- self.state = STATE_TOP;
- self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
- SUB_THINK(self, button_return);
- SUB_UseTargets(self, self.enemy, NULL);
- self.frame = 1; // use alternate textures
+ this.state = STATE_TOP;
+ this.SUB_NEXTTHINK = this.SUB_LTIME + this.wait;
+ SUB_THINK(this, button_return);
+ SUB_UseTargets(this, this.enemy, NULL);
+ this.frame = 1; // use alternate textures