return t;
}
-MUTATOR_HOOKFUNCTION(itemstime, reset_map_global) {
+MUTATOR_HOOKFUNCTION(itemstime, reset_map_global)
+{SELFPARAM();
Item_ItemsTime_ResetTimes();
// ALL the times need to be reset before .reset()ing each item
// since Item_Reset schedules respawn of superweapons and powerups
- for (self = world; (self = nextent(self)); )
- if (IS_NOT_A_CLIENT(self))
+ for (entity e = NULL; (e = nextent(e)); )
+ if (IS_NOT_A_CLIENT(e))
{
+ setself(e);
if (self.reset)
Item_ItemsTime_SetTime(self, 0);
}
Item_ItemsTime_SetTimesForAllPlayers();
}
-MUTATOR_HOOKFUNCTION(itemstime, MakePlayerObserver) {
+MUTATOR_HOOKFUNCTION(itemstime, MakePlayerObserver)
+{SELFPARAM();
Item_ItemsTime_SetTimesForPlayer(self);
}
-MUTATOR_HOOKFUNCTION(itemstime, PlayerSpawn) {
+MUTATOR_HOOKFUNCTION(itemstime, PlayerSpawn)
+{SELFPARAM();
if (warmup_stage) return;
Item_ItemsTime_ResetTimesForPlayer(self);
}