// Use targets now (somebody make sure this is in the right place..)
oself = self;
- self = self.owner;
+ setself(self.owner);
activator = self;
SUB_UseTargets ();
- self = oself;
+ setself(oself);
self.owner.waslinked = self.owner.islinked;
if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
self.owner.team = 0;
oself = self;
- self = self.owner;
+ setself(self.owner);
activator = self;
SUB_UseTargets ();
- self = oself;
+ setself(oself);
self.owner.team = t;
// Use targets now (somebody make sure this is in the right place..)
oself = self;
- self = self.owner;
+ setself(self.owner);
activator = self;
SUB_UseTargets ();
- self = oself;
+ setself(oself);
self.SendFlags |= CPSF_SETUP;
}
void ons_ControlPoint_Setup(entity cp)
{SELFPARAM();
// declarations
- self = cp; // for later usage with droptofloor()
+ setself(cp); // for later usage with droptofloor()
// main setup
cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
{
setorigin(cp, cp.origin + '0 0 20');
cp.noalign = false;
- self = cp;
+ setself(cp);
droptofloor();
cp.movetype = MOVETYPE_TOSS;
}
{SELFPARAM();
// declarations
int teamnumber = gen.team;
- self = gen; // for later usage with droptofloor()
+ setself(gen); // for later usage with droptofloor()
// main setup
gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
gen.colormap = 1024 + (teamnumber - 1) * 17;
// generator placement
- self = gen;
+ setself(gen);
droptofloor();
// waypointsprites
MUTATOR_HOOKFUNCTION(ons_ResetMap)
{SELFPARAM();
- FOR_EACH_PLAYER(self)
+ entity e;
+ FOR_EACH_PLAYER(e)
{
- self.ons_roundlost = false;
- self.ons_deathloc = '0 0 0';
- PutClientInServer();
+ e.ons_roundlost = false;
+ e.ons_deathloc = '0 0 0';
+ SELFCALL(e, PutClientInServer());
+ SELFCALL_DONE();
}
return false;
}