sv_notice_join(this);
FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
- WITHSELF(it, it.init_for_player(it));
+ it.init_for_player(it, this);
});
MUTATOR_CALLHOOK(ClientConnect, this);
if (frametime) player_anim();
// secret status
- secrets_setstatus();
+ secrets_setstatus(this);
// monsters status
monsters_setstatus(this);