// WEAPONTODO: replace with simpler method
vector nearest_on_line = (w_shotorg + a * w_shotdir);
- vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
+ vector nearest_to_attacker = NearestPointOnBoundingBox(center + head.mins, center + head.maxs, nearest_on_line);
if((vdist(head.WarpZone_findradius_dist, <=, WEP_CVAR(shockwave, blast_distance)))
&& (W_Shockwave_Attack_IsVisible(actor, head, nearest_on_line, w_shotorg, attack_endpos)))