1 /*
2 ==============================================================================
3 
4 boss2
5 
6 ==============================================================================
7 */
8 
9 #include "g_local.h"
10 #include "m_boss2.h"
11 
12 void BossExplode (edict_t *self);
13 
14 qboolean infront (edict_t *self, edict_t *other);
15 
16 static int	sound_pain1;
17 static int	sound_pain2;
18 static int	sound_pain3;
19 static int	sound_death;
20 static int	sound_search1;
21 
boss2_search(edict_t * self)22 void boss2_search (edict_t *self)
23 {
24 	if (random() < 0.5)
25 		gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
26 }
27 
28 void boss2_run (edict_t *self);
29 void boss2_stand (edict_t *self);
30 void boss2_dead (edict_t *self);
31 void boss2_attack (edict_t *self);
32 void boss2_attack_mg (edict_t *self);
33 void boss2_reattack_mg (edict_t *self);
34 void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
35 
Boss2Rocket(edict_t * self)36 void Boss2Rocket (edict_t *self)
37 {
38 	vec3_t	forward, right;
39 	vec3_t	start;
40 	vec3_t	dir;
41 	vec3_t	vec;
42 
43 	AngleVectors (self->s.angles, forward, right, NULL);
44 
45 //1
46 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
47 	VectorCopy (self->enemy->s.origin, vec);
48 	vec[2] += self->enemy->viewheight;
49 	VectorSubtract (vec, start, dir);
50 	VectorNormalize (dir);
51 	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
52 
53 //2
54 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
55 	VectorCopy (self->enemy->s.origin, vec);
56 	vec[2] += self->enemy->viewheight;
57 	VectorSubtract (vec, start, dir);
58 	VectorNormalize (dir);
59 	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
60 
61 //3
62 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
63 	VectorCopy (self->enemy->s.origin, vec);
64 	vec[2] += self->enemy->viewheight;
65 	VectorSubtract (vec, start, dir);
66 	VectorNormalize (dir);
67 	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
68 
69 //4
70 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
71 	VectorCopy (self->enemy->s.origin, vec);
72 	vec[2] += self->enemy->viewheight;
73 	VectorSubtract (vec, start, dir);
74 	VectorNormalize (dir);
75 	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
76 }
77 
boss2_firebullet_right(edict_t * self)78 void boss2_firebullet_right (edict_t *self)
79 {
80 	vec3_t	forward, right, target;
81 	vec3_t	start;
82 
83 	AngleVectors (self->s.angles, forward, right, NULL);
84 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start);
85 
86 	VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
87 	target[2] += self->enemy->viewheight;
88 	VectorSubtract (target, start, forward);
89 	VectorNormalize (forward);
90 
91 	monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
92 }
93 
boss2_firebullet_left(edict_t * self)94 void boss2_firebullet_left (edict_t *self)
95 {
96 	vec3_t	forward, right, target;
97 	vec3_t	start;
98 
99 	AngleVectors (self->s.angles, forward, right, NULL);
100 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start);
101 
102 	VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
103 
104 	target[2] += self->enemy->viewheight;
105 	VectorSubtract (target, start, forward);
106 	VectorNormalize (forward);
107 
108 	monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
109 }
110 
Boss2MachineGun(edict_t * self)111 void Boss2MachineGun (edict_t *self)
112 {
113 /*	vec3_t	forward, right;
114 	vec3_t	start;
115 	vec3_t	dir;
116 	vec3_t	vec;
117 	int		flash_number;
118 
119 	AngleVectors (self->s.angles, forward, right, NULL);
120 
121 	flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self->s.frame - FRAME_attack10);
122 	G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
