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