METHOD(Spider, mr_pain, float(Spider this, entity actor, float damage_take, entity attacker, float deathtype))
{
TC(Spider, this);
+ setanim(actor, ((random() > 0.5) ? actor.anim_pain2 : actor.anim_pain1), true, true, false);
+ actor.pain_finished = actor.animstate_endtime;
return damage_take;
}
METHOD(Spider, mr_death, bool(Spider this, entity actor))
{
TC(Spider, this);
- setanim(actor, actor.anim_melee, false, true, true);
- actor.angles_x = 180;
+ setanim(actor, ((random() > 0.5) ? actor.anim_die2 : actor.anim_die1), false, true, true);
return true;
}
#endif
vector none = '0 0 0';
actor.anim_melee = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
actor.anim_die1 = animfixfps(actor, '1 1 1', none);
- actor.anim_die1 = animfixfps(actor, '2 1 1', none);
+ actor.anim_die2 = animfixfps(actor, '2 1 1', none);
actor.anim_shoot = animfixfps(actor, '3 1 1', none);
//actor.anim_fire2 = animfixfps(actor, '4 1 1', none);
actor.anim_idle = animfixfps(actor, '5 1 1', none);