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628 lines
15 KiB
628 lines
15 KiB
/* |
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Copyright (C) 1997-2001 Id Software, Inc. |
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This program is free software; you can redistribute it and/or |
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modify it under the terms of the GNU General Public License |
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as published by the Free Software Foundation; either version 2 |
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of the License, or (at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. |
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See the GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. |
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*/ |
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/* |
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============================================================================== |
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GUNNER |
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============================================================================== |
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*/ |
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#include "g_local.h" |
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#include "m_gunner.h" |
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static int sound_pain; |
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static int sound_pain2; |
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static int sound_death; |
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static int sound_idle; |
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static int sound_open; |
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static int sound_search; |
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static int sound_sight; |
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void gunner_idlesound (edict_t *self) |
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{ |
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); |
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} |
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void gunner_sight (edict_t *self, edict_t *other) |
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{ |
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); |
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} |
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void gunner_search (edict_t *self) |
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{ |
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gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); |
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} |
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qboolean visible (edict_t *self, edict_t *other); |
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void GunnerGrenade (edict_t *self); |
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void GunnerFire (edict_t *self); |
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void gunner_fire_chain(edict_t *self); |
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void gunner_refire_chain(edict_t *self); |
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void gunner_stand (edict_t *self); |
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mframe_t gunner_frames_fidget [] = |
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{ |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, gunner_idlesound, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL |
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}; |
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mmove_t gunner_move_fidget = {FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand}; |
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void gunner_fidget (edict_t *self) |
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{ |
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if (self->monsterinfo.aiflags & AI_STAND_GROUND) |
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return; |
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if (random() <= 0.05) |
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self->monsterinfo.currentmove = &gunner_move_fidget; |
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} |
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mframe_t gunner_frames_stand [] = |
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{ |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, gunner_fidget, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, gunner_fidget, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, gunner_fidget |
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}; |
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mmove_t gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL}; |
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void gunner_stand (edict_t *self) |
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{ |
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self->monsterinfo.currentmove = &gunner_move_stand; |
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} |
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mframe_t gunner_frames_walk [] = |
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{ |
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ai_walk, 0, NULL, |
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ai_walk, 3, NULL, |
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ai_walk, 4, NULL, |
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ai_walk, 5, NULL, |
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ai_walk, 7, NULL, |
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ai_walk, 2, NULL, |
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ai_walk, 6, NULL, |
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ai_walk, 4, NULL, |
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ai_walk, 2, NULL, |
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ai_walk, 7, NULL, |
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ai_walk, 5, NULL, |
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ai_walk, 7, NULL, |
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ai_walk, 4, NULL |
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}; |
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mmove_t gunner_move_walk = {FRAME_walk07, FRAME_walk19, gunner_frames_walk, NULL}; |
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void gunner_walk (edict_t *self) |
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{ |
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self->monsterinfo.currentmove = &gunner_move_walk; |
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} |
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mframe_t gunner_frames_run [] = |
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{ |
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ai_run, 26, NULL, |
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ai_run, 9, NULL, |
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ai_run, 9, NULL, |
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ai_run, 9, NULL, |
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ai_run, 15, NULL, |
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ai_run, 10, NULL, |
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ai_run, 13, NULL, |
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ai_run, 6, NULL |
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}; |
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mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL}; |
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void gunner_run (edict_t *self) |
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{ |
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if (self->monsterinfo.aiflags & AI_STAND_GROUND) |
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self->monsterinfo.currentmove = &gunner_move_stand; |
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else |
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self->monsterinfo.currentmove = &gunner_move_run; |
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} |
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mframe_t gunner_frames_runandshoot [] = |
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{ |
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ai_run, 32, NULL, |
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ai_run, 15, NULL, |
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ai_run, 10, NULL, |
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ai_run, 18, NULL, |
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ai_run, 8, NULL, |
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ai_run, 20, NULL |
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}; |
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mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL}; |
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void gunner_runandshoot (edict_t *self) |
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{ |
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self->monsterinfo.currentmove = &gunner_move_runandshoot; |
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} |
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mframe_t gunner_frames_pain3 [] = |
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{ |
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ai_move, -3, NULL, |
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ai_move, 1, NULL, |
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ai_move, 1, NULL, |
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ai_move, 0, NULL, |
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ai_move, 1, NULL |
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}; |
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mmove_t gunner_move_pain3 = {FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run}; |
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mframe_t gunner_frames_pain2 [] = |
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{ |
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ai_move, -2, NULL, |
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ai_move, 11, NULL, |
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ai_move, 6, NULL, |
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ai_move, 2, NULL, |
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ai_move, -1, NULL, |
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ai_move, -7, NULL, |
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ai_move, -2, NULL, |
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ai_move, -7, NULL |
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}; |
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mmove_t gunner_move_pain2 = {FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run}; |
