void physical_item_think(entity this)
{
- self.nextthink = time;
+ this.nextthink = time;
- self.alpha = self.owner.alpha; // apply fading and ghosting
+ this.alpha = this.owner.alpha; // apply fading and ghosting
- if(!self.cnt) // map item, not dropped
+ if(!this.cnt) // map item, not dropped
{
// copy ghost item properties
- self.colormap = self.owner.colormap;
- self.colormod = self.owner.colormod;
- self.glowmod = self.owner.glowmod;
+ this.colormap = this.owner.colormap;
+ this.colormod = this.owner.colormod;
+ this.glowmod = this.owner.glowmod;
// if the item is not spawned, make sure the invisible / ghost item returns to its origin and stays there
if(autocvar_g_physical_items_reset)
{
- if(self.owner.wait > time) // awaiting respawn
+ if(this.owner.wait > time) // awaiting respawn
{
- setorigin(self, self.spawn_origin);
- self.angles = self.spawn_angles;
- self.solid = SOLID_NOT;
- self.alpha = -1;
- self.movetype = MOVETYPE_NONE;
+ setorigin(this, this.spawn_origin);
+ this.angles = this.spawn_angles;
+ this.solid = SOLID_NOT;
+ this.alpha = -1;
+ this.movetype = MOVETYPE_NONE;
}
else
{
- self.alpha = 1;
- self.solid = SOLID_CORPSE;
- self.movetype = MOVETYPE_PHYSICS;
+ this.alpha = 1;
+ this.solid = SOLID_CORPSE;
+ this.movetype = MOVETYPE_PHYSICS;
}
}
}
- if(!self.owner.modelindex)
- remove(self); // the real item is gone, remove this
+ if(!this.owner.modelindex)
+ remove(this); // the real item is gone, remove this
}
void physical_item_touch(entity this)
{
- if(!self.cnt) // not for dropped items
+ if(!this.cnt) // not for dropped items
if (ITEM_TOUCH_NEEDKILL())
{
- setorigin(self, self.spawn_origin);
- self.angles = self.spawn_angles;
+ setorigin(this, this.spawn_origin);
+ this.angles = this.spawn_angles;
}
}