this.SendFlags |= ISF_SIZE;
// note droptofloor returns false if stuck/or would fall too far
if (!this.noalign)
- WITHSELF(this, droptofloor());
+ droptofloor(this);
waypoint_spawnforitem(this);
}
return;
if(IS_DEAD(actor))
return;
- EXACTTRIGGER_TOUCH;
+ if(trigger.solid == SOLID_TRIGGER)
+ {
+ EXACTTRIGGER_TOUCH;
+ }
FOREACH_ENTITY_ENT(enemy, actor,
{