self.islinked = FALSE;
self.isshielded = FALSE;
self.takedamage = DAMAGE_NO; // can't be hurt anymore
- self.event_damage = SUB_Null; // won't do anything if hurt
+ self.event_damage = func_null; // won't do anything if hurt
self.count = 0; // reset counter
self.think = onslaught_generator_deaththink; // explosion sequence
self.nextthink = time; // start exploding immediately
if(autocvar_g_onslaught_controlpoints_proxycap)
{
- float _enemy_count;
- float _friendly_count;
+ float _enemy_count = 0;
+ float _friendly_count = 0;
float _dist;
entity _player;
self.isshielded = TRUE;
self.enemy.solid = SOLID_NOT;
self.enemy.colormap = self.colormap;
- self.think = self.enemy.think = SUB_Null;
- self.nextthink = 0; // don't like SUB_Null :P
+ self.think = self.enemy.think = func_null;
+ self.nextthink = 0; // don't like func_null :P
setmodel(self, "models/onslaught/controlpoint_pad.md3");
//setsize(self, '-32 -32 0', '32 32 8');
return 0;
float _close_to_home = ((random() > 0.5) ? TRUE : FALSE);
- entity _best, _trg_gen;
+ entity _best = world, _trg_gen = world;
float _score, _best_score = MAX_SHOT_DISTANCE;
RandomSelection_Init();