makevectors(self.v_angle);
}
-float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
+float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, int deathtype, float dostop)
{
if (self.health <= 0)
return false; // attacking while dead?!
self.moveto = self.origin;
}
-void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void monsters_corpse_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
self.health -= damage;
MON_ACTION(self.monsterid, MR_DEATH);
}
-void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void monsters_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(self.frozen && deathtype != DEATH_KILL && deathtype != DEATH_NADE_ICE_FREEZE)
return;