 0 0';
other.hud = _gun.hud;
other.PlayerPhysplug = _gun.PlayerPhysplug;
if(random() > 0.5)
_body.touch = bumb_blowup;
else
- _body.touch = SUB_Null;
+ _body.touch = func_null;
_body.think = bumb_diethink;
_body.nextthink = time;
pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
self.health = 0;
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
self.solid = SOLID_CORPSE;
self.takedamage = DAMAGE_NO;
self.deadflag = DEAD_DYING;
self.colormod = '0 0 0';
self.avelocity = '0 0 0';
self.velocity = '0 0 0';
- self.touch = SUB_Null;
+ self.touch = func_null;
self.nextthink = 0;
setorigin(self, self.pos1);