123 
124 	VectorCopy (self->enemy->s.origin, vec);
125 	vec[2] += self->enemy->viewheight;
126 	VectorSubtract (vec, start, dir);
127 	VectorNormalize (dir);
128 	monster_fire_bullet (self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
129 */
130 	boss2_firebullet_left(self);
131 	boss2_firebullet_right(self);
132 }
133 
134 
135 mframe_t boss2_frames_stand [] =
136 {
137 	ai_stand, 0, NULL,
138 	ai_stand, 0, NULL,
139 	ai_stand, 0, NULL,
140 	ai_stand, 0, NULL,
141 	ai_stand, 0, NULL,
142 	ai_stand, 0, NULL,
143 	ai_stand, 0, NULL,
144 	ai_stand, 0, NULL,
145 	ai_stand, 0, NULL,
146 	ai_stand, 0, NULL,
147 	ai_stand, 0, NULL,
148 	ai_stand, 0, NULL,
149 	ai_stand, 0, NULL,
150 	ai_stand, 0, NULL,
151 	ai_stand, 0, NULL,
152 	ai_stand, 0, NULL,
153 	ai_stand, 0, NULL,
154 	ai_stand, 0, NULL,
155 	ai_stand, 0, NULL,
156 	ai_stand, 0, NULL,
157 	ai_stand, 0, NULL
158 };
159 mmove_t	boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL};
160 
161 mframe_t boss2_frames_fidget [] =
162 {
163 	ai_stand, 0, NULL,
164 	ai_stand, 0, NULL,
165 	ai_stand, 0, NULL,
166 	ai_stand, 0, NULL,
167 	ai_stand, 0, NULL,
168 	ai_stand, 0, NULL,
169 	ai_stand, 0, NULL,
170 	ai_stand, 0, NULL,
171 	ai_stand, 0, NULL,
172 	ai_stand, 0, NULL,
173 	ai_stand, 0, NULL,
174 	ai_stand, 0, NULL,
175 	ai_stand, 0, NULL,
176 	ai_stand, 0, NULL,
177 	ai_stand, 0, NULL,
178 	ai_stand, 0, NULL,
179 	ai_stand, 0, NULL,
180 	ai_stand, 0, NULL,
181 	ai_stand, 0, NULL,
182 	ai_stand, 0, NULL,
183 	ai_stand, 0, NULL,
184 	ai_stand, 0, NULL,
185 	ai_stand, 0, NULL,
186 	ai_stand, 0, NULL,
187 	ai_stand, 0, NULL,
188 	ai_stand, 0, NULL,
189 	ai_stand, 0, NULL,
190 	ai_stand, 0, NULL,
191 	ai_stand, 0, NULL,
192 	ai_stand, 0, NULL
193 };
194 mmove_t boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL};
195 
196 mframe_t boss2_frames_walk [] =
197 {
198 	ai_walk,	8,	NULL,
199 	ai_walk,	8,	NULL,
200 	ai_walk,	8,	NULL,
201 	ai_walk,	8,	NULL,
202 	ai_walk,	8,	NULL,
203 	ai_walk,	8,	NULL,
204 	ai_walk,	8,	NULL,
205 	ai_walk,	8,	NULL,
206 	ai_walk,	8,	NULL,
207 	ai_walk,	8,	NULL,
208 	ai_walk,	8,	NULL,
209 	ai_walk,	8,	NULL,
210 	ai_walk,	8,	NULL,
211 	ai_walk,	8,	NULL,
212 	ai_walk,	8,	NULL,
213 	ai_walk,	8,	NULL,
214 	ai_walk,	8,	NULL,
215 	ai_walk,	8,	NULL,
216 	ai_walk,	8,	NULL,
217 	ai_walk,	8,	NULL
218 };
219 mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL};
220 
221 
222 mframe_t boss2_frames_run [] =
223 {
224 	ai_run,	8,	NULL,
225 	ai_run,	8,	NULL,
226 	ai_run,	8,	NULL,
227 	ai_run,	8,	NULL,
228 	ai_run,	8,	NULL,
229 	ai_run,	8,	NULL,
230 	ai_run,	8,	NULL,
231 	ai_run,	8,	NULL,
232 	ai_run,	8,	NULL,
233 	ai_run,	8,	NULL,
234 	ai_run,	8,	NULL,
235 	ai_run,	8,	NULL,
236 	ai_run,	8,	NULL,
237 	ai_run,	8,	NULL,
238 	ai_run,	8,	NULL,
239 	ai_run,	8,	NULL,
240 	ai_run,	8,	NULL,
241 	ai_run,	8,	NULL,
242 	ai_run,	8,	NULL,
243 	ai_run,	8,	NULL
244 };
245 mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL};
246 
247 mframe_t boss2_frames_attack_pre_mg [] =
248 {
249 	ai_charge,	1,	NULL,
250 	ai_charge,	1,	NULL,
251 	ai_charge,	1,	NULL,
252 	ai_charge,	1,	NULL,
253 	ai_charge,	1,	NULL,
254 	ai_charge,	1,	NULL,
255 	ai_charge,	1,	NULL,
256 	ai_charge,	1,	NULL,
257 	ai_charge,	1,	boss2_attack_mg
258 };
259 mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, NULL};
260 
261 
262 // Loop this
263 mframe_t boss2_frames_attack_mg [] =
264 {
265 	ai_charge,	1,	Boss2MachineGun,
266 	ai_charge,	1,	Boss2MachineGun,
267 	ai_charge,	1,	Boss2MachineGun,
268 	ai_charge,	1,	Boss2MachineGun,
269 	ai_charge,	1,	Boss2MachineGun,
270 	ai_charge,	1,	boss2_reattack_mg
271 };
272 mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL};
273 
