.float animflag;
.float idletime;
-#define WALKER_PATH(s,e) pathlib_astar(s,e)
+#define WALKER_PATH(this, s, e) pathlib_astar(this, s, e)
float walker_firecheck()
{SELFPARAM();
if (self.pathgoal.enemy)
{
- self.pathcurrent = WALKER_PATH(self.pathgoal.origin,self.pathgoal.enemy.origin);
+ self.pathcurrent = WALKER_PATH(self, self.pathgoal.origin, self.pathgoal.enemy.origin);
self.pathgoal = self.pathgoal.enemy;
}
}
else
{
#ifdef WALKER_FANCYPATHING
- it.pathcurrent = WALKER_PATH(it.origin, e.origin);
+ it.pathcurrent = WALKER_PATH(it, it.origin, e.origin);
it.pathgoal = e;
#else
it.pathcurrent = e;