self.frame = fish_anim_attack;
self.attack_finished_single = time + 0.5;
- monster_melee(self.enemy, bigdmg * monster_skill, 60, DEATH_MONSTER_FISH_BITE);
+ monster_melee(self.enemy, bigdmg * monster_skill, 60, DEATH_MONSTER_FISH);
}
void fish_die ()
self.takedamage = DAMAGE_NO;
self.event_damage = func_null;
self.enemy = world;
- self.pain_finished = self.nextthink;
self.frame = fish_anim_death;
self.think = Monster_Fade;
self.nextthink = time + 2.1;