return;
vector org = self.origin + ((self.mins + self.maxs) * 0.5);
- entity e = spawn();
+ entity e = new(droppedweapon); // use weapon handling to remove it on touch
e.spawnfunc_checked = true;
e.monster_loot = self.monster_loot;
setorigin(e, org);
e.velocity = randomvec() * 175 + '0 0 325';
e.item_spawnshieldtime = time + 0.7;
- e.classname = "droppedweapon"; // use weapon handling to remove it on touch
SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
setself(this);
}