this.angles_z = 0;
this.fixangle = true;
// offset it so that the spectator spawns higher off the ground, looks better this way
- setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
+ setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
this.prevorigin = this.origin;
if (IS_REAL_CLIENT(this))
{
FixPlayermodel(this);
}
setmodel(this, MDL_Null);
- setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
+ setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
this.view_ofs = '0 0 0';
}
this.drawonlytoclient = NULL;
this.crouch = false;
- this.view_ofs = STAT(PL_VIEW_OFS, NULL);
- setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+ this.view_ofs = STAT(PL_VIEW_OFS, this);
+ setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
this.spawnorigin = spot.origin;
setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
// don't reset back to last position, even if new position is stuck in solid