#include "zombie.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
float autocvar_g_monster_zombie_health;
float autocvar_g_monster_zombie_damageforcescale = 0.55;
return true;
}
-bool M_Zombie_Attack(int attack_type, entity actor, entity targ)
+bool M_Zombie_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
{
switch(attack_type)
{
return false;
}
-spawnfunc(monster_zombie) { Monster_Spawn(this, MON_ZOMBIE.monsterid); }
+spawnfunc(monster_zombie) { Monster_Spawn(this, true, MON_ZOMBIE.monsterid); }
#endif // SVQC
#ifdef SVQC
if(actor.spawnflags & MONSTERFLAG_NORESPAWN)
actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
+ actor.spawnflags &= ~MONSTERFLAG_APPEAR; // once it's appeared, it will respawn quickly, we don't want it to appear
+
actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
actor.monster_loot = spawnfunc_item_health_medium;
return true;
}
#endif
-
-#endif