/** Called when a projectile is linked with CSQC */
#define EV_Ent_Projectile(i, o) \
- /** entity id */ i(entity, self) \
+ /** entity id */ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(Ent_Projectile, EV_Ent_Projectile);
/** Called when a projectile's properties are being modified */
#define EV_EditProjectile(i, o) \
- /** entity id */ i(entity, self) \
+ /** entity id */ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
/** Called when updating the attached tags index */
#define EV_TagIndex_Update(i, o) \
- /** entity id */ i(entity, self) \
+ /** entity id */ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(TagIndex_Update, EV_TagIndex_Update);
/** Called when setting the attached tags */
#define EV_TagIndex_Apply(i, o) \
- /** entity id */ i(entity, self) \
+ /** entity id */ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(TagIndex_Apply, EV_TagIndex_Apply);
/** Called when setting up skeleton bones */
#define EV_Skeleton_CheckBones(i, o) \
- /** entity id */ i(entity, self) \
+ /** entity id */ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(Skeleton_CheckBones, EV_Skeleton_CheckBones);
/** Called when setting up bones from the loaded model */
#define EV_Skeleton_CheckModel(i, o) \
- /** entity id */ i(entity, self) \
+ /** entity id */ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(Skeleton_CheckModel, EV_Skeleton_CheckModel);
/** Called checking if 3rd person mode should be forced on */
#define EV_WantEventchase(i, o) \
- /** entity id */ i(entity, self) \
+ /** entity id */ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(WantEventchase, EV_WantEventchase);