File: game\m_boss31.c
1 /*
2 Copyright (C) 1997-2001 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18
19 */
20 /*
21 ==============================================================================
22
23 jorg
24
25 ==============================================================================
26 */
27
28 #include "g_local.h"
29 #include "m_boss31.h"
30
31 extern SP_monster_makron (edict_t *self);
32 qboolean visible (edict_t *self, edict_t *other);
33
34 static int sound_pain1;
35 static int sound_pain2;
36 static int sound_pain3;
37 static int sound_idle;
38 static int sound_death;
39 static int sound_search1;
40 static int sound_search2;
41 static int sound_search3;
42 static int sound_attack1;
43 static int sound_attack2;
44 static int sound_firegun;
45 static int sound_step_left;
46 static int sound_step_right;
47 static int sound_death_hit;
48
49 void BossExplode (edict_t *self);
50 void MakronToss (edict_t *self);
51
52
53 void jorg_search (edict_t *self)
54 {
55 float r;
56
57 r = random();
58
59 if (r <= 0.3)
60 gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
61 else if (r <= 0.6)
62 gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
63 else
64 gi.sound (self, CHAN_VOICE, sound_search3, 1, ATTN_NORM, 0);
65 }
66
67
68 void jorg_dead (edict_t *self);
69 void jorgBFG (edict_t *self);
70 void jorgMachineGun (edict_t *self);
71 void jorg_firebullet (edict_t *self);
72 void jorg_reattack1(edict_t *self);
73 void jorg_attack1(edict_t *self);
74 void jorg_idle(edict_t *self);
75 void jorg_step_left(edict_t *self);
76 void jorg_step_right(edict_t *self);
77 void jorg_death_hit(edict_t *self);
78
79 //
80 // stand
81 //
82
83 mframe_t jorg_frames_stand []=
84 {
85 ai_stand, 0, jorg_idle,
86 ai_stand, 0, NULL,
87 ai_stand, 0, NULL,
88 ai_stand, 0, NULL,
89 ai_stand, 0, NULL,
90 ai_stand, 0, NULL,
91 ai_stand, 0, NULL,
92 ai_stand, 0, NULL,
93 ai_stand, 0, NULL,
94 ai_stand, 0, NULL, // 10
95 ai_stand, 0, NULL,
96 ai_stand, 0, NULL,
97 ai_stand, 0, NULL,
98 ai_stand, 0, NULL,
99 ai_stand, 0, NULL,
100 ai_stand, 0, NULL,
101 ai_stand, 0, NULL,
102 ai_stand, 0, NULL,
103 ai_stand, 0, NULL,
104 ai_stand, 0, NULL, // 20
105 ai_stand, 0, NULL,
106 ai_stand, 0, NULL,
107 ai_stand, 0, NULL,
108 ai_stand, 0, NULL,
109 ai_stand, 0, NULL,
110 ai_stand, 0, NULL,
111 ai_stand, 0, NULL,
112 ai_stand, 0, NULL,
113 ai_stand, 0, NULL,
114 ai_stand, 0, NULL, // 30
115 ai_stand, 0, NULL,
116 ai_stand, 0, NULL,
117 ai_stand, 0, NULL,
118 ai_stand, 19, NULL,
119 ai_stand, 11, jorg_step_left,
120 ai_stand, 0, NULL,
121 ai_stand, 0, NULL,
122 ai_stand, 6, NULL,
123 ai_stand, 9, jorg_step_right,
124 ai_stand, 0, NULL, // 40
125 ai_stand, 0, NULL,
126 ai_stand, 0, NULL,
127 ai_stand, 0, NULL,
128 ai_stand, 0, NULL,
129 ai_stand, 0, NULL,
130 ai_stand, 0, NULL,
131 ai_stand, -2, NULL,
132 ai_stand, -17, jorg_step_left,
133 ai_stand, 0, NULL,
134 ai_stand, -12, NULL, // 50
135 ai_stand, -14, jorg_step_right // 51
136 };
137 mmove_t jorg_move_stand = {FRAME_stand01, FRAME_stand51, jorg_frames_stand, NULL};
