//=================== //=================== void stalker_jump_wait_land (edict_t *self) { if ((random() < (0.3 + (0.1*(float)(skill->value)))) && (level.time >= self->monsterinfo.attack_finished)) { self->monsterinfo.attack_finished = level.time + 0.3; stalker_shoot_attack(self); } if(self->groundentity == NULL) { self->gravity = 1.3; self->monsterinfo.nextframe = self->s.frame; if(monster_jump_finished (self)) { self->gravity = 1; self->monsterinfo.nextframe = self->s.frame + 1; } } else { self->gravity = 1; self->monsterinfo.nextframe = self->s.frame + 1; } }
void stalker_shoot_attack2 (edict_t *self) { // if (random() < (0.4+(float)skill->value)) // stalker_shoot_attack (self); if (random() < (0.4 + (0.1 * (float)skill->value))) stalker_shoot_attack (self); }
void stalker_shoot_attack2(edict_t *self) { if (!self) { return; } if (random() < (0.4 + (0.1 * (float)skill->value))) { stalker_shoot_attack(self); } }