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- /*
- Copyright (C) 1997-2001 Id Software, Inc.
- This program is free software; you can redistribute it and/or
- modify it under the terms of the GNU General Public License
- as published by the Free Software Foundation; either version 2
- of the License, or (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
- See the GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
- /*
- ==============================================================================
- boss2
- ==============================================================================
- */
- #include "g_local.h"
- #include "m_boss2.h"
- void BossExplode (edict_t *self);
- qboolean infront (edict_t *self, edict_t *other);
- static int sound_pain1;
- static int sound_pain2;
- static int sound_pain3;
- static int sound_death;
- static int sound_search1;
- void boss2_search (edict_t *self)
- {
- if (random() < 0.5)
- gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
- }
- void boss2_run (edict_t *self);
- void boss2_stand (edict_t *self);
- void boss2_dead (edict_t *self);
- void boss2_attack (edict_t *self);
- void boss2_attack_mg (edict_t *self);
- void boss2_reattack_mg (edict_t *self);
- void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
- void Boss2Rocket (edict_t *self)
- {
- vec3_t forward, right;
- vec3_t start;
- vec3_t dir;
- vec3_t vec;
- AngleVectors (self->s.angles, forward, right, NULL);
- //1
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
- VectorCopy (self->enemy->s.origin, vec);
- vec[2] += self->enemy->viewheight;
- VectorSubtract (vec, start, dir);
- VectorNormalize (dir);
- monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
- //2
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
- VectorCopy (self->enemy->s.origin, vec);
- vec[2] += self->enemy->viewheight;
- VectorSubtract (vec, start, dir);
- VectorNormalize (dir);
- monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
- //3
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
- VectorCopy (self->enemy->s.origin, vec);
- vec[2] += self->enemy->viewheight;
- VectorSubtract (vec, start, dir);
- VectorNormalize (dir);
- monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
- //4
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
- VectorCopy (self->enemy->s.origin, vec);
- vec[2] += self->enemy->viewheight;
- VectorSubtract (vec, start, dir);
- VectorNormalize (dir);
- monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
- }
- void boss2_firebullet_right (edict_t *self)
- {
- vec3_t forward, right, target;
- vec3_t start;
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start);
- VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
- target[2] += self->enemy->viewheight;
- VectorSubtract (target, start, forward);
- VectorNormalize (forward);
- monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
- }
- void boss2_firebullet_left (edict_t *self)
- {
- vec3_t forward, right, target;
- vec3_t start;
-
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start);
- VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
- target[2] += self->enemy->viewheight;
- VectorSubtract (target, start, forward);
- VectorNormalize (forward);
- monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
- }
- void Boss2MachineGun (edict_t *self)
- {
- /* vec3_t forward, right;
- vec3_t start;
- vec3_t dir;
- vec3_t vec;
- int flash_number;
- AngleVectors (self->s.angles, forward, right, NULL);
- flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self->s.frame - FRAME_attack10);
- G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
- VectorCopy (self->enemy->s.origin, vec);
- vec[2] += self->enemy->viewheight;
- VectorSubtract (vec, start, dir);
- VectorNormalize (dir);
- monster_fire_bullet (self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
- */
- boss2_firebullet_left(self);
- boss2_firebullet_right(self);
- }
- mframe_t boss2_frames_stand [] =
- {
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL
- };
- mmove_t boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL};
- mframe_t boss2_frames_fidget [] =
- {
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL
- };
- mmove_t boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL};
- mframe_t boss2_frames_walk [] =
- {
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL,
- ai_walk, 8, NULL
- };
- mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL};
- mframe_t boss2_frames_run [] =
- {
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 8, NULL
- };
- mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL};
- mframe_t boss2_frames_attack_pre_mg [] =
- {
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, boss2_attack_mg
- };
- mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, NULL};
- // Loop this
- mframe_t boss2_frames_attack_mg [] =
- {
- ai_charge, 1, Boss2MachineGun,
- ai_charge, 1, Boss2MachineGun,
- ai_charge, 1, Boss2MachineGun,
- ai_charge, 1, Boss2MachineGun,
- ai_charge, 1, Boss2MachineGun,
- ai_charge, 1, boss2_reattack_mg
- };
- mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL};
- mframe_t boss2_frames_attack_post_mg [] =
- {
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL
- };
- mmove_t boss2_move_attack_post_mg = {FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run};
- mframe_t boss2_frames_attack_rocket [] =
- {
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_move, -20, Boss2Rocket,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL
- };
- mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run};
- mframe_t boss2_frames_pain_heavy [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t boss2_move_pain_heavy = {FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run};
- mframe_t boss2_frames_pain_light [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t boss2_move_pain_light = {FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run};
- mframe_t boss2_frames_death [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, BossExplode
- };
- mmove_t boss2_move_death = {FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead};