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mframe_t gunner_frames_pain1 [] = |
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{ |
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ai_move, 2, NULL, |
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ai_move, 0, NULL, |
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ai_move, -5, NULL, |
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ai_move, 3, NULL, |
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ai_move, -1, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 1, NULL, |
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ai_move, 1, NULL, |
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ai_move, 2, NULL, |
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ai_move, 1, NULL, |
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ai_move, 0, NULL, |
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ai_move, -2, NULL, |
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ai_move, -2, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL |
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}; |
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mmove_t gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run}; |
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void gunner_pain (edict_t *self, edict_t *other, float kick, int damage) |
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{ |
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if (self->health < (self->max_health / 2)) |
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self->s.skinnum = 1; |
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if (level.time < self->pain_debounce_time) |
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return; |
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self->pain_debounce_time = level.time + 3; |
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if (rand()&1) |
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gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); |
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else |
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); |
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if (skill->value == 3) |
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return; // no pain anims in nightmare |
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if (damage <= 10) |
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self->monsterinfo.currentmove = &gunner_move_pain3; |
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else if (damage <= 25) |
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self->monsterinfo.currentmove = &gunner_move_pain2; |
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else |
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self->monsterinfo.currentmove = &gunner_move_pain1; |
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} |
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void gunner_dead (edict_t *self) |
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{ |
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VectorSet (self->mins, -16, -16, -24); |
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VectorSet (self->maxs, 16, 16, -8); |
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self->movetype = MOVETYPE_TOSS; |
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self->svflags |= SVF_DEADMONSTER; |
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self->nextthink = 0; |
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gi.linkentity (self); |
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} |
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mframe_t gunner_frames_death [] = |
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{ |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, -7, NULL, |
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ai_move, -3, NULL, |
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ai_move, -5, NULL, |
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ai_move, 8, NULL, |
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ai_move, 6, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL |
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}; |
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mmove_t gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead}; |
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void gunner_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) |
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{ |
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int n; |
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// check for gib |
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if (self->health <= self->gib_health) |
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{ |
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gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); |
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for (n= 0; n < 2; n++) |
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ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); |
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for (n= 0; n < 4; n++) |
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ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); |
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ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); |
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self->deadflag = DEAD_DEAD; |
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return; |
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} |
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if (self->deadflag == DEAD_DEAD) |
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return; |
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// regular death |
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gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); |
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self->deadflag = DEAD_DEAD; |
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self->takedamage = DAMAGE_YES; |
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self->monsterinfo.currentmove = &gunner_move_death; |
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} |
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void gunner_duck_down (edict_t *self) |
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{ |
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if (self->monsterinfo.aiflags & AI_DUCKED) |
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return; |
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self->monsterinfo.aiflags |= AI_DUCKED; |
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if (skill->value >= 2) |
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{ |
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if (random() > 0.5) |
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GunnerGrenade (self); |
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} |
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self->maxs[2] -= 32; |
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self->takedamage = DAMAGE_YES; |
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self->monsterinfo.pausetime = level.time + 1; |
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gi.linkentity (self); |
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} |
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void gunner_duck_hold (edict_t *self) |
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{ |
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if (level.time >= self->monsterinfo.pausetime) |
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self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; |
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else |
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self->monsterinfo.aiflags |= AI_HOLD_FRAME; |
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} |
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void gunner_duck_up (edict_t *self) |
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{ |
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self->monsterinfo.aiflags &= ~AI_DUCKED; |
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self->maxs[2] += 32; |
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self->takedamage = DAMAGE_AIM; |
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gi.linkentity (self); |
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} |
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mframe_t gunner_frames_duck [] = |
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{ |
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ai_move, 1, gunner_duck_down, |
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ai_move, 1, NULL, |
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ai_move, 1, gunner_duck_hold, |
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ai_move, 0, NULL, |
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ai_move, -1, NULL, |
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ai_move, -1, NULL, |
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ai_move, 0, gunner_duck_up, |
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ai_move, -1, NULL |
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}; |
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mmove_t gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run}; |
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void gunner_dodge (edict_t *self, edict_t *attacker, float eta) |
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{ |
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if (random() > 0.25) |
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return; |
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if (!self->enemy) |
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self->enemy = attacker; |
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self->monsterinfo.currentmove = &gunner_move_duck; |
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} |
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void gunner_opengun (edict_t *self) |
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{ |
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gi.sound (self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0); |
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} |
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void GunnerFire (edict_t *self) |
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{ |
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vec3_t start; |
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vec3_t forward, right; |
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vec3_t target; |
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vec3_t aim; |
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int flash_number; |
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flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216); |
