if (fire & 1)
if (time > actor.attack_finished_single[0] || weapon_prepareattack(thiswep, actor, weaponentity, false, 1.2)) {
if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WyvernAttack_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_WYVERN.m_id);
- if (IS_MONSTER(actor)) monster_makevectors(actor, actor.enemy);
+ if (IS_MONSTER(actor)) {
+ actor.attack_finished_single[0] = time + 1.2;
+ actor.anim_finished = time + 1.2;
+ }
entity missile = spawn();
missile.owner = missile.realowner = actor;