274 mframe_t boss2_frames_attack_post_mg [] =
275 {
276 	ai_charge,	1,	NULL,
277 	ai_charge,	1,	NULL,
278 	ai_charge,	1,	NULL,
279 	ai_charge,	1,	NULL
280 };
281 mmove_t boss2_move_attack_post_mg = {FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run};
282 
283 mframe_t boss2_frames_attack_rocket [] =
284 {
285 	ai_charge,	1,	NULL,
286 	ai_charge,	1,	NULL,
287 	ai_charge,	1,	NULL,
288 	ai_charge,	1,	NULL,
289 	ai_charge,	1,	NULL,
290 	ai_charge,	1,	NULL,
291 	ai_charge,	1,	NULL,
292 	ai_charge,	1,	NULL,
293 	ai_charge,	1,	NULL,
294 	ai_charge,	1,	NULL,
295 	ai_charge,	1,	NULL,
296 	ai_charge,	1,	NULL,
297 	ai_move,	-20,	Boss2Rocket,
298 	ai_charge,	1,	NULL,
299 	ai_charge,	1,	NULL,
300 	ai_charge,	1,	NULL,
301 	ai_charge,	1,	NULL,
302 	ai_charge,	1,	NULL,
303 	ai_charge,	1,	NULL,
304 	ai_charge,	1,	NULL,
305 	ai_charge,	1,	NULL
306 };
307 mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run};
308 
309 mframe_t boss2_frames_pain_heavy [] =
310 {
311 	ai_move,	0,	NULL,
312 	ai_move,	0,	NULL,
313 	ai_move,	0,	NULL,
314 	ai_move,	0,	NULL,
315 	ai_move,	0,	NULL,
316 	ai_move,	0,	NULL,
317 	ai_move,	0,	NULL,
318 	ai_move,	0,	NULL,
319 	ai_move,	0,	NULL,
320 	ai_move,	0,	NULL,
321 	ai_move,	0,	NULL,
322 	ai_move,	0,	NULL,
323 	ai_move,	0,	NULL,
324 	ai_move,	0,	NULL,
325 	ai_move,	0,	NULL,
326 	ai_move,	0,	NULL,
327 	ai_move,	0,	NULL,
328 	ai_move,	0,	NULL
329 };
330 mmove_t boss2_move_pain_heavy = {FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run};
331 
332 mframe_t boss2_frames_pain_light [] =
333 {
334 	ai_move,	0,	NULL,
335 	ai_move,	0,	NULL,
336 	ai_move,	0,	NULL,
337 	ai_move,	0,	NULL
338 };
339 mmove_t boss2_move_pain_light = {FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run};
340 
341 mframe_t boss2_frames_death [] =
342 {
343 	ai_move,	0,	NULL,
344 	ai_move,	0,	NULL,
345 	ai_move,	0,	NULL,
346 	ai_move,	0,	NULL,
347 	ai_move,	0,	NULL,
348 	ai_move,	0,	NULL,
349 	ai_move,	0,	NULL,
350 	ai_move,	0,	NULL,
351 	ai_move,	0,	NULL,
352 	ai_move,	0,	NULL,
353 	ai_move,	0,	NULL,
354 	ai_move,	0,	NULL,
355 	ai_move,	0,	NULL,
356 	ai_move,	0,	NULL,
357 	ai_move,	0,	NULL,
358 	ai_move,	0,	NULL,
359 	ai_move,	0,	NULL,
360 	ai_move,	0,	NULL,
361 	ai_move,	0,	NULL,
362 	ai_move,	0,	NULL,
363 	ai_move,	0,	NULL,
364 	ai_move,	0,	NULL,
365 	ai_move,	0,	NULL,
366 	ai_move,	0,	NULL,
367 	ai_move,	0,	NULL,
368 	ai_move,	0,	NULL,
369 	ai_move,	0,	NULL,
370 	ai_move,	0,	NULL,
371 	ai_move,	0,	NULL,
372 	ai_move,	0,	NULL,
373 	ai_move,	0,	NULL,
374 	ai_move,	0,	NULL,
375 	ai_move,	0,	NULL,
376 	ai_move,	0,	NULL,
377 	ai_move,	0,	NULL,
378 	ai_move,	0,	NULL,
379 	ai_move,	0,	NULL,
380 	ai_move,	0,	NULL,
381 	ai_move,	0,	NULL,
382 	ai_move,	0,	NULL,
383 	ai_move,	0,	NULL,
384 	ai_move,	0,	NULL,
385 	ai_move,	0,	NULL,
386 	ai_move,	0,	NULL,
387 	ai_move,	0,	NULL,
388 	ai_move,	0,	NULL,
389 	ai_move,	0,	NULL,
390 	ai_move,	0,	NULL,
391 	ai_move,	0,	BossExplode
392 };
393 mmove_t boss2_move_death = {FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead};
394 
boss2_stand(edict_t * self)395 void boss2_stand (edict_t *self)
396 {
397 		self->monsterinfo.currentmove = &boss2_move_stand;
398 }
399 
boss2_run(edict_t * self)400 void boss2_run (edict_t *self)
401 {
402 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
403 		self->monsterinfo.currentmove = &boss2_move_stand;
404 	else
405 		self->monsterinfo.currentmove = &boss2_move_run;
406 }
407 
boss2_walk(edict_t * self)408 void boss2_walk (edict_t *self)
409 {
410 	self->monsterinfo.currentmove = &boss2_move_walk;
411 }
412 
boss2_attack(edict_t * self)413 void boss2_attack (edict_t *self)
414 {
415 	vec3_t	vec;
416 	float	range;
417 
418 	VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
