self.brute_cycles += 1;
self.angles_y = self.angles_y + random()* 25;
- monster_melee(self.enemy, MON_CVAR(brute, attack_chainsaw_damage), 0.3, DEATH_MONSTER_BRUTE_BLADE, TRUE);
+ monster_melee(self.enemy, MON_CVAR(brute, attack_chainsaw_damage), self.attack_range, DEATH_MONSTER_BRUTE_BLADE, TRUE);
if(self.brute_cycles <= 4)
defer(0.2, brute_blade);
monster_makevectors(self.enemy);
- sound(self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTEN_NORM);
fireBallisticBullet(CENTER_OR_VIEWOFS(self), v_forward, 0.02, 18000, 5, MON_CVAR(brute, attack_uzi_damage), MON_CVAR(brute, attack_uzi_force), DEATH_MONSTER_BRUTE_UZI, 0, 1, 115);
endFireBallisticBullet();
void brute_grenade_explode()
{
pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
- sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
monster_makevectors(self.enemy);
- sound(self, CH_WEAPON_A, "weapons/grenade_fire.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_A, "weapons/grenade_fire.wav", VOL_BASE, ATTEN_NORM);
gren = spawn ();
gren.owner = gren.realowner = self;