}
spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); }
-void W_MachineGun_MuzzleFlash_Think()
-{SELFPARAM();
+void W_MachineGun_MuzzleFlash_Think(entity this)
+{
this.frame += 2;
this.scale *= 0.5;
this.alpha -= 0.25;
if(this.alpha <= 0)
{
- this.think = SUB_Remove_self;
+ setthink(this, SUB_Remove);
this.nextthink = time;
this.realowner.muzzle_flash = world;
return;
setmodel(self.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
self.muzzle_flash.scale = 0.75;
- self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think;
+ setthink(self.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
self.muzzle_flash.nextthink = time + 0.02;
self.muzzle_flash.frame = 2;
self.muzzle_flash.alpha = 0.75;