if(r && Monster_Attack_Melee(self.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((r) ? self.anim_melee2 : self.anim_melee3), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW.m_id, true))
{
Monster_Delay(1, 0, 0.5, M_Shambler_Attack_Swing);
- self.attack_finished_single += 0.5;
- self.anim_finished = self.attack_finished_single;
+ self.attack_finished_single[0] += 0.5;
+ self.anim_finished = self.attack_finished_single[0];
}
}
{
setanim(self, self.anim_melee2, true, true, false);
Monster_Delay(1, 0, 0.7, M_Shambler_Attack_Smash);
- self.attack_finished_single = time + 1.1;
+ self.attack_finished_single[0] = time + 1.1;
self.anim_finished = time + 1.1;
self.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
self.shambler_lastattack = time + 3 + random() * 1.5;
{
setanim(self, self.anim_shoot, true, true, false);
self.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
- self.attack_finished_single = time + 1.1;
+ self.attack_finished_single[0] = time + 1.1;
self.anim_finished = 1.1;
self.shambler_lastattack = time + 3 + random() * 1.5;
Monster_Delay(1, 0, 0.6, M_Shambler_Attack_Lightning);