- self.state = STATE_TOP;
- self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
- SUB_THINK(self, button_return);
- SUB_UseTargets(self, self.enemy, NULL);
- self.frame = 1; // use alternate textures
+ this.state = STATE_TOP;
+ if(this.wait >= 0)
+ {
+ this.nextthink = this.ltime + this.wait;
+ setthink(this, button_return);
+ }
+ SUB_UseTargets(this, this.enemy, NULL);
+ this.frame = 1; // use alternate textures