totalspawned -= 1;
if(IS_CLIENT(self.realowner))
- if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
- self.realowner.monstercount -= 1;
+ self.realowner.monstercount -= 1;
SUB_SetFade(self, time + 3, 1);
}
{
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
+ // number of monsters spawned with mobspawn command
+ totalspawned -= 1;
+
if(IS_CLIENT(self.realowner))
- if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
self.realowner.monstercount -= 1;
self.think = SUB_Remove;
if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED)))
PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
- if(!Monster_CanRespawn(self) && gibbed)
+ if(gibbed)
{
// number of monsters spawned with mobspawn command
totalspawned -= 1;
if(IS_CLIENT(self.realowner))
- if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
self.realowner.monstercount -= 1;
}