-void movelib_groundalign4point(float spring_length, float spring_up, float blendrate, float _max)
-{SELFPARAM();
+void movelib_groundalign4point(entity this, float spring_length, float spring_up, float blendrate, float _max)
+{
vector a, b, c, d, e, r, push_angle, ahead, side;
push_angle.y = 0;
vector a, b, c, d, e, r, push_angle, ahead, side;
push_angle.y = 0;
- traceline(a, a - e,MOVE_NORMAL,self);
+ traceline(a, a - e,MOVE_NORMAL,this);
- traceline(b, b - e,MOVE_NORMAL,self);
+ traceline(b, b - e,MOVE_NORMAL,this);
- traceline(c, c - e,MOVE_NORMAL,self);
+ traceline(c, c - e,MOVE_NORMAL,this);
- traceline(d, d - e,MOVE_NORMAL,self);
+ traceline(d, d - e,MOVE_NORMAL,this);
- self.angles_x = ((1-blendrate) * self.angles.x) + (push_angle.x * blendrate);
- self.angles_z = ((1-blendrate) * self.angles.z) + (push_angle.z * blendrate);
+ this.angles_x = ((1-blendrate) * this.angles.x) + (push_angle.x * blendrate);
+ this.angles_z = ((1-blendrate) * this.angles.z) + (push_angle.z * blendrate);