monsters_setframe((len < 50) ? bruiser_anim_attack : bruiser_anim_runattack);
self.attack_finished_single = time + 1.25;
- monster_melee(self.enemy, MON_CVAR(bruiser, attack_melee_damage), 0.3, DEATH_MONSTER_BRUISER, FALSE);
+ monster_melee(self.enemy, MON_CVAR(bruiser, attack_melee_damage), self.attack_range, DEATH_MONSTER_BRUISER, FALSE);
return TRUE;
}
case MR_SETUP:
{
if not(self.health) self.health = MON_CVAR(bruiser, health);
-
+
+ self.monster_loot = spawnfunc_item_armor_medium;
self.monster_attackfunc = bruiser_attack;
monsters_setframe(bruiser_anim_stand);