if(IS_ONGROUND(actor))
if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_golem_attack_smash_range))
{
- setanim(actor, actor.anim_melee2, true, true, false);
- Monster_Delay(actor, 1, 0.7, M_Golem_Attack_Smash);
- actor.attack_finished_single[0] = time + 1.1;
- actor.anim_finished = time + 1.1;
+ setanim(actor, actor.anim_melee1, true, true, false);
+ Monster_Delay(actor, 1, 1.1, M_Golem_Attack_Smash);
+ if(actor.animstate_endtime > time)
+ actor.anim_finished = actor.animstate_endtime;
+ else
+ actor.anim_finished = time + 1.2;
+ actor.attack_finished_single[0] = actor.anim_finished + 0.2;
actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
actor.golem_lastattack = time + 3 + random() * 1.5;
return true;
actor.anim_idle = animfixfps(actor, '0 1 1', none);
actor.anim_walk = animfixfps(actor, '1 1 1', none);
actor.anim_run = animfixfps(actor, '2 1 1', none);
- actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
+ //actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
//actor.anim_melee4 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
+ actor.anim_melee1 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
actor.anim_pain2 = animfixfps(actor, '8 1 2', none); // 0.5 seconds
//actor.anim_pain3 = animfixfps(actor, '9 1 2', none); // 0.5 seconds
//actor.anim_pain5 = animfixfps(actor, '11 1 2', none); // 0.5 seconds
//actor.anim_sight = animfixfps(actor, '12 1 5', none); // analyze models and set framerate
actor.anim_die1 = animfixfps(actor, '13 1 0.5', none); // 2 seconds
- actor.anim_die2 = animfixfps(actor, '14 1 0.5', none); // 2 seconds
- //actor.anim_dead = animfixfps(actor, '15 1 0.5', none); // 2 seconds
+ //actor.anim_dead = animfixfps(actor, '14 1 0.5', none); // 2 seconds
+ actor.anim_die2 = animfixfps(actor, '15 1 0.5', none); // 2 seconds
+ // dead2 16
//actor.anim_dieback = animfixfps(actor, '16 1 0.5', none); // 2 seconds
//actor.anim_deadback = animfixfps(actor, '17 1 0.5', none); // 2 seconds
//actor.anim_dead2 = animfixfps(actor, '18 1 0.5', none); // 2 seconds