-void WarpZone_FindRadius_Recurse(vector org, float rad, vector org0, vector transform, vector shift, float needlineofsight)
-// blast origin of current search original blast origin how to untransform (victim to blast system)
-{
- vector org_new;
- vector org0_new;
- vector shift_new, transform_new;
- vector p;
- entity e, e0;
- entity wz;
- if(rad <= 0)
- return;
- e0 = findradius(org, rad);
- wz = world;
-
- for(e = e0; e; e = e.chain)
- {
- if(WarpZoneLib_BadEntity(e))
- continue;
- p = WarpZoneLib_NearestPointOnBox(e.origin + e.mins, e.origin + e.maxs, org0);
- if(needlineofsight)
+void WarpZone_FindRadius_Recurse(
+ /** blast origin of current search */
+ vector org,
+ float rad,
+ /** original blast origin */
+ vector org0,
+ /** how to untransform (victim to blast system) */
+ vector transform,
+ vector shift,
+ bool needlineofsight)
+{
+ if (rad <= 0) return;
+ entity wz = NULL;
+ FOREACH_ENTITY_RADIUS(org, rad, !WarpZoneLib_BadEntity(it), {
+ vector p = WarpZoneLib_NearestPointOnBox(it.origin + it.mins, it.origin + it.maxs, org0);
+ if (needlineofsight)