dot = normalize (self.enemy.origin - self.origin) * v_forward;
if(dot > 0.3)
{
- Damage(self.enemy, self, self, bigdmg * monster_skill, DEATH_MONSTER_MELEE, self.origin, '0 0 0');
+ Damage(self.enemy, self, self, bigdmg * monster_skill, DEATH_MONSTER_ZOMBIE, self.origin, '0 0 0');
}
- if (!monster_isvalidtarget(self.enemy, self, FALSE))
+ if(self.enemy.health < 1)
self.enemy = world;
if (rand < 0.33)
angles_face = vectoangles(self.moveto - self.origin);
angles_face = normalize(angles_face) * autocvar_g_monster_zombie_attack_leap_force;
- Damage(other, self, self, bigdmg * monster_skill, DEATH_MONSTER_MELEE, trace_endpos, angles_face);
+ Damage(other, self, self, bigdmg * monster_skill, DEATH_MONSTER_ZOMBIE, trace_endpos, angles_face);
self.touch = MonsterTouch;
}
*/
void spawnfunc_monster_zombie()
{
- if not(autocvar_g_monster_zombie)
- {
- remove(self);
- return;
- }
+ if not(autocvar_g_monster_zombie) { remove(self); return; }
self.monster_spawnfunc = spawnfunc_monster_zombie;