138
139 void jorg_idle (edict_t *self)
140 {
141 gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_NORM,0);
142 }
143
144 void jorg_death_hit (edict_t *self)
145 {
146 gi.sound (self, CHAN_BODY, sound_death_hit, 1, ATTN_NORM,0);
147 }
148
149
150 void jorg_step_left (edict_t *self)
151 {
152 gi.sound (self, CHAN_BODY, sound_step_left, 1, ATTN_NORM,0);
153 }
154
155 void jorg_step_right (edict_t *self)
156 {
157 gi.sound (self, CHAN_BODY, sound_step_right, 1, ATTN_NORM,0);
158 }
159
160
161 void jorg_stand (edict_t *self)
162 {
163 self->monsterinfo.currentmove = &jorg_move_stand;
164 }
165
166 mframe_t jorg_frames_run [] =
167 {
168 ai_run, 17, jorg_step_left,
169 ai_run, 0, NULL,
170 ai_run, 0, NULL,
171 ai_run, 0, NULL,
172 ai_run, 12, NULL,
173 ai_run, 8, NULL,
174 ai_run, 10, NULL,
175 ai_run, 33, jorg_step_right,
176 ai_run, 0, NULL,
177 ai_run, 0, NULL,
178 ai_run, 0, NULL,
179 ai_run, 9, NULL,
180 ai_run, 9, NULL,
181 ai_run, 9, NULL
182 };
183 mmove_t jorg_move_run = {FRAME_walk06, FRAME_walk19, jorg_frames_run, NULL};
184
185 //
186 // walk
187 //
188
189 mframe_t jorg_frames_start_walk [] =
190 {
191 ai_walk, 5, NULL,
192 ai_walk, 6, NULL,
193 ai_walk, 7, NULL,
194 ai_walk, 9, NULL,
195 ai_walk, 15, NULL
196 };
197 mmove_t jorg_move_start_walk = {FRAME_walk01, FRAME_walk05, jorg_frames_start_walk, NULL};
198
199 mframe_t jorg_frames_walk [] =
200 {
201 ai_walk, 17, NULL,
202 ai_walk, 0, NULL,
203 ai_walk, 0, NULL,
204 ai_walk, 0, NULL,
205 ai_walk, 12, NULL,
206 ai_walk, 8, NULL,
207 ai_walk, 10, NULL,
208 ai_walk, 33, NULL,
209 ai_walk, 0, NULL,
210 ai_walk, 0, NULL,
211 ai_walk, 0, NULL,
212 ai_walk, 9, NULL,
213 ai_walk, 9, NULL,
214 ai_walk, 9, NULL
215 };
216 mmove_t jorg_move_walk = {FRAME_walk06, FRAME_walk19, jorg_frames_walk, NULL};
217
218 mframe_t jorg_frames_end_walk [] =
219 {
220 ai_walk, 11, NULL,
221 ai_walk, 0, NULL,
222 ai_walk, 0, NULL,
223 ai_walk, 0, NULL,
224 ai_walk, 8, NULL,
225 ai_walk, -8, NULL
226 };
227 mmove_t jorg_move_end_walk = {FRAME_walk20, FRAME_walk25, jorg_frames_end_walk, NULL};
228
229 void jorg_walk (edict_t *self)
230 {
231 self->monsterinfo.currentmove = &jorg_move_walk;
232 }
233
234 void jorg_run (edict_t *self)
235 {
236 if (self->monsterinfo.aiflags & AI_STAND_GROUND)
237 self->monsterinfo.currentmove = &jorg_move_stand;
238 else
239 self->monsterinfo.currentmove = &jorg_move_run;
240 }
241
242 mframe_t jorg_frames_pain3 [] =
243 {
244 ai_move, -28, NULL,
245 ai_move, -6, NULL,
246 ai_move, -3, jorg_step_left,
247 ai_move, -9, NULL,
248 ai_move, 0, jorg_step_right,
249 ai_move, 0, NULL,
250 ai_move, 0, NULL,
251 ai_move, 0, NULL,
252 ai_move, -7, NULL,
253 ai_move, 1, NULL,
254 ai_move, -11, NULL,
255 ai_move, -4, NULL,
256 ai_move, 0, NULL,
257 ai_move, 0, NULL,
258 ai_move, 10, NULL,
259 ai_move, 11, NULL,
260 ai_move, 0, NULL,
261 ai_move, 10, NULL,
262 ai_move, 3, NULL,
263 ai_move, 10, NULL,
264 ai_move, 7, jorg_step_left,
265 ai_move, 17, NULL,
