SUB_UseTargets(this, actor, trigger);
}
-void monoflop_think()
-{SELFPARAM();
+void monoflop_think(entity this)
+{
this.state = 0;
SUB_UseTargets(this, this.enemy, NULL);
}
this.use = monoflop_fixed_use;
else
this.use = monoflop_use;
- this.think = monoflop_think;
+ setthink(this, monoflop_think);
this.state = 0;
this.reset = monoflop_reset;
}