setorigin(self, self.pos1);
self.angles = self.pos2;
self.health = self.max_health; // TODO: check if resetting to max_health is wise here
- self.SendFlags |= MSF_MOVE;
+
+ if(vlen(self.velocity) > 0)
+ self.SendFlags |= MSF_MOVE;
+
return;
}
SUB_SetFade(self, time + 3, 1);
self.checkattack();
self.SendFlags |= MSF_ANG;
- self.SendFlags |= MSF_MOVE;
+
+ if(vlen(self.velocity) > 0)
+ self.SendFlags |= MSF_MOVE;
}
void monster_dead_think()
return;
}
- self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
+ if(vlen(self.velocity) > 0)
+ self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
}
void monsters_setstatus()
if not(self.flags & FL_FLY)
self.velocity = '0 0 0';
- self.SendFlags |= MSF_MOVE;
+ if(vlen(self.velocity) > 0)
+ self.SendFlags |= MSF_MOVE;
totalspawned -= 1;
}