266 ai_move, 0, NULL,
267 ai_move, 0, NULL,
268 ai_move, 0, jorg_step_right
269 };
270 mmove_t jorg_move_pain3 = {FRAME_pain301, FRAME_pain325, jorg_frames_pain3, jorg_run};
271
272 mframe_t jorg_frames_pain2 [] =
273 {
274 ai_move, 0, NULL,
275 ai_move, 0, NULL,
276 ai_move, 0, NULL
277 };
278 mmove_t jorg_move_pain2 = {FRAME_pain201, FRAME_pain203, jorg_frames_pain2, jorg_run};
279
280 mframe_t jorg_frames_pain1 [] =
281 {
282 ai_move, 0, NULL,
283 ai_move, 0, NULL,
284 ai_move, 0, NULL
285 };
286 mmove_t jorg_move_pain1 = {FRAME_pain101, FRAME_pain103, jorg_frames_pain1, jorg_run};
287
288 mframe_t jorg_frames_death1 [] =
289 {
290 ai_move, 0, NULL,
291 ai_move, 0, NULL,
292 ai_move, 0, NULL,
293 ai_move, 0, NULL,
294 ai_move, 0, NULL,
295 ai_move, 0, NULL,
296 ai_move, 0, NULL,
297 ai_move, 0, NULL,
298 ai_move, 0, NULL,
299 ai_move, 0, NULL, // 10
300 ai_move, 0, NULL,
301 ai_move, 0, NULL,
302 ai_move, 0, NULL,
303 ai_move, 0, NULL,
304 ai_move, 0, NULL,
305 ai_move, 0, NULL,
306 ai_move, 0, NULL,
307 ai_move, 0, NULL,
308 ai_move, 0, NULL,
309 ai_move, 0, NULL, // 20
310 ai_move, 0, NULL,
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, // 30
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 ai_move, 0, NULL, // 40
330 ai_move, 0, NULL,
331 ai_move, 0, NULL,
332 ai_move, 0, NULL,
333 ai_move, 0, NULL,
334 ai_move, 0, NULL,
335 ai_move, 0, NULL,
336 ai_move, 0, NULL,
337 ai_move, 0, NULL,
338 ai_move, 0, MakronToss,
339 ai_move, 0, BossExplode // 50
340 };
341 mmove_t jorg_move_death = {FRAME_death01, FRAME_death50, jorg_frames_death1, jorg_dead};
342
343 mframe_t jorg_frames_attack2 []=
344 {
345 ai_charge, 0, NULL,
346 ai_charge, 0, NULL,
347 ai_charge, 0, NULL,
348 ai_charge, 0, NULL,
349 ai_charge, 0, NULL,
350 ai_charge, 0, NULL,
351 ai_charge, 0, jorgBFG,
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 };
359 mmove_t jorg_move_attack2 = {FRAME_attak201, FRAME_attak213, jorg_frames_attack2, jorg_run};
360
361 mframe_t jorg_frames_start_attack1 [] =
362 {
363 ai_charge, 0, NULL,
364 ai_charge, 0, NULL,
365 ai_charge, 0, NULL,
366 ai_charge, 0, NULL,
367 ai_charge, 0, NULL,
368 ai_charge, 0, NULL,
369 ai_charge, 0, NULL,
370 ai_charge, 0, NULL
371 };
372 mmove_t jorg_move_start_attack1 = {FRAME_attak101, FRAME_attak108, jorg_frames_start_attack1, jorg_attack1};
373
374 mframe_t jorg_frames_attack1[]=
375 {
376 ai_charge, 0, jorg_firebullet,
377 ai_charge, 0, jorg_firebullet,
378 ai_charge, 0, jorg_firebullet,
379 ai_charge, 0, jorg_firebullet,
380 ai_charge, 0, jorg_firebullet,
381 ai_charge, 0, jorg_firebullet
382 };
383 mmove_t jorg_move_attack1 = {FRAME_attak109, FRAME_attak114, jorg_frames_attack1, jorg_reattack1};
384
385 mframe_t jorg_frames_end_attack1[]=
386 {
387 ai_move, 0, NULL,
388 ai_move, 0, NULL,
389 ai_move, 0, NULL,
390 ai_move, 0, NULL
391 };
392 mmove_t jorg_move_end_attack1 = {FRAME_attak115, FRAME_attak118, jorg_frames_end_attack1, jorg_run};
393
394 void jorg_reattack1(edict_t *self)
395 {
396 if (visible(self, self->enemy))
