self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
self.health = max(1, self.max_health * self.revive_progress);
+ WaypointSprite_UpdateHealth(self.sprite, self.health);
+
movelib_beak_simple(stopspeed);
self.frame = manim_idle;
if(self.health <= -100) // 100 health until gone?
{
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
+
+ if(IS_CLIENT(self.realowner))
+ if not(self.monster_respawned)
+ self.realowner.monstercount -= 1;
self.think = SUB_Remove;
self.nextthink = time + 0.1;
if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
{
Violence_GibSplash(self, 1, 0.5, attacker);
+
+ if(IS_CLIENT(self.realowner))
+ if not(self.monster_respawned)
+ self.realowner.monstercount -= 1;
self.think = SUB_Remove;
self.nextthink = time + 0.1;