void W_Seeker_Missile_Explode(entity this)
{
this.event_damage = func_null;
- RadiusDamage(this, this.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), world, world, WEP_CVAR(seeker, missile_force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), NULL, NULL, WEP_CVAR(seeker, missile_force), this.projectiledeathtype, other);
remove(this);
}
spd + WEP_CVAR(seeker, missile_accel) * frametime
);
- if(this.enemy != world)
+ if(this.enemy != NULL)
if(this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
- this.enemy = world;
+ this.enemy = NULL;
- if(this.enemy != world)
+ if(this.enemy != NULL)
{
e = this.enemy;
eorg = 0.5 * (e.absmin + e.absmax);
if(IS_DEAD(this.enemy))
{
- this.enemy = world;
+ this.enemy = NULL;
this.cnt = time + 1 + (random() * 4);
this.nextthink = this.cnt;
return;
this.frame = this.frame +1;
this.nextthink = time + 0.05;
- if(this.enemy != world)
+ if(this.enemy != NULL)
if(this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
- this.enemy = world;
+ this.enemy = NULL;
if(this.frame == 5)
{
missile.damagedbycontents = true;
//missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
- if(missile.enemy != world)
+ if(missile.enemy != NULL)
missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
else
missile.projectiledeathtype = WEP_SEEKER.m_id;
{
this.event_damage = func_null;
- RadiusDamage(this, this.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), world, world, WEP_CVAR(seeker, flac_force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), NULL, NULL, WEP_CVAR(seeker, flac_force), this.projectiledeathtype, other);
remove(this);
}
entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
{
entity tag;
- for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
+ for(tag = NULL; (tag = find(tag, classname, "tag_tracker")); )
if((tag.realowner == isowner) && (tag.tag_target == istarget))
return tag;
- return world;
+ return NULL;
}
void W_Seeker_Attack(entity actor)
{
entity tracker, closest_target;
- closest_target = world;
- for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == actor)
+ closest_target = NULL;
+ for(tracker = NULL; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == actor)
{
if(closest_target)
{
traceline(actor.origin + actor.view_ofs, closest_target.origin, MOVE_NOMONSTERS, actor);
if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
- closest_target = world;
+ closest_target = NULL;
W_Seeker_Fire_Missile(WEP_SEEKER, actor, '0 0 0', closest_target);
}
// check to see if this person is already tagged by me
entity tag = W_Seeker_Tagged_Info(this.realowner, other);
- if(tag != world)
+ if(tag != NULL)
{
if(other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
WaypointSprite_Kill(other.wps_tag_tracker);
METHOD(Seeker, wr_aim, void(entity thiswep, entity actor))
{
if(WEP_CVAR(seeker, type) == 1)
- if(W_Seeker_Tagged_Info(actor, actor.enemy) != world)
+ if(W_Seeker_Tagged_Info(actor, actor.enemy) != NULL)
PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
else
PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);