397 if (random() < 0.9)
398 self->monsterinfo.currentmove = &jorg_move_attack1;
399 else
400 {
401 self->s.sound = 0;
402 self->monsterinfo.currentmove = &jorg_move_end_attack1;
403 }
404 else
405 {
406 self->s.sound = 0;
407 self->monsterinfo.currentmove = &jorg_move_end_attack1;
408 }
409 }
410
411 void jorg_attack1(edict_t *self)
412 {
413 self->monsterinfo.currentmove = &jorg_move_attack1;
414 }
415
416 void jorg_pain (edict_t *self, edict_t *other, float kick, int damage)
417 {
418
419 if (self->health < (self->max_health / 2))
420 self->s.skinnum = 1;
421
422 self->s.sound = 0;
423
424 if (level.time < self->pain_debounce_time)
425 return;
426
427 // Lessen the chance of him going into his pain frames if he takes little damage
428 if (damage <= 40)
429 if (random()<=0.6)
430 return;
431
432 /*
433 If he's entering his attack1 or using attack1, lessen the chance of him
434 going into pain
435 */
436
437 if ( (self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak108) )
438 if (random() <= 0.005)
439 return;
440
441 if ( (self->s.frame >= FRAME_attak109) && (self->s.frame <= FRAME_attak114) )
442 if (random() <= 0.00005)
443 return;
444
445
446 if ( (self->s.frame >= FRAME_attak201) && (self->s.frame <= FRAME_attak208) )
447 if (random() <= 0.005)
448 return;
449
450
451 self->pain_debounce_time = level.time + 3;
452 if (skill->value == 3)
453 return; // no pain anims in nightmare
454
455 if (damage <= 50)
456 {
457 gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM,0);
458 self->monsterinfo.currentmove = &jorg_move_pain1;
459 }
460 else if (damage <= 100)
461 {
462 gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM,0);
463 self->monsterinfo.currentmove = &jorg_move_pain2;
464 }
465 else
466 {
467 if (random() <= 0.3)
468 {
469 gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM,0);
470 self->monsterinfo.currentmove = &jorg_move_pain3;
471 }
472 }
473 };
474
475 void jorgBFG (edict_t *self)
476 {
477 vec3_t forward, right;
478 vec3_t start;
479 vec3_t dir;
480 vec3_t vec;
481
482 AngleVectors (self->s.angles, forward, right, NULL);
483 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_BFG_1], forward, right, start);
484
485 VectorCopy (self->enemy->s.origin, vec);
486 vec[2] += self->enemy->viewheight;
487 VectorSubtract (vec, start, dir);
488 VectorNormalize (dir);
489 gi.sound (self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM, 0);
490 /*void monster_fire_bfg (edict_t *self,
491 vec3_t start,
492 vec3_t aimdir,
493 int damage,
494 int speed,
495 int kick,
496 float damage_radius,
497 int flashtype)*/
498 monster_fire_bfg (self, start, dir, 50, 300, 100, 200, MZ2_JORG_BFG_1);
499 }
500
501 void jorg_firebullet_right (edict_t *self)
502 {
503 vec3_t forward, right, target;
504 vec3_t start;
505
506 AngleVectors (self->s.angles, forward, right, NULL);
507 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_MACHINEGUN_R1], forward, right, start);
508
509 VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
