else {
if (this.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
floorZ = this.absmin.z;
- setorigin(this,((this.absmax+this.absmin)*.5));
+ setorigin(this, ((this.absmax + this.absmin) * 0.5));
this.origin_z = floorZ;
}
_setmodel(this, this.mdl_dead);
string oldmsg;
entity act = this.owner;
- this.owner = world; // set by W_PrepareExplosionByDamage
+ this.owner = NULL; // set by W_PrepareExplosionByDamage
// now throw around the debris
n = tokenize_console(this.debris);
_sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
if(this.dmg)
- RadiusDamage(this, act, this.dmg, this.dmg_edge, this.dmg_radius, this, world, this.dmg_force, DEATH_HURTTRIGGER.m_id, world);
+ RadiusDamage(this, act, this.dmg, this.dmg_edge, this.dmg_radius, this, NULL, this.dmg_force, DEATH_HURTTRIGGER.m_id, NULL);
if(this.cnt) // TODO
__pointparticles(this.cnt, this.absmin * 0.5 + this.absmax * 0.5, '0 0 0', this.count);