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-rw-r--r--source/baseq2/m_boss2.c679
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diff --git a/source/baseq2/m_boss2.c b/source/baseq2/m_boss2.c
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+++ b/source/baseq2/m_boss2.c
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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 qfalse;
+ }
+
+ 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 qtrue;
+ }
+
+// missile attack
+ if (!self->monsterinfo.attack)
+ return qfalse;
+
+ if (level.time < self->monsterinfo.attack_finished)
+ return qfalse;
+
+ if (enemy_range == RANGE_FAR)
+ return qfalse;
+
+ 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 qfalse;
+ }
+
+ if (random () < chance)
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ self->monsterinfo.attack_finished = level.time + 2*random();
+ return qtrue;
+ }
+
+ if (self->flags & FL_FLY)
+ {
+ if (random() < 0.3)
+ self->monsterinfo.attack_state = AS_SLIDING;
+ else
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+
+ return qfalse;
+}
+
+
+
+/*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);
+}