From 150b027a3efd396e6aef3b80366014798ae1fd9c Mon Sep 17 00:00:00 2001 From: Mario Date: Fri, 10 Mar 2017 04:16:56 +1000 Subject: [PATCH] Fix bit numbers in custom monster's attacks --- qcsrc/common/monsters/monster/monster.qc | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/qcsrc/common/monsters/monster/monster.qc b/qcsrc/common/monsters/monster/monster.qc index 780358c3f..a6a1abd3a 100644 --- a/qcsrc/common/monsters/monster/monster.qc +++ b/qcsrc/common/monsters/monster/monster.qc @@ -5,9 +5,9 @@ const int MON_MOVE_NONE = BIT(0); const int MON_MOVE_NORMAL = BIT(1); const int MON_MOVE_2D = BIT(2); -const int MON_MOVE_BOUNCE = BIT(4); -const int MON_MOVE_TOUCH = BIT(5); -const int MON_MOVE_JUMP = BIT(6); +const int MON_MOVE_BOUNCE = BIT(3); +const int MON_MOVE_TOUCH = BIT(4); +const int MON_MOVE_JUMP = BIT(5); const int MON_ATTACK_MELEE = BIT(0); const int MON_ATTACK_TOUCH = BIT(1); @@ -142,7 +142,7 @@ METHOD(CustomMonster, mr_think, bool(CustomMonster this, entity actor)) if((actor.mon_movetype & MON_MOVE_JUMP) && time >= actor.jump_delay) { actor.velocity_z += actor.mon_jumpheight; - actor.jump_delay = time + (random() * actor.mon_jumpdelay); + actor.jump_delay = time + (actor.mon_jumpdelay * random()); } if(actor.mon_movetype & MON_MOVE_2D) { -- 2.39.2