510 target[2] += self->enemy->viewheight;
511 VectorSubtract (target, start, forward);
512 VectorNormalize (forward);
513
514 monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_R1);
515 }
516
517 void jorg_firebullet_left (edict_t *self)
518 {
519 vec3_t forward, right, target;
520 vec3_t start;
521
522 AngleVectors (self->s.angles, forward, right, NULL);
523 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_MACHINEGUN_L1], forward, right, start);
524
525 VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
526 target[2] += self->enemy->viewheight;
527 VectorSubtract (target, start, forward);
528 VectorNormalize (forward);
529
530 monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_L1);
531 }
532
533 void jorg_firebullet (edict_t *self)
534 {
535 jorg_firebullet_left(self);
536 jorg_firebullet_right(self);
537 };
538
539 void jorg_attack(edict_t *self)
540 {
541 vec3_t vec;
542 float range;
543
544 VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
545 range = VectorLength (vec);
546
547 if (random() <= 0.75)
548 {
549 gi.sound (self, CHAN_VOICE, sound_attack1, 1, ATTN_NORM,0);
550 self->s.sound = gi.soundindex ("boss3/w_loop.wav");
551 self->monsterinfo.currentmove = &jorg_move_start_attack1;
552 }
553 else
554 {
555 gi.sound (self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM,0);
556 self->monsterinfo.currentmove = &jorg_move_attack2;
557 }
558 }
559
560 void jorg_dead (edict_t *self)
561 {
562 #if 0
563 edict_t *tempent;
564 /*
565 VectorSet (self->mins, -16, -16, -24);
566 VectorSet (self->maxs, 16, 16, -8);
567 */
568
569 // Jorg is on modelindex2. Do not clear him.
570 VectorSet (self->mins, -60, -60, 0);
571 VectorSet (self->maxs, 60, 60, 72);
572 self->movetype = MOVETYPE_TOSS;
573 self->nextthink = 0;
574 gi.linkentity (self);
575
576 tempent = G_Spawn();
577 VectorCopy (self->s.origin, tempent->s.origin);
578 VectorCopy (self->s.angles, tempent->s.angles);
579 tempent->killtarget = self->killtarget;
580 tempent->target = self->target;
581 tempent->activator = self->enemy;
582 self->killtarget = 0;
583 self->target = 0;
584 SP_monster_makron (tempent); 585 #endif
586 }
587
588
589 void jorg_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
590 {
591 gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
592 self->deadflag = DEAD_DEAD;
593 self->takedamage = DAMAGE_NO;
594 self->s.sound = 0;
595 self->count = 0;
596 self->monsterinfo.currentmove = &jorg_move_death;
597 }
598
599 qboolean Jorg_CheckAttack (edict_t *self)
600 {
601 vec3_t spot1, spot2;
602 vec3_t temp;
603 float chance;
604 trace_t tr;
605 qboolean enemy_infront;
606 int enemy_range;
607 float enemy_yaw;
608
609 if (self->enemy->health > 0)
610 {
611 // see if any entities are in the way of the shot
612 VectorCopy (self->s.origin, spot1);
613 spot1[2] += self->viewheight;
614 VectorCopy (self->enemy->s.origin, spot2);
615 spot2[2] += self->enemy->viewheight;
616
617 tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
618
619 // do we have a clear shot?
