#endif
if (this.enemy.state == 2) {
- entity e = this.enemy;
- WITHSELF(e, plat_go_up(e));
+ plat_go_up(this.enemy);
} else if (this.enemy.state == 1)
this.enemy.SUB_NEXTTHINK = this.enemy.SUB_LTIME + 1;
}
if (this.enemy.state == 1) {
entity e = this.enemy;
- WITHSELF(e, plat_go_down(e));
+ plat_go_down(e);
}
}
if(this.move_think)
return;
#endif
- WITHSELF(this, plat_go_down(this));
+ plat_go_down(this);
}
this.use = func_null;
if (this.state != 4)
objerror ("plat_use: not in up state");
- WITHSELF(this, plat_go_down(this));
+ plat_go_down(this);
}
.string sound1, sound2;