void fireburner_think(entity this)
{
// for players, this is done in the regular loop
- if(wasfreed(self.owner))
+ if(wasfreed(this.owner))
{
- remove(self);
+ remove(this);
return;
}
- Fire_ApplyEffect(self.owner);
- if(!Fire_IsBurning(self.owner))
+ Fire_ApplyEffect(this.owner);
+ if(!Fire_IsBurning(this.owner))
{
- self.owner.fire_burner = world;
- remove(self);
+ this.owner.fire_burner = world;
+ remove(this);
return;
}
- Fire_ApplyDamage(self.owner);
- self.nextthink = time;
+ Fire_ApplyDamage(this.owner);
+ this.nextthink = time;
}