vector angles_face = vectoangles(self.moveto - self.origin);
vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
+ vector enemy_face = vectoangles(self.enemy.origin - self.origin);
self.angles_y = angles_face_y;
if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
if (vlen(self.velocity) <= 30)
{
self.frame = manim_idle;
- self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
+ 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?
}
}