#define BRUISER_SETTINGS(monster) \
MON_ADD_CVAR(monster, health) \
MON_ADD_CVAR(monster, attack_melee_damage) \
+ MON_ADD_CVAR(monster, speed_stop) \
MON_ADD_CVAR(monster, speed_run) \
MON_ADD_CVAR(monster, speed_walk)
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_THINK:
{
- monster_move(MON_CVAR(bruiser, speed_run), MON_CVAR(bruiser, speed_walk), 50, bruiser_anim_run, bruiser_anim_walk, bruiser_anim_stand);
+ entity pet = world;
+ pet = findentity(pet, monster_owner, self);
+ float rspeed = MON_CVAR(bruiser, speed_run);
+
+ if(pet)
+ if(self.enemy)
+ if(vlen(self.enemy.origin - pet.origin) < vlen(self.enemy.origin - self.origin))
+ rspeed = 0;
+
+ monster_move(rspeed, MON_CVAR(bruiser, speed_walk), MON_CVAR(bruiser, speed_stop), bruiser_anim_run, bruiser_anim_walk, bruiser_anim_stand);
return TRUE;
}
case MR_DEATH:
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);