]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Fix monsters glitching when match ends & partially fix monsters not selecting a new...
authorMario <mario.mario@y7mail.com>
Wed, 17 Apr 2013 04:15:04 +0000 (14:15 +1000)
committerMario <mario.mario@y7mail.com>
Wed, 17 Apr 2013 04:15:04 +0000 (14:15 +1000)
qcsrc/server/monsters/lib/monsters.qc

index 453cef936f1a3fec8e5a77de659d9c0dc2b98efe..f6a0e119af35f9395de8e06eb75a30237845289a 100644 (file)
@@ -539,6 +539,7 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_
                runspeed = walkspeed = 0;
                monsters_setframe(manim_idle);
                movelib_beak_simple(stopspeed);
+               self.SendFlags |= MSF_MOVE;
                return;
        }
        
@@ -613,16 +614,23 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_
        }
        else
        {
-               movelib_beak_simple(stopspeed);
-               if(time > self.attack_finished_single)
-               if(time > self.pain_finished)
-               if (vlen(self.velocity) <= 30)
+               if(self.goalentity.target)
+                       self.target2 = self.goalentity.target;
+               else if(self.goalentity.target2)
+                       self.target2 = self.goalentity.target2;
+               else
                {
-                       monsters_setframe(manim_idle);
-                       if(self.enemy)
-                               self.angles_y = enemy_face_y;
-                       else
-                               self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
+                       movelib_beak_simple(stopspeed);
+                       if(time > self.attack_finished_single)
+                       if(time > self.pain_finished)
+                       if (vlen(self.velocity) <= 30)
+                       {
+                               monsters_setframe(manim_idle);
+                               if(self.enemy)
+                                       self.angles_y = enemy_face_y;
+                               else
+                                       self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
+                       }
                }
        }