Two bugfixes suggested by Grievre - don't tell respawning monsters to run AND walk,

and setorigin properly :)
Hikaru
This commit is contained in:
Timothy C. McGrath 2004-02-14 07:28:40 +00:00
parent cb5e8084cf
commit 116c809332

View file

@ -18,7 +18,7 @@ void () no_hes_not = [ self.frame, im_alive, 5 ]
setmodel (self, "");
}
void () im_alive = [ 0, (self.th_run), 0.2 ]
void () im_alive = [ 0, (self.th_walk), 0.2 ]
{
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
@ -59,10 +59,9 @@ void () im_alive = [ 0, (self.th_run), 0.2 ]
//Don't stay angry at everyone.
self.enemy = NIL;
self.think = self.th_walk;
if (!(self.flags & FL_FLY) && !(self.flags & FL_SWIM)) {
self.origin_z = self.origin_z + 1;
setorigin (self, self.origin + '0 0 1');
droptofloor ();
}
}