From d705220de721c8996efe7aed463abb0757ad3f7b Mon Sep 17 00:00:00 2001 From: Mario Date: Wed, 6 Mar 2013 05:24:00 +1100 Subject: [PATCH] Don't face owner if the monster has an enemy --- qcsrc/server/monsters/lib/monsters.qc | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/qcsrc/server/monsters/lib/monsters.qc b/qcsrc/server/monsters/lib/monsters.qc index 3b01e68d2..5bb995f57 100644 --- a/qcsrc/server/monsters/lib/monsters.qc +++ b/qcsrc/server/monsters/lib/monsters.qc @@ -557,6 +557,7 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_ 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)) @@ -593,7 +594,10 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_ 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? } } -- 2.39.2