float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
{
entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, FALSE);
- float hit_friendly;
- float hit_enemy;
+ float hit_friendly = 0;
+ float hit_enemy = 0;
while(head)
{