if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
turny = 20;
- if(g_td || self.flags & FL_SWIM)
+ if(self.flags & FL_SWIM)
turny = vlen(self.angles - self.moveto);
if(turny)
if(time < self.spawnshieldtime)
return;
- if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
- if(monster_isvalidtarget(attacker, self))
- self.enemy = attacker;
-
if(deathtype != DEATH_KILL)
damage *= self.armorvalue;