}
entity WarpZone_FindRadius(vector org, float rad, bool needlineofsight)
{
- if (!warpzone_warpzones_exist && !needlineofsight) return findradius(org, rad);
+ // FIXME: why can't we do this? (sometimes finds nothing, breaking explosions)
+ // if (!warpzone_warpzones_exist && !needlineofsight) return findradius(org, rad);
WarpZone_FindRadius_Recurse(org, rad, org, '0 0 0', '0 0 0', needlineofsight);
entity list_first = findchainfloat(WarpZone_findradius_hit, 1);
FOREACH_LIST(list, chain, true, it.WarpZone_findradius_hit = 0);