-void GrapplingHook_Stop()
-{SELFPARAM();
- Send_Effect(EFFECT_HOOK_IMPACT, self.origin, '0 0 0', 1);
- sound (self, CH_SHOTS, SND_HOOK_IMPACT, VOL_BASE, ATTEN_NORM);
-
- self.state = 1;
- setthink(self, GrapplingHookThink);
- self.nextthink = time;
- settouch(self, func_null);
- self.velocity = '0 0 0';
- self.movetype = MOVETYPE_NONE;
- self.hook_length = -1;
+void GrapplingHook_Stop(entity this)
+{
+ Send_Effect(EFFECT_HOOK_IMPACT, this.origin, '0 0 0', 1);
+ sound (this, CH_SHOTS, SND_HOOK_IMPACT, VOL_BASE, ATTEN_NORM);
+
+ this.state = 1;
+ setthink(this, GrapplingHookThink);
+ this.nextthink = time;
+ settouch(this, func_null);
+ this.velocity = '0 0 0';
+ set_movetype(this, MOVETYPE_NONE);
+ this.hook_length = -1;