if (time > actor.attack_finished_single[0] || weapon_prepareattack(thiswep, actor, weaponentity, false, 1.2)) {
if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WyvernAttack_FIRE, CH_WEAPON_B, 0);
if (IS_MONSTER(actor)) {
- actor.attack_finished_single[0] = time + 1.2;
- actor.anim_finished = time + 1.2;
+ //actor.anim_finished = time + 1.2;
+ setanim(actor, actor.anim_shoot, false, true, true);
+ if(actor.animstate_endtime > time)
+ actor.anim_finished = actor.animstate_endtime;
+ else
+ actor.anim_finished = time + 1.2;
+ actor.attack_finished_single[0] = actor.anim_finished + 0.2;
monster_makevectors(actor, actor.enemy);
}
{
TC(Wyvern, this);
vector none = '0 0 0';
- actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
- actor.anim_walk = animfixfps(actor, '1 1 1', none);
actor.anim_idle = animfixfps(actor, '0 1 1', none);
+ actor.anim_walk = animfixfps(actor, '1 1 1', none);
+ actor.anim_run = animfixfps(actor, '2 1 1', none);
actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
- actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
- actor.anim_run = animfixfps(actor, '1 1 1', none);
+ actor.anim_pain2 = animfixfps(actor, '4 1 2', none); // 0.5 seconds
+ actor.anim_melee = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
+ actor.anim_shoot = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
+ actor.anim_die1 = animfixfps(actor, '7 1 0.5', none); // 2 seconds
+ //actor.anim_dead = animfixfps(actor, '8 1 0.5', none); // 2 seconds
return true;
}
#endif