self.nextthink = time +1;
oldself = self;
- self = spawn();
+ setself(spawn());
setmodel(self, "null");
self.team = oldself.wp00.team;
self.wp00 = oldself.wp00;
}
if(oldself != world)
- self = oldself;
+ setself(oldself);
}
void vehicles_setreturn(entity veh)
if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
{
_vehicle.vehicle_exit(eject);
- self = _oldself;
+ setself(_oldself);
vehicles_exit_running = false;
return;
}
_player = _vehicle.owner;
- self = _vehicle;
+ setself(_vehicle);
if (_player)
{
CSQCMODEL_AUTOINIT(self);
- self = _oldself;
-
+ setself(_oldself);
vehicles_exit_running = false;
}
if(veh.owner)
{
entity oldself = self;
- self = veh;
+ setself(veh);
other = pl; // TODO: fix
if(!veh.gunner1)
if(veh.gun1.vehicle_enter)
if(veh.gun1.vehicle_enter())
{
- self = oldself;
+ setself(oldself);
return;
}
if(veh.gun2.vehicle_enter)
if(veh.gun2.vehicle_enter())
{
- self = oldself;
+ setself(oldself);
return;
}
- self = oldself;
+ setself(oldself);
}
if(teamplay)
MUTATOR_CALLHOOK(VehicleEnter, pl, veh);
entity oldself = self;
- self = veh;
+ setself(veh);
CSQCModel_UnlinkEntity();
VEH_ACTION(veh.vehicleid, VR_ENTER);
- self = oldself;
+ setself(oldself);
antilag_clear(pl);
}