float autocvar_g_monster_golem_speed_run;
float autocvar_g_monster_golem_speed_walk;
-/*
-const float golem_anim_stand = 0;
-const float golem_anim_walk = 1;
-const float golem_anim_run = 2;
-const float golem_anim_smash = 3;
-const float golem_anim_swingr = 4;
-const float golem_anim_swingl = 5;
-const float golem_anim_magic = 6;
-const float golem_anim_pain = 7;
-const float golem_anim_death = 8;
-*/
-
.float golem_lastattack; // delay attacks separately
void M_Golem_Attack_Smash(entity this)
return false;
}
-spawnfunc(monster_golem) { Monster_Spawn(this, true, MON_GOLEM.monsterid); }
+spawnfunc(monster_golem) { Monster_Spawn(this, true, MON_GOLEM); }
// compatibility
spawnfunc(monster_shambler) { spawnfunc_monster_golem(this); }
#endif // SVQC
setanim(actor, actor.anim_spawn, false, true, true);
actor.spawn_time = actor.animstate_endtime;
- actor.spawnshieldtime = actor.spawn_time;
+ StatusEffects_apply(STATUSEFFECT_SpawnShield, actor, actor.spawn_time, 0);
actor.monster_attackfunc = M_Golem_Attack;
return true;