]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/sv_monsters.qc
Merge branch 'master' into Mario/monsters
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
index 990f318873abf743c7f4d4b4aab3cc0982d34851..319b699a706372cc3aca360df4259d50dfac907c 100644 (file)
@@ -214,7 +214,11 @@ void monster_changeteam(entity this, int newteam)
 void Monster_Delay_Action(entity this)
 {
        // TODO: maybe do check for facing here
-       if(Monster_ValidTarget(this.owner, this.owner.enemy, false)) { this.monster_delayedfunc(this.owner); }
+       if(Monster_ValidTarget(this.owner, this.owner.enemy, false))
+       {
+               monster_makevectors(this.owner, this.owner.enemy);
+               this.monster_delayedfunc(this.owner);
+       }
 
        if(this.cnt > 1)
        {
@@ -383,8 +387,6 @@ bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, flo
        else
                this.attack_finished_single[0] = this.anim_finished = time + animtime;
 
-       monster_makevectors(this, targ);
-
        traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
 
        if(trace_ent.takedamage)
@@ -449,6 +451,7 @@ void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
 
        if(vdist(targ.origin - this.origin, <=, this.attack_range))
        {
+               monster_makevectors(this, targ);
                int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
                if(attack_success == 1)
                        Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
@@ -458,6 +461,7 @@ void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
 
        if(vdist(targ.origin - this.origin, >, this.attack_range))
        {
+               monster_makevectors(this, targ);
                int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
                if(attack_success == 1)
                        Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);