419 	range = VectorLength (vec);
420 
421 	if (range <= 125)
422 	{
423 		self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
424 	}
425 	else
426 	{
427 		if (random() <= 0.6)
428 			self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
429 		else
430 			self->monsterinfo.currentmove = &boss2_move_attack_rocket;
431 	}
432 }
433 
boss2_attack_mg(edict_t * self)434 void boss2_attack_mg (edict_t *self)
435 {
436 	self->monsterinfo.currentmove = &boss2_move_attack_mg;
437 }
438 
boss2_reattack_mg(edict_t * self)439 void boss2_reattack_mg (edict_t *self)
440 {
441 	if ( infront(self, self->enemy) )
442 		if (random() <= 0.7)
443 			self->monsterinfo.currentmove = &boss2_move_attack_mg;
444 		else
445 			self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
446 	else
447 		self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
448 }
449 
450 
boss2_pain(edict_t * self,edict_t * other,float kick,int damage)451 void boss2_pain (edict_t *self, edict_t *other, float kick, int damage)
452 {
453 	if (self->health < (self->max_health / 2))
454 		self->s.skinnum = 1;
455 
456 	if (level.time < self->pain_debounce_time)
457 		return;
458 
459 	self->pain_debounce_time = level.time + 3;
460 // American wanted these at no attenuation
461 	if (damage < 10)
462 	{
463 		gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
464 		self->monsterinfo.currentmove = &boss2_move_pain_light;
465 	}
466 	else if (damage < 30)
467 	{
468 		gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
469 		self->monsterinfo.currentmove = &boss2_move_pain_light;
470 	}
471 	else
472 	{
473 		gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
474 		self->monsterinfo.currentmove = &boss2_move_pain_heavy;
475 	}
476 }
477 
boss2_dead(edict_t * self)478 void boss2_dead (edict_t *self)
479 {
480 	VectorSet (self->mins, -56, -56, 0);
481 	VectorSet (self->maxs, 56, 56, 80);
482 	self->movetype = MOVETYPE_TOSS;
483 	self->svflags |= SVF_DEADMONSTER;
484 	self->nextthink = 0;
485 	gi.linkentity (self);
486 }
487 
boss2_die(edict_t * self,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)488 void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
489 {
490 	gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
491 	self->deadflag = DEAD_DEAD;
492 	self->takedamage = DAMAGE_NO;
493 	self->count = 0;
494 	self->monsterinfo.currentmove = &boss2_move_death;
495 #if 0
496 	int		n;
497 
498 	self->s.sound = 0;
499 	// check for gib
500 	if (self->health <= self->gib_health)
501 	{
502 		gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
503 		for (n= 0; n < 2; n++)
504 			ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
505 		for (n= 0; n < 4; n++)
506 			ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
507 		ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
508 		self->deadflag = DEAD_DEAD;
509 		return;
510 	}
511 
512 	if (self->deadflag == DEAD_DEAD)
513 		return;
514 
515 	self->deadflag = DEAD_DEAD;
516 	self->takedamage = DAMAGE_YES;
517 	self->monsterinfo.currentmove = &boss2_move_death;
518 #endif
519 }
520 
Boss2_CheckAttack(edict_t * self)521 qboolean Boss2_CheckAttack (edict_t *self)
522 {
523 	vec3_t	spot1, spot2;
524 	vec3_t	temp;
525 	float	chance;
526 	trace_t	tr;
527 	qboolean	enemy_infront;
528 	int			enemy_range;
529 	float		enemy_yaw;
530 
531 	if (self->enemy->health > 0)
532 	{
533 	// see if any entities are in the way of the shot
534 		VectorCopy (self->s.origin, spot1);
535 		spot1[2] += self->viewheight;
536 		VectorCopy (self->enemy->s.origin, spot2);
537 		spot2[2] += self->enemy->viewheight;
538 
539 		tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
540 
541 		// do we have a clear shot?
