this.think = func_null;
this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
this.nextthink = 0;
- this.use1 = Monster_Appear;
+ this.use = Monster_Appear;
this.flags = FL_MONSTER; // set so this monster can get butchered
return true;
this.monsterid = mon_id;
this.event_damage = Monster_Damage;
this.touch = Monster_Touch;
- this.use1 = Monster_Use;
+ this.use = Monster_Use;
this.solid = SOLID_BBOX;
this.movetype = MOVETYPE_WALK;
this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;