if (player.items & ITEM_Invisibility.m_itemid)
{
- play_countdown(player.strength_finished, SND_POWEROFF);
+ play_countdown(player, player.strength_finished, SND_POWEROFF);
if (time > player.strength_finished)
{
player.alpha = default_player_alpha;
if (player.items & ITEM_Speed.m_itemid)
{
- play_countdown(player.invincible_finished, SND_POWEROFF);
+ play_countdown(player, player.invincible_finished, SND_POWEROFF);
if (time > player.invincible_finished)
{
player.items &= ~ITEM_Speed.m_itemid;
if (time > this.respawn_time) {
this.respawn_time = time + 1; // only retry once a second
this.respawn_time_max = this.respawn_time;
- respawn();
+ respawn(this);
}
}
float c1, c2, c3, c4;
-void play_countdown(float finished, Sound samp);
+void play_countdown(entity this, float finished, Sound samp);
float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit);
float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
.float spectatortime; //point in time since the client is spectating or observing
-void checkSpectatorBlock();
+void checkSpectatorBlock(entity this);
float game_completion_ratio; // 0 at start, 1 near end
.float winning;
.float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn
-void PlayerUseKey();
+void PlayerUseKey(entity this);
USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
.spawn_evalfunc_t spawn_evalfunc;
M_ARGV(1, string) = ret_string;
}
-void ClientKill_Now();
+void ClientKill_Now(entity this);
MUTATOR_HOOKFUNCTION(cts, ClientKill)
{
entity player = M_ARGV(0, entity);
remove(player.killindicator);
player.killindicator = world;
- WITHSELF(player, ClientKill_Now()); // allow instant kill in this case
+ ClientKill_Now(player); // allow instant kill in this case
return;
}
}