Another little pointer bug fix:

Add the red correction to the this function:

Code:
FUNCTION handle_sword_collision 
{
you = null;
ent_vertex(my.weapon_tip, 54); // weapon tip vertex coords - get the value in Med
ent_vertex(my.weapon_base, 244); // weapon base vertex coords - get the value in Med
c_trace (my.weapon_base, my.weapon_tip, ignore_me | ignore_passable|use_box);
if (result != 0) && (you != null)
{
you.health -= 5;
IF (airborne_attack == 1 && my.animblend == attack_a)
{
my.movement_mode = 2;
}
IF (target_enemy == null)
{
target_enemy = you;
player_lock_on = 1;
}
}
}