if(e && e.monster_loot)
{
e.noalign = true;
- WITH(entity, self, e, e.monster_loot(e));
+ WITHSELF(e, e.monster_loot(e));
e.gravity = 1;
e.movetype = MOVETYPE_TOSS;
e.reset = SUB_Remove;
// TODO: fix this?
activator = attacker;
other = this.enemy;
- WITH(entity, self, this, SUB_UseTargets());
+ WITHSELF(this, SUB_UseTargets());
this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));