self.state = 1;
self.think = GrapplingHookThink;
self.nextthink = time;
- self.touch = SUB_Null;
+ self.touch = func_null;
self.velocity = '0 0 0';
self.movetype = MOVETYPE_NONE;
self.hook_length = -1;
if((arena_roundbased && time < warmup) || (time < game_starttime))
return;
- if(self.freezetag_frozen)
+ if(self.frozen)
return;
if(self.vehicle)