- if(self.alpha == 0)
- self.alpha = 1;
- self.SUB_THINK = SUB_SetFade_Think;
- self.SUB_NEXTTHINK = time;
- self.alpha -= frametime * self.fade_rate;
- if (self.alpha < 0.01)
- SUB_VanishOrRemove(self);
+ if(this.alpha == 0)
+ this.alpha = 1;
+ this.SUB_THINK = SUB_SetFade_Think;
+ this.SUB_NEXTTHINK = time;
+ this.alpha -= frametime * this.fade_rate;
+ if (this.alpha < 0.01)
+ SUB_VanishOrRemove(this);
void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void() func)
{SELFPARAM();
void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void() func)
{SELFPARAM();
- WITH(entity, self, ent, SUB_CalcMove(tdest, tspeedtype, tspeed, func));
+ WITHSELF(ent, SUB_CalcMove(tdest, tspeedtype, tspeed, func));
{SELFPARAM();
// After rotating, set angle to exact final angle
self.angles = self.finalangle;
{SELFPARAM();
// After rotating, set angle to exact final angle
self.angles = self.finalangle;
void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void() func)
{SELFPARAM();
void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void() func)
{SELFPARAM();
- WITH(entity, self, ent, SUB_CalcAngleMove (destangle, tspeedtype, tspeed, func));
+ WITHSELF(ent, SUB_CalcAngleMove (destangle, tspeedtype, tspeed, func));