void swampslug_think(entity this)
{
//Slowly kill the slug
- self.health = self.health - 1;
+ this.health = this.health - 1;
//Slug dead? then remove curses.
- if(self.health <= 0)
+ if(this.health <= 0)
{
- self.owner.in_swamp = 0;
- remove(self);
- //centerprint(self.owner,"Killing slug...\n");
+ this.owner.in_swamp = 0;
+ remove(this);
+ //centerprint(this.owner,"Killing slug...\n");
return;
}
// Or we have exited it very recently.
// Do the damage and renew the timer.
#ifdef SVQC
- Damage (self.owner, self, self, self.dmg, DEATH_SWAMP.m_id, other.origin, '0 0 0');
+ Damage (this.owner, this, this, this.dmg, DEATH_SWAMP.m_id, other.origin, '0 0 0');
#endif
- self.nextthink = time + self.swamp_interval;
+ this.nextthink = time + this.swamp_interval;
}
void swamp_touch(entity this)
setthink(other.swampslug, swampslug_think);
other.swampslug.nextthink = time;
other.swampslug.owner = other;
- other.swampslug.dmg = self.dmg;
- other.swampslug.swamp_interval = self.swamp_interval;
- other.swamp_slowdown = self.swamp_slowdown;
+ other.swampslug.dmg = this.dmg;
+ other.swampslug.swamp_interval = this.swamp_interval;
+ other.swamp_slowdown = this.swamp_slowdown;
other.in_swamp = 1;
return;
}