void shambler_smash()
{
- monster_melee(self.enemy, MON_CVAR(shambler, attack_smash_damage), 0.3, DEATH_MONSTER_SHAMBLER_SMASH, TRUE);
+ monster_melee(self.enemy, MON_CVAR(shambler, attack_smash_damage), self.attack_range, DEATH_MONSTER_SHAMBLER_SMASH, TRUE);
}
void shambler_delayedsmash()
{
float r = (random() < 0.5);
monsters_setframe((r) ? shambler_anim_swingr : shambler_anim_swingl);
- monster_melee(self.enemy, MON_CVAR(shambler, attack_claw_damage), 0.3, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
+ monster_melee(self.enemy, MON_CVAR(shambler, attack_claw_damage), self.attack_range, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
self.attack_finished_single = time + 0.8;
if(r)
defer(0.5, shambler_swing);
case MR_SETUP:
{
if not(self.health) self.health = MON_CVAR(shambler, health);
+ if not(self.attack_range) self.attack_range = 150;
self.monster_loot = spawnfunc_item_health_mega;
self.monster_attackfunc = shambler_attack;