player = self;
spider = self.vehicle;
- self = spider;
+ setself(spider);
vehicles_painframe();
vector v;
spider.misc_bulletcounter += 1;
- self = player;
+ setself(player);
gun = (spider.misc_bulletcounter % 2) ? spider.gun1 : spider.gun2;
//trailparticles(self, _particleeffectnum("spiderbot_minigun_trail"), v, trace_endpos);
pointparticles(particleeffectnum(EFFECT_SPIDERBOT_MINIGUN_MUZZLEFLASH), v, v_forward * 2500, 1);
- self = spider;
+ setself(spider);
spider.vehicle_ammo1 -= autocvar_g_vehicle_spiderbot_minigun_ammo_cost;
spider.tur_head.attack_finished_single = time + autocvar_g_vehicle_spiderbot_minigun_refire;
if(self.vehicle_flags & VHF_HASSHIELD)
VEHICLE_UPDATE_PLAYER(player, shield, spiderbot);
- self = player;
+ setself(player);
return 1;
}