remove(this);
return;
}
- if (IS_DEAD(self.owner))
+ if (IS_DEAD(this.owner))
{
// owner died; disappear
this.model = "";
remove(this);
return;
}
- if (IS_DEAD(self.owner))
+ if (IS_DEAD(this.owner))
{
this.model = "";
return;
SELFPARAM();
if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
bool ammo = false;
- if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
- else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
+ if (secondary) WITHSELF(actor, ammo = thiswep.wr_checkammo2(thiswep));
+ else WITHSELF(actor, ammo = thiswep.wr_checkammo1(thiswep));
if (ammo) return true;
// always keep the Mine Layer if we placed mines, so that we can detonate them
if (thiswep == WEP_MINE_LAYER)
// check if the other firing mode has enough ammo
bool ammo_other = false;
- if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
- else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
+ if (secondary) WITHSELF(actor, ammo_other = thiswep.wr_checkammo1(thiswep));
+ else WITHSELF(actor, ammo_other = thiswep.wr_checkammo2(thiswep));
if (ammo_other)
{
if (time - actor.prevwarntime > 1)
SELFPARAM();
Weapon w = Weapons_from(weapon_type);
weapon_dropevent_item = weapon_item;
- WITH(entity, self, player, w.event(w));
+ WITHSELF(player, w.event(w));
}