actor.anim_finished = time + 1;
}
if (isPlayer) actor.enemy = Monster_FindTarget(actor);
+ monster_makevectors(actor, actor.enemy);
W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_SpiderAttack_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_SPIDER.m_id);
if (!isPlayer) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
M_Spider_Attack_Web(actor);
Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
RadiusDamage(this, this.realowner, 0, 0, 25, NULL, NULL, 25, this.projectiledeathtype, DMG_NOWEP, NULL);
- FOREACH_ENTITY_RADIUS(this.origin, 25, it != this && it.takedamage && !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && it.monsterid != MON_SPIDER.monsterid,
+ FOREACH_ENTITY_RADIUS(this.origin, 25, it != this && it.takedamage && !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && it.monsterdef != MON_SPIDER,
{
it.spider_slowness = time + (autocvar_g_monster_spider_attack_web_damagetime);
});
void M_Spider_Attack_Web(entity this)
{
- monster_makevectors(this, this.enemy);
-
sound(this, CH_SHOTS, SND_ELECTRO_FIRE2, VOL_BASE, ATTEN_NORM);
entity proj = new(plasma);
return false;
}
-spawnfunc(monster_spider) { Monster_Spawn(this, true, MON_SPIDER.monsterid); }
+spawnfunc(monster_spider) { Monster_Spawn(this, true, MON_SPIDER); }
#endif // SVQC
#ifdef SVQC