void raptor_diethink(entity this)
{
- if(time >= self.wait)
- setthink(self, raptor_blowup);
+ if(time >= this.wait)
+ setthink(this, raptor_blowup);
if(random() < 0.05)
{
- sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+ sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
}
- self.nextthink = time;
+ this.nextthink = time;
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
}
// If we dont do this ever now and then, the raptors rotors
// stop working, presumably due to angle overflow. cute.
void raptor_rotor_anglefix(entity this)
{
- self.gun1.angles_y = anglemods(self.gun1.angles_y);
- self.gun2.angles_y = anglemods(self.gun2.angles_y);
- self.nextthink = time + 15;
+ this.gun1.angles_y = anglemods(this.gun1.angles_y);
+ this.gun2.angles_y = anglemods(this.gun2.angles_y);
+ this.nextthink = time + 15;
}
bool raptor_impulse(entity this, int _imp)