// self.nextthink = time + nexttime;
// self.think = nextthink
// <code>
-// };
+// }
.float ismonster;
self.enemy = activator;
self.nextthink = time + 0.1;
self.think = FoundTarget;
-};
+}
void() monster_appearsetup =
{
//self.movetype = MOVETYPE_NONE;
self.nextthink = -1;
self.model = "";
-};
+}
/*
================
}
}
self.alpha = SKILL4_MINALPHA + (1 - SKILL4_MINALPHA) * bound(0, a, 1);
-};
+}
/*
================
activator = self.enemy;
SUB_UseTargets ();
-};
+}
void() monsterinwall =
e.think = SUB_Null;
e.nextthink = -1;
e.scale = 16;
-};
+}
//============================================================================
force_retouch = 2; // mainly to detect teleports
monster_appearsetup();
-};
+}
void() walkmonster_start =
self.ismonster = TRUE;
monster_setalpha (0);
-};
+}
force_retouch = 2; // mainly to detect teleports
monster_appearsetup();
-};
+}
void() flymonster_start =
{
self.ismonster = TRUE;
monster_setalpha (0);
-};
+}
void() swimmonster_start_go =
force_retouch = 2; // mainly to detect teleports
monster_appearsetup();
-};
+}
void() swimmonster_start =
{
self.ismonster = TRUE;
monster_setalpha(0);
-};
+}
void(vector org, float bodydamage, float armordamage, vector force, float damgtype) genericbleedfunc =
{