self.attack_finished_single = time + MON_CVAR(zombie, attack_melee_delay);
- monster_melee(self.enemy, MON_CVAR(zombie, attack_melee_damage), 0.3, DEATH_MONSTER_ZOMBIE_MELEE, TRUE);
+ monster_melee(self.enemy, MON_CVAR(zombie, attack_melee_damage), self.attack_range, DEATH_MONSTER_ZOMBIE_MELEE, TRUE);
return TRUE;
}