FOREACH(Monsters, it != MON_Null,
{
- if((it.spawnflags & MON_FLAG_HIDDEN) || (it.spawnflags & MONSTER_TYPE_PASSIVE) || (it.spawnflags & MONSTER_TYPE_FLY) || (it.spawnflags & MONSTER_TYPE_SWIM) ||
- (it.spawnflags & MONSTER_SIZE_QUAKE) || ((it.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
+ if((it.spawnflags & MON_FLAG_HIDDEN) || (it.spawnflags & MONSTER_TYPE_PASSIVE) || (it.spawnflags & MONSTER_TYPE_FLY) || (it.spawnflags & MONSTER_TYPE_SWIM)
+ || (it.spawnflags & MONSTER_SIZE_QUAKE) || ((it.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
continue;
if(autocvar_g_invasion_zombies_only && !(it.spawnflags & MONSTER_TYPE_UNDEAD))
continue;
bool do_run = (this.enemy || this.monster_moveto);
movelib_move_simple(this, v_forward, ((do_run) ? runspeed : walkspeed), 0.4);
- if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
+ if(time > this.pain_finished && time > this.anim_finished)
if(!this.state)
if(vdist(this.velocity, >, 10))
setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);