if(e && e.monster_loot)
{
- self = e;
+ setself(e);
e.noalign = true;
e.monster_loot();
e.gravity = 1;
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);
- self = oldself;
+ setself(oldself);
}
}
void Monster_Delay_Action()
{SELFPARAM();
entity oldself = self;
- self = self.owner;
+ setself(self.owner);
if(Monster_ValidTarget(self, self.enemy)) { oldself.use(); }
if(oldself.cnt > 0)