else
{
RandomSelection_Init();
- for(e = world; (e = find(e, targetname, teleporter.target)); )
+ for(e = NULL; (e = find(e, targetname, teleporter.target)); )
{
p = 1;
if(STAT(TELEPORT_TELEFRAG_AVOID, player))
{
int n = 0;
entity e;
- for(e = world; (e = find(e, targetname, this.target)); )
+ for(e = NULL; (e = find(e, targetname, this.target)); )
{
++n;
#ifdef SVQC
else
{
// have to use random selection every single time
- this.enemy = world;
+ this.enemy = NULL;
}
// now enable touch
entity Teleport_Find(vector mi, vector ma)
{
entity e;
- for(e = world; (e = find(e, classname, "trigger_teleport")); )
- if(WarpZoneLib_BoxTouchesBrush(mi, ma, e, world))
+ for(e = NULL; (e = find(e, classname, "trigger_teleport")); )
+ if(WarpZoneLib_BoxTouchesBrush(mi, ma, e, NULL))
return e;
- return world;
+ return NULL;
}
void WarpZone_PostTeleportPlayer_Callback(entity pl)
if(!(pl.move_flags & BIT(15))) // FL_PROJECTILE
#endif
LOG_INFO("A non-projectile got through a warpzone and its owner cleared. It's a ", pl.classname, ".\n");
- pl.owner = world;
+ pl.owner = NULL;
}
if(IS_PLAYER(pl))
{