}
void Item_Reset_self() { SELFPARAM(); Item_Reset(this); }
-void Item_FindTeam()
-{SELFPARAM();
+void Item_FindTeam(entity this)
+{
entity e;
if(self.effects & EF_NODRAW)
void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(ITEM_DAMAGE_NEEDKILL(deathtype))
- WITH(entity, self, this, RemoveItem());
+ WITHSELF(this, RemoveItem());
}
void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
this.SendFlags |= ISF_SIZE;
// note droptofloor returns false if stuck/or would fall too far
if (!this.noalign)
- WITH(entity, self, this, droptofloor());
+ WITHSELF(this, droptofloor());
waypoint_spawnforitem(this);
}