self.movetype = MOVETYPE_TOSS;
self.enemy = world;
self.nextthink = time + 3;
- self.pain_finished = self.nextthink;
monster_hook_death(); // for post-death mods
}
self.event_damage = func_null;
self.enemy = world;
self.nextthink = time + 2.1;
- self.pain_finished = self.nextthink;
remove(self.weaponentity);
self.weaponentity = world;
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;
self.movetype = MOVETYPE_TOSS;
self.think = Monster_Fade;
self.nextthink = time + 2.1;
- self.pain_finished = self.nextthink;
if(chance < 0.10 || self.flags & MONSTERFLAG_MINIBOSS)
{
self.think = Monster_Fade;
self.movetype = MOVETYPE_TOSS;
self.nextthink = time + 2.1;
- self.pain_finished = self.nextthink;
monster_hook_death(); // for post-death mods
}
self.event_damage = func_null;
self.enemy = world;
self.nextthink = time + 2.1;
- self.pain_finished = self.nextthink;
self.movetype = MOVETYPE_TOSS;
self.think = Monster_Fade;
self.takedamage = DAMAGE_NO;
self.event_damage = func_null;
self.enemy = world;
- self.nextthink = time + 2.1;
- self.pain_finished = self.nextthink;
+ self.nextthink = time + 2.1;
self.movetype = MOVETYPE_TOSS;
monster_hook_death(); // for post-death mods
self.enemy = world;
self.nextthink = time + 2.1;
self.frame = shambler_anim_death;
- self.pain_finished = self.nextthink;
self.movetype = MOVETYPE_TOSS;
monster_hook_death(); // for post-death mods
self.movetype = MOVETYPE_TOSS;
self.think = Monster_Fade;
self.nextthink = time + 2.1;
- self.pain_finished = self.nextthink;
self.weaponentity = world;
if (self.attack_ranged == soldier_missile_uzi)
self.movetype = MOVETYPE_TOSS;
self.think = Monster_Fade;
self.nextthink = time + 2.1;
- self.pain_finished = self.nextthink;
self.frame = spider_anim_attack;
monster_hook_death(); // for post-death mods
self.classname = "monster_spider";
self.nextthink = time + random() * 0.5 + 0.1;
- self.pain_finished = self.nextthink;
self.frame = spider_anim_idle;
self.checkattack = GenericCheckAttack;
self.attack_melee = spider_attack_standing;
self.movetype = MOVETYPE_TOSS;
self.flags = FL_ONGROUND;
self.nextthink = time + 2.1;
- self.pain_finished = self.nextthink;
self.velocity_x = -200 + 400*random();
self.velocity_y = -200 + 400*random();
self.velocity_z = 100 + 100*random();