my
me
Pointer to the entity that the current function is executed from or assigned
to. Is valid for the whole function and for all functions called from it, and is
preserved during wait().
The pointer is invalid if the function was not executed by an entity, e.g. by a key
event or called from the main() function.
Type:
ENTITY*
Remarks:
- me can be used as synonym for my.
- If an entity is removed, all my and you pointers to that entity are set to NULL in all functions. All functions within which my is the pointer of that entity are also terminated unless A7.76 proc_mode is set to PROC_GLOBAL for that function.
Example:
action player_walk
{
player = me; // copy the entity pointer to the global player pointer.
my.material = mtl_bump_armor;
...
}
See also:
Entity, you,
player, ent_create ► latest
version online