if(self.frozen)
return;
+ if(time < self.pain_finished)
+ return;
+
if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
if(monster_isvalidtarget(attacker, self, FALSE))
self.enemy = attacker;
Monster_CheckMinibossFlag();
self.max_health = self.health;
+ self.pain_finished = self.nextthink;
if(teamplay && self.team)
{
self.enemy = world;
self.nextthink = time + 2.1;
self.think = Monster_Fade;
- self.pain_finished = self.nextthink;
self.movetype = MOVETYPE_TOSS;
self.frame = dog_anim_die;
self.movetype = MOVETYPE_TOSS;
self.think = Monster_Fade;
self.nextthink = time + 2.1;
- self.pain_finished = self.nextthink;
if (random() > 0.5)
self.frame = zombie_anim_deathback1;
self.classname = "monster_zombie";
self.nextthink = time + 2.1;
- self.pain_finished = self.nextthink;
self.frame = zombie_anim_spawn;
self.think = zombie_think;
self.sprite_height = 50 * self.scale;
self.checkattack = GenericCheckAttack;
self.attack_melee = zombie_attack_standing;
self.attack_ranged = zombie_attack_ranged;
-
- if not(self.skin)
- self.skin = rint(random() * 4);
+ self.skin = rint(random() * 4);
monster_hook_spawn(); // for post-spawn mods
}