542 		if (tr.ent != self->enemy)
543 			return false;
544 	}
545 
546 	enemy_infront = infront(self, self->enemy);
547 	enemy_range = range(self, self->enemy);
548 	VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
549 	enemy_yaw = vectoyaw(temp);
550 
551 	self->ideal_yaw = enemy_yaw;
552 
553 
554 	// melee attack
555 	if (enemy_range == RANGE_MELEE)
556 	{
557 		if (self->monsterinfo.melee)
558 			self->monsterinfo.attack_state = AS_MELEE;
559 		else
560 			self->monsterinfo.attack_state = AS_MISSILE;
561 		return true;
562 	}
563 
564 // missile attack
565 	if (!self->monsterinfo.attack)
566 		return false;
567 
568 	if (level.time < self->monsterinfo.attack_finished)
569 		return false;
570 
571 	if (enemy_range == RANGE_FAR)
572 		return false;
573 
574 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
575 	{
576 		chance = 0.4;
577 	}
578 	else if (enemy_range == RANGE_MELEE)
579 	{
580 		chance = 0.8;
581 	}
582 	else if (enemy_range == RANGE_NEAR)
583 	{
584 		chance = 0.8;
585 	}
586 	else if (enemy_range == RANGE_MID)
587 	{
588 		chance = 0.8;
589 	}
590 	else
591 	{
592 		return false;
593 	}
594 
595 	if (random () < chance)
596 	{
597 		self->monsterinfo.attack_state = AS_MISSILE;
598 		self->monsterinfo.attack_finished = level.time + 2*random();
599 		return true;
600 	}
601 
602 	if (self->flags & FL_FLY)
603 	{
604 		if (random() < 0.3)
605 			self->monsterinfo.attack_state = AS_SLIDING;
606 		else
607 			self->monsterinfo.attack_state = AS_STRAIGHT;
608 	}
609 
610 	return false;
611 }
612 
613 
614 
615 /*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight
616 */
SP_monster_boss2(edict_t * self)617 void SP_monster_boss2 (edict_t *self)
618 {
619 	if (deathmatch->value)
620 	{
621 		G_FreeEdict (self);
622 		return;
623 	}
624 
625 	sound_pain1 = gi.soundindex ("bosshovr/bhvpain1.wav");
626 	sound_pain2 = gi.soundindex ("bosshovr/bhvpain2.wav");
627 	sound_pain3 = gi.soundindex ("bosshovr/bhvpain3.wav");
628 	sound_death = gi.soundindex ("bosshovr/bhvdeth1.wav");
629 	sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
630 
631 	self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
632 
633 	self->movetype = MOVETYPE_STEP;
634 	self->solid = SOLID_BBOX;
635 	self->s.modelindex = gi.modelindex ("models/monsters/boss2/tris.md2");
636 	VectorSet (self->mins, -56, -56, 0);
637 	VectorSet (self->maxs, 56, 56, 80);
638 
639 	self->health = 2000;
640 	self->gib_health = -200;
641 	self->mass = 1000;
642 
643 	self->flags |= FL_IMMUNE_LASER;
644 
645 	self->pain = boss2_pain;
646 	self->die = boss2_die;
647 
648 	self->monsterinfo.stand = boss2_stand;
649 	self->monsterinfo.walk = boss2_walk;
650 	self->monsterinfo.run = boss2_run;
651 	self->monsterinfo.attack = boss2_attack;
652 	self->monsterinfo.search = boss2_search;
653 	self->monsterinfo.checkattack = Boss2_CheckAttack;
654 	gi.linkentity (self);
655 
656 	self->monsterinfo.currentmove = &boss2_move_stand;
657 	self->monsterinfo.scale = MODEL_SCALE;
658 
659 	flymonster_start (self);
660 }
661