620 if (tr.ent != self->enemy)
621 return false;
622 }
623
624 enemy_infront = infront(self, self->enemy);
625 enemy_range = range(self, self->enemy);
626 VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
627 enemy_yaw = vectoyaw(temp);
628
629 self->ideal_yaw = enemy_yaw;
630
631
632 // melee attack
633 if (enemy_range == RANGE_MELEE)
634 {
635 if (self->monsterinfo.melee)
636 self->monsterinfo.attack_state = AS_MELEE;
637 else
638 self->monsterinfo.attack_state = AS_MISSILE;
639 return true;
640 }
641
642 // missile attack
643 if (!self->monsterinfo.attack)
644 return false;
645
646 if (level.time < self->monsterinfo.attack_finished)
647 return false;
648
649 if (enemy_range == RANGE_FAR)
650 return false;
651
652 if (self->monsterinfo.aiflags & AI_STAND_GROUND)
653 {
654 chance = 0.4;
655 }
656 else if (enemy_range == RANGE_MELEE)
657 {
658 chance = 0.8;
659 }
660 else if (enemy_range == RANGE_NEAR)
661 {
662 chance = 0.4;
663 }
664 else if (enemy_range == RANGE_MID)
665 {
666 chance = 0.2;
667 }
668 else
669 {
670 return false;
671 }
672
673 if (random () < chance)
674 {
675 self->monsterinfo.attack_state = AS_MISSILE;
676 self->monsterinfo.attack_finished = level.time + 2*random();
677 return true;
678 }
679
680 if (self->flags & FL_FLY)
681 {
682 if (random() < 0.3)
683 self->monsterinfo.attack_state = AS_SLIDING;
684 else
685 self->monsterinfo.attack_state = AS_STRAIGHT;
686 }
687
688 return false;
689 }
690
691
692 void MakronPrecache (void);
693
694 /*QUAKED monster_jorg (1 .5 0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn Sight
695 */
696 void SP_monster_jorg (edict_t *self)
697 {
698 if (deathmatch->value)
699 {
700 G_FreeEdict (self);
701 return;
702 }
703
704 sound_pain1 = gi.soundindex ("boss3/bs3pain1.wav");
705 sound_pain2 = gi.soundindex ("boss3/bs3pain2.wav");
706 sound_pain3 = gi.soundindex ("boss3/bs3pain3.wav");
707 sound_death = gi.soundindex ("boss3/bs3deth1.wav");
708 sound_attack1 = gi.soundindex ("boss3/bs3atck1.wav");
709 sound_attack2 = gi.soundindex ("boss3/bs3atck2.wav");
710 sound_search1 = gi.soundindex ("boss3/bs3srch1.wav");
711 sound_search2 = gi.soundindex ("boss3/bs3srch2.wav");
712 sound_search3 = gi.soundindex ("boss3/bs3srch3.wav");
713 sound_idle = gi.soundindex ("boss3/bs3idle1.wav");
714 sound_step_left = gi.soundindex ("boss3/step1.wav");
715 sound_step_right = gi.soundindex ("boss3/step2.wav");
716 sound_firegun = gi.soundindex ("boss3/xfire.wav");
717 sound_death_hit = gi.soundindex ("boss3/d_hit.wav");
718
719 MakronPrecache ();
720
721 self->movetype = MOVETYPE_STEP;
722 self->solid = SOLID_BBOX;
723 self->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
724 self->s.modelindex2 = gi.modelindex ("models/monsters/boss3/jorg/tris.md2");
725 VectorSet (self->mins, -80, -80, 0);
726 VectorSet (self->maxs, 80, 80, 140);
727
728 self->health = 3000;
729 self->gib_health = -2000;
730 self->mass = 1000;
731
732 self->pain = jorg_pain;
733 self->die = jorg_die;
734 self->monsterinfo.stand = jorg_stand;
735 self->monsterinfo.walk = jorg_walk;
736 self->monsterinfo.run = jorg_run;
737 self->monsterinfo.dodge = NULL;
738 self->monsterinfo.attack = jorg_attack;
739 self->monsterinfo.search = jorg_search;
740 self->monsterinfo.melee = NULL;
741 self->monsterinfo.sight = NULL;
742 self->monsterinfo.checkattack = Jorg_CheckAttack;
743 gi.linkentity (self);
744
745 self->monsterinfo.currentmove = &jorg_move_stand;
746 self->monsterinfo.scale = MODEL_SCALE;
747
748 walkmonster_start(self);
749 }
750