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:

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

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