]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/zombie.qc
Merge branch 'master' into Mario/balance
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / zombie.qc
index ec84bb948f21e8503bf1ea321cbbc03699479d9b..fd270a1e1efaf2142ecea7a7fd0475b38c7ccae5 100644 (file)
@@ -75,26 +75,26 @@ const float zombie_anim_spawn                               = 30;
 
 .vector moveto;
 
-void M_Zombie_Attack_Leap_Touch(entity this)
+void M_Zombie_Attack_Leap_Touch(entity this, entity toucher)
 {
-       if (self.health <= 0)
+       if (this.health <= 0)
                return;
 
        vector angles_face;
 
-       if(other.takedamage)
+       if(toucher.takedamage)
        {
-               angles_face = vectoangles(self.moveto - self.origin);
+               angles_face = vectoangles(this.moveto - this.origin);
                angles_face = normalize(angles_face) * (autocvar_g_monster_zombie_attack_leap_force);
-               Damage(other, self, self, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_ZOMBIE_JUMP.m_id, other.origin, angles_face);
-               settouch(self, Monster_Touch); // instantly turn it off to stop damage spam
-               self.state = 0;
+               Damage(toucher, this, this, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_ZOMBIE_JUMP.m_id, toucher.origin, angles_face);
+               settouch(this, Monster_Touch); // instantly turn it off to stop damage spam
+               this.state = 0;
        }
 
        if (trace_dphitcontents)
        {
-               self.state = 0;
-               settouch(self, Monster_Touch);
+               this.state = 0;
+               settouch(this, Monster_Touch);
        }
 }
 
@@ -163,12 +163,12 @@ METHOD(Zombie, mr_think, bool(Zombie this, entity actor))
     return true;
 }
 
-METHOD(Zombie, mr_pain, bool(Zombie this, entity actor))
+METHOD(Zombie, mr_pain, float(Zombie this, entity actor, float damage_take, entity attacker, float deathtype))
 {
     TC(Zombie, this);
     actor.pain_finished = time + 0.34;
     setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false);
-    return true;
+    return damage_take;
 }
 
 METHOD(Zombie, mr_death, bool(Zombie this, entity actor))