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;
+ actor.monster_loot = ITEM_HealthMedium;
actor.monster_attackfunc = M_Zombie_Attack;
actor.spawnshieldtime = actor.spawn_time;
actor.respawntime = 0.2;
return true;
}
-
-METHOD(Zombie, mr_precache, bool(Zombie this))
-{
- TC(Zombie, this);
- return true;
-}
#endif