]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
Propagate this
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index 979e6d860bf3cf1455c12179b2c47e6973b582b9..42904695c693b35e39835bed217e3c78ef2635c8 100644 (file)
@@ -39,17 +39,17 @@ void Drop_Special_Items(entity player)
 
 void CopyBody_Think()
 {SELFPARAM();
-       if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
+       if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
        {
-               self.CopyBody_think();
-               if(wasfreed(self))
+               this.CopyBody_think();
+               if(wasfreed(this))
                        return;
-               self.CopyBody_nextthink = self.nextthink;
-               self.CopyBody_think = self.think;
-               self.think = CopyBody_Think;
+               this.CopyBody_nextthink = this.nextthink;
+               this.CopyBody_think = this.think;
+               this.think = CopyBody_Think;
        }
-       CSQCMODEL_AUTOUPDATE(self);
-       self.nextthink = time;
+       CSQCMODEL_AUTOUPDATE(this);
+       this.nextthink = time;
 }
 void CopyBody(entity this, float keepvelocity)
 {
@@ -135,8 +135,8 @@ void player_setupanimsformodel()
 
 void player_anim ()
 {SELFPARAM();
-       int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
-       if(IS_DEAD(self)) {
+       int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
+       if(IS_DEAD(this)) {
                if (!deadbits) {
                        // Decide on which death animation to use.
                        if(random() < 0.5)
@@ -149,14 +149,14 @@ void player_anim ()
                deadbits = 0;
        }
        int animbits = deadbits;
-       if(STAT(FROZEN, self))
+       if(STAT(FROZEN, this))
                animbits |= ANIMSTATE_FROZEN;
-       if(self.movetype == MOVETYPE_FOLLOW)
+       if(this.movetype == MOVETYPE_FOLLOW)
                animbits |= ANIMSTATE_FOLLOW;
-       if(self.crouch)
+       if(this.crouch)
                animbits |= ANIMSTATE_DUCK;
-       animdecide_setstate(self, animbits, false);
-       animdecide_setimplicitstate(self, IS_ONGROUND(self));
+       animdecide_setstate(this, animbits, false);
+       animdecide_setimplicitstate(this, IS_ONGROUND(this));
 }
 
 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -556,7 +556,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                excess = frag_damage;
 
                Weapon wep = PS(this).m_weapon;
-               WITH(entity, self, this, wep.wr_playerdeath(wep));
+               WITHSELF(this, wep.wr_playerdeath(wep));
 
                RemoveGrapplingHook(this);
 
@@ -637,7 +637,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
 
                // reset fields the weapons may use just in case
                FOREACH(Weapons, it != WEP_Null, LAMBDA(
-                       WITH(entity, self, this, it.wr_resetplayer(it));
+                       WITHSELF(this, it.wr_resetplayer(it));
                        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                        {
                                ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;