- void boss2_stand (edict_t *self)
- {
- self->monsterinfo.currentmove = &boss2_move_stand;
- }
- void boss2_run (edict_t *self)
- {
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- self->monsterinfo.currentmove = &boss2_move_stand;
- else
- self->monsterinfo.currentmove = &boss2_move_run;
- }
- void boss2_walk (edict_t *self)
- {
- self->monsterinfo.currentmove = &boss2_move_walk;
- }
- void boss2_attack (edict_t *self)
- {
- vec3_t vec;
- float range;
- VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
- range = VectorLength (vec);
-
- if (range <= 125)
- {
- self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
- }
- else
- {
- if (random() <= 0.6)
- self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
- else
- self->monsterinfo.currentmove = &boss2_move_attack_rocket;
- }
- }
- void boss2_attack_mg (edict_t *self)
- {
- self->monsterinfo.currentmove = &boss2_move_attack_mg;
- }
- void boss2_reattack_mg (edict_t *self)
- {
- if ( infront(self, self->enemy) )
- if (random() <= 0.7)
- self->monsterinfo.currentmove = &boss2_move_attack_mg;
- else
- self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
- else
- self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
- }
- void boss2_pain (edict_t *self, edict_t *other, float kick, int damage)
- {
- if (self->health < (self->max_health / 2))
- self->s.skinnum = 1;
- if (level.time < self->pain_debounce_time)
- return;
- self->pain_debounce_time = level.time + 3;
- // American wanted these at no attenuation
- if (damage < 10)
- {
- gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
- self->monsterinfo.currentmove = &boss2_move_pain_light;
- }
- else if (damage < 30)
- {
- gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
- self->monsterinfo.currentmove = &boss2_move_pain_light;
- }
- else
- {
- gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
- self->monsterinfo.currentmove = &boss2_move_pain_heavy;
- }
- }
- void boss2_dead (edict_t *self)
- {
- VectorSet (self->mins, -56, -56, 0);
- VectorSet (self->maxs, 56, 56, 80);
- self->movetype = MOVETYPE_TOSS;
- self->svflags |= SVF_DEADMONSTER;
- self->nextthink = 0;
- gi.linkentity (self);
- }
- void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
- {
- gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
- self->deadflag = DEAD_DEAD;
- self->takedamage = DAMAGE_NO;
- self->count = 0;
- self->monsterinfo.currentmove = &boss2_move_death;
- #if 0
- int n;
- self->s.sound = 0;
- // check for gib
- if (self->health <= self->gib_health)
- {
- gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
- for (n= 0; n < 2; n++)
- ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
- for (n= 0; n < 4; n++)
- ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
- ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
- self->deadflag = DEAD_DEAD;
- return;
- }
- if (self->deadflag == DEAD_DEAD)
- return;
- self->deadflag = DEAD_DEAD;
- self->takedamage = DAMAGE_YES;
- self->monsterinfo.currentmove = &boss2_move_death;
- #endif
- }
- qboolean Boss2_CheckAttack (edict_t *self)
- {
- vec3_t spot1, spot2;
- vec3_t temp;
- float chance;
- trace_t tr;
- qboolean enemy_infront;
- int enemy_range;
- float enemy_yaw;
- if (self->enemy->health > 0)
- {
- // see if any entities are in the way of the shot
- VectorCopy (self->s.origin, spot1);
- spot1[2] += self->viewheight;
- VectorCopy (self->enemy->s.origin, spot2);
- spot2[2] += self->enemy->viewheight;
- tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
- // do we have a clear shot?
- if (tr.ent != self->enemy)
- return false;
- }
-
- enemy_infront = infront(self, self->enemy);
- enemy_range = range(self, self->enemy);
- VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
- enemy_yaw = vectoyaw(temp);
- self->ideal_yaw = enemy_yaw;
- // melee attack
- if (enemy_range == RANGE_MELEE)
- {
- if (self->monsterinfo.melee)
- self->monsterinfo.attack_state = AS_MELEE;
- else
- self->monsterinfo.attack_state = AS_MISSILE;
- return true;
- }
-
- // missile attack
- if (!self->monsterinfo.attack)
- return false;
-
- if (level.time < self->monsterinfo.attack_finished)
- return false;
-
- if (enemy_range == RANGE_FAR)
- return false;
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- {
- chance = 0.4;
- }
- else if (enemy_range == RANGE_MELEE)
- {
- chance = 0.8;
- }
- else if (enemy_range == RANGE_NEAR)
- {
- chance = 0.8;
- }
- else if (enemy_range == RANGE_MID)
- {
- chance = 0.8;
- }
- else
- {
- return false;
- }
- if (random () < chance)
- {
- self->monsterinfo.attack_state = AS_MISSILE;
- self->monsterinfo.attack_finished = level.time + 2*random();
- return true;
- }
- if (self->flags & FL_FLY)
- {
- if (random() < 0.3)
- self->monsterinfo.attack_state = AS_SLIDING;
- else
- self->monsterinfo.attack_state = AS_STRAIGHT;
- }
- return false;
- }
- /*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight
- */
- void SP_monster_boss2 (edict_t *self)
- {
- if (deathmatch->value)
- {
- G_FreeEdict (self);
- return;
- }
- sound_pain1 = gi.soundindex ("bosshovr/bhvpain1.wav");
- sound_pain2 = gi.soundindex ("bosshovr/bhvpain2.wav");
- sound_pain3 = gi.soundindex ("bosshovr/bhvpain3.wav");
- sound_death = gi.soundindex ("bosshovr/bhvdeth1.wav");
- sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
- self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
- self->s.modelindex = gi.modelindex ("models/monsters/boss2/tris.md2");
- VectorSet (self->mins, -56, -56, 0);
- VectorSet (self->maxs, 56, 56, 80);
- self->health = 2000;
- self->gib_health = -200;
- self->mass = 1000;
- self->flags |= FL_IMMUNE_LASER;
- self->pain = boss2_pain;
- self->die = boss2_die;
- self->monsterinfo.stand = boss2_stand;
- self->monsterinfo.walk = boss2_walk;
- self->monsterinfo.run = boss2_run;
- self->monsterinfo.attack = boss2_attack;
- self->monsterinfo.search = boss2_search;
- self->monsterinfo.checkattack = Boss2_CheckAttack;
- gi.linkentity (self);
- self->monsterinfo.currentmove = &boss2_move_stand;
- self->monsterinfo.scale = MODEL_SCALE;
- flymonster_start (self);
- }
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