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AngleVectors (self->s.angles, forward, right, NULL); |
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G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); |
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// project enemy back a bit and target there |
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VectorCopy (self->enemy->s.origin, target); |
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VectorMA (target, -0.2, self->enemy->velocity, target); |
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target[2] += self->enemy->viewheight; |
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VectorSubtract (target, start, aim); |
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VectorNormalize (aim); |
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monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); |
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} |
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void GunnerGrenade (edict_t *self) |
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{ |
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vec3_t start; |
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vec3_t forward, right; |
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vec3_t aim; |
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int flash_number; |
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if (self->s.frame == FRAME_attak105) |
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flash_number = MZ2_GUNNER_GRENADE_1; |
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else if (self->s.frame == FRAME_attak108) |
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flash_number = MZ2_GUNNER_GRENADE_2; |
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else if (self->s.frame == FRAME_attak111) |
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flash_number = MZ2_GUNNER_GRENADE_3; |
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else // (self->s.frame == FRAME_attak114) |
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flash_number = MZ2_GUNNER_GRENADE_4; |
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AngleVectors (self->s.angles, forward, right, NULL); |
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G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); |
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//FIXME : do a spread -225 -75 75 225 degrees around forward |
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VectorCopy (forward, aim); |
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monster_fire_grenade (self, start, aim, 50, 600, flash_number); |
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} |
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mframe_t gunner_frames_attack_chain [] = |
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{ |
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/* |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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*/ |
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ai_charge, 0, gunner_opengun, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL |
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}; |
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mmove_t gunner_move_attack_chain = {FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain}; |
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mframe_t gunner_frames_fire_chain [] = |
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{ |
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ai_charge, 0, GunnerFire, |
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ai_charge, 0, GunnerFire, |
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ai_charge, 0, GunnerFire, |
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ai_charge, 0, GunnerFire, |
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ai_charge, 0, GunnerFire, |
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ai_charge, 0, GunnerFire, |
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ai_charge, 0, GunnerFire, |
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ai_charge, 0, GunnerFire |
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}; |
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mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain}; |
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mframe_t gunner_frames_endfire_chain [] = |
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{ |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL |
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}; |
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mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run}; |
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mframe_t gunner_frames_attack_grenade [] = |
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{ |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, GunnerGrenade, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, GunnerGrenade, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, GunnerGrenade, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, GunnerGrenade, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL |
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}; |
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mmove_t gunner_move_attack_grenade = {FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run}; |
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void gunner_attack(edict_t *self) |
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{ |
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if (range (self, self->enemy) == RANGE_MELEE) |
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{ |
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self->monsterinfo.currentmove = &gunner_move_attack_chain; |
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} |
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else |
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{ |
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if (random() <= 0.5) |
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self->monsterinfo.currentmove = &gunner_move_attack_grenade; |
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else |
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self->monsterinfo.currentmove = &gunner_move_attack_chain; |
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} |
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} |
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void gunner_fire_chain(edict_t *self) |
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{ |
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self->monsterinfo.currentmove = &gunner_move_fire_chain; |
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} |
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|
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void gunner_refire_chain(edict_t *self) |
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{ |
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if (self->enemy->health > 0) |
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if ( visible (self, self->enemy) ) |
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if (random() <= 0.5) |
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{ |
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self->monsterinfo.currentmove = &gunner_move_fire_chain; |
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return; |
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} |
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self->monsterinfo.currentmove = &gunner_move_endfire_chain; |
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} |
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|
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/*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight |
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*/ |
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void SP_monster_gunner (edict_t *self) |
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{ |
|
if (deathmatch->value) |
|
{ |
|
G_FreeEdict (self); |
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return; |
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} |
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|
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sound_death = gi.soundindex ("gunner/death1.wav"); |
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sound_pain = gi.soundindex ("gunner/gunpain2.wav"); |
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sound_pain2 = gi.soundindex ("gunner/gunpain1.wav"); |
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sound_idle = gi.soundindex ("gunner/gunidle1.wav"); |
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sound_open = gi.soundindex ("gunner/gunatck1.wav"); |
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sound_search = gi.soundindex ("gunner/gunsrch1.wav"); |
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sound_sight = gi.soundindex ("gunner/sight1.wav"); |
|
|
|
gi.soundindex ("gunner/gunatck2.wav"); |
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gi.soundindex ("gunner/gunatck3.wav"); |
|
|
|
self->movetype = MOVETYPE_STEP; |
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self->solid = SOLID_BBOX; |
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self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2"); |
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VectorSet (self->mins, -16, -16, -24); |
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VectorSet (self->maxs, 16, 16, 32); |
|
|
|
self->health = 175; |
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self->gib_health = -70; |
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self->mass = 200; |
|
|
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self->pain = gunner_pain; |
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self->die = gunner_die; |
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|
|
self->monsterinfo.stand = gunner_stand; |
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self->monsterinfo.walk = gunner_walk; |
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self->monsterinfo.run = gunner_run; |
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self->monsterinfo.dodge = gunner_dodge; |
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self->monsterinfo.attack = gunner_attack; |
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self->monsterinfo.melee = NULL; |
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self->monsterinfo.sight = gunner_sight; |
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self->monsterinfo.search = gunner_search; |
|
|
|
gi.linkentity (self); |
|
|
|
self->monsterinfo.currentmove = &gunner_move_stand; |
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self->monsterinfo.scale = MODEL_SCALE; |
|
|
|
walkmonster_start (self); |
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}
|
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|