.void(entity) monster_delayedfunc;
void Monster_Delay_Action(entity this)
{
- if(Monster_ValidTarget(this.owner, this.owner.enemy))
+ // TODO: maybe do check for facing here
- if(Monster_ValidTarget(this.owner, this.owner.enemy, false)) { this.monster_delayedfunc(this.owner); }
++ if(Monster_ValidTarget(this.owner, this.owner.enemy, false))
+ {
+ monster_makevectors(this.owner, this.owner.enemy);
+ this.monster_delayedfunc(this.owner);
+ }
if(this.cnt > 1)
{