if (f > 0)
{
if (s == "cl_weaponpriority")
- if (PS(self)) PS(self).m_switchweapon = w_getbestweapon(self);
+ if (PS(this)) PS(this).m_switchweapon = w_getbestweapon(this);
if (s == "cl_allow_uidtracking")
- PlayerStats_GameReport_AddPlayer(self);
+ PlayerStats_GameReport_AddPlayer(this);
}
}
#if 0
// Disabled this code because it simply does not work (e.g. ignores bgmvolume, overlaps with "cd loop" controlled tracks).
- if (!self.noise && self.music) // quake 3 uses the music field
- self.noise = self.music;
+ if (!this.noise && this.music) // quake 3 uses the music field
+ this.noise = this.music;
// plays music for the level if there is any
- if (self.noise)
+ if (this.noise)
{
- precache_sound (self.noise);
- ambientsound ('0 0 0', self.noise, VOL_BASE, ATTEN_NONE);
+ precache_sound (this.noise);
+ ambientsound ('0 0 0', this.noise, VOL_BASE, ATTEN_NONE);
}
#endif
}
void objerror(string s)
{SELFPARAM(); // needed for engine functions
- make_safe_for_remove(self);
+ make_safe_for_remove(this);
builtin_objerror(s);
}