race_SendNextCheckpoint(msg_entity.enemy, 1);
}
-void W_Porto_Fail(float failhard);
+void W_Porto_Fail(entity this, float failhard);
float race_readTime(string map, float pos)
{
{
// do not allow portalling through checkpoints
trace_plane_normal = normalize(-1 * player.velocity);
- WITHSELF(player, W_Porto_Fail(0));
+ W_Porto_Fail(player, 0);
return;
}
{
oldmsg = this.message;
this.message = "";
- SUB_UseTargets(this, player, player); // TODO: should we be using other for the trigger here?
+ SUB_UseTargets(this, player, player);
this.message = oldmsg;
}
}
}
-void checkpoint_touch()
-{SELFPARAM();
+void checkpoint_touch(entity this)
+{
EXACTTRIGGER_TOUCH;
checkpoint_passed(this, other);
}
if(trigger.classname == "info_player_deathmatch") // a spawn, a spawn
return;
- other = actor;
- checkpoint_passed(this, other);
+ checkpoint_passed(this, actor);
}
bool race_waypointsprite_visible_for_player(entity this, entity player, entity view)
}
}
-void penalty_touch()
-{SELFPARAM();
+void penalty_touch(entity this)
+{
EXACTTRIGGER_TOUCH;
if(other.race_lastpenalty != this)
{