/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2000-2002 Mr. Hyde and Mad Dog This file is part of Lazarus Quake 2 Mod source code. Lazarus Quake 2 Mod source code 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. Lazarus Quake 2 Mod source code 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 Lazarus Quake 2 Mod source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ /* ============================================================================== jorg ============================================================================== */ #include "g_local.h" #include "m_boss31.h" extern SP_monster_makron (edict_t *self); qboolean visible (edict_t *self, edict_t *other); static int sound_pain1; static int sound_pain2; static int sound_pain3; static int sound_idle; static int sound_death; static int sound_search1; static int sound_search2; static int sound_search3; static int sound_attack1; static int sound_attack2; static int sound_firegun; static int sound_step_left; static int sound_step_right; static int sound_death_hit; void BossExplode (edict_t *self); void MakronToss (edict_t *self); void jorg_search (edict_t *self) { float r; r = random(); if (r <= 0.3) gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0); else if (r <= 0.6) gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_search3, 1, ATTN_NORM, 0); } void jorg_dead (edict_t *self); void jorgBFG (edict_t *self); void jorgMachineGun (edict_t *self); void jorg_firebullet (edict_t *self); void jorg_reattack1(edict_t *self); void jorg_attack1(edict_t *self); void jorg_idle(edict_t *self); void jorg_step_left(edict_t *self); void jorg_step_right(edict_t *self); void jorg_death_hit(edict_t *self); // // stand // mframe_t jorg_frames_stand []= { ai_stand, 0, jorg_idle, 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, // 10 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, // 20 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, // 30 ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 19, NULL, ai_stand, 11, jorg_step_left, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 6, NULL, ai_stand, 9, jorg_step_right, ai_stand, 0, NULL, // 40 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, -2, NULL, ai_stand, -17, jorg_step_left, ai_stand, 0, NULL, ai_stand, -12, NULL, // 50 ai_stand, -14, jorg_step_right // 51 }; mmove_t jorg_move_stand = {FRAME_stand01, FRAME_stand51, jorg_frames_stand, NULL}; void jorg_idle (edict_t *self) { if (!(self->spawnflags & SF_MONSTER_AMBUSH)) gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_NORM,0); } void jorg_death_hit (edict_t *self) { gi.sound (self, CHAN_BODY, sound_death_hit, 1, ATTN_NORM,0); } void jorg_step_left (edict_t *self) { gi.sound (self, CHAN_BODY, sound_step_left, 1, ATTN_NORM,0); } void jorg_step_right (edict_t *self) { gi.sound (self, CHAN_BODY, sound_step_right, 1, ATTN_NORM,0); } void jorg_stand (edict_t *self) { self->monsterinfo.currentmove = &jorg_move_stand; } mframe_t jorg_frames_run [] = { ai_run, 17, jorg_step_left, ai_run, 0, NULL, ai_run, 0, NULL, ai_run, 0, NULL, ai_run, 12, NULL, ai_run, 8, NULL, ai_run, 10, NULL, ai_run, 33, jorg_step_right, ai_run, 0, NULL, ai_run, 0, NULL, ai_run, 0, NULL, ai_run, 9, NULL, ai_run, 9, NULL, ai_run, 9, NULL }; mmove_t jorg_move_run = {FRAME_walk06, FRAME_walk19, jorg_frames_run, NULL}; // // walk // mframe_t jorg_frames_start_walk [] = { ai_walk, 5, NULL, ai_walk, 6, NULL, ai_walk, 7, NULL, ai_walk, 9, NULL, ai_walk, 15, NULL }; mmove_t jorg_move_start_walk = {FRAME_walk01, FRAME_walk05, jorg_frames_start_walk, NULL}; mframe_t jorg_frames_walk [] = { ai_walk, 17, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 12, NULL, ai_walk, 8, NULL, ai_walk, 10, NULL, ai_walk, 33, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 9, NULL, ai_walk, 9, NULL, ai_walk, 9, NULL }; mmove_t jorg_move_walk = {FRAME_walk06, FRAME_walk19, jorg_frames_walk, NULL}; mframe_t jorg_frames_end_walk [] = { ai_walk, 11, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 8, NULL, ai_walk, -8, NULL }; mmove_t jorg_move_end_walk = {FRAME_walk20, FRAME_walk25, jorg_frames_end_walk, NULL}; void jorg_walk (edict_t *self) { self->monsterinfo.currentmove = &jorg_move_walk; } void jorg_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &jorg_move_stand; else self->monsterinfo.currentmove = &jorg_move_run; } mframe_t jorg_frames_pain3 [] = { ai_move, -28, NULL, ai_move, -6, NULL, ai_move, -3, jorg_step_left, ai_move, -9, NULL, ai_move, 0, jorg_step_right, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -7, NULL, ai_move, 1, NULL, ai_move, -11, NULL, ai_move, -4, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 10, NULL, ai_move, 11, NULL, ai_move, 0, NULL, ai_move, 10, NULL, ai_move, 3, NULL, ai_move, 10, NULL, ai_move, 7, jorg_step_left, ai_move, 17, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, jorg_step_right }; mmove_t jorg_move_pain3 = {FRAME_pain301, FRAME_pain325, jorg_frames_pain3, jorg_run}; mframe_t jorg_frames_pain2 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t jorg_move_pain2 = {FRAME_pain201, FRAME_pain203, jorg_frames_pain2, jorg_run}; mframe_t jorg_frames_pain1 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t jorg_move_pain1 = {FRAME_pain101, FRAME_pain103, jorg_frames_pain1, jorg_run}; mframe_t jorg_frames_death1 [] = { 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, // 10 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, // 20 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, // 30 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, // 40 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, MakronToss, ai_move, 0, BossExplode // 50 }; mmove_t jorg_move_death = {FRAME_death01, FRAME_death50, jorg_frames_death1, jorg_dead}; mframe_t jorg_frames_attack2 []= { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, jorgBFG, 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 jorg_move_attack2 = {FRAME_attak201, FRAME_attak213, jorg_frames_attack2, jorg_run}; mframe_t jorg_frames_start_attack1 [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t jorg_move_start_attack1 = {FRAME_attak101, FRAME_attak108, jorg_frames_start_attack1, jorg_attack1}; mframe_t jorg_frames_attack1[]= { ai_charge, 0, jorg_firebullet, ai_charge, 0, jorg_firebullet, ai_charge, 0, jorg_firebullet, ai_charge, 0, jorg_firebullet, ai_charge, 0, jorg_firebullet, ai_charge, 0, jorg_firebullet }; mmove_t jorg_move_attack1 = {FRAME_attak109, FRAME_attak114, jorg_frames_attack1, jorg_reattack1}; mframe_t jorg_frames_end_attack1[]= { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t jorg_move_end_attack1 = {FRAME_attak115, FRAME_attak118, jorg_frames_end_attack1, jorg_run}; void jorg_reattack1(edict_t *self) { if (visible(self, self->enemy)) if (random() < 0.9) self->monsterinfo.currentmove = &jorg_move_attack1; else { self->s.sound = 0; self->monsterinfo.currentmove = &jorg_move_end_attack1; } else { self->s.sound = 0; self->monsterinfo.currentmove = &jorg_move_end_attack1; } } void jorg_attack1(edict_t *self) { self->monsterinfo.currentmove = &jorg_move_attack1; } void jorg_pain (edict_t *self, edict_t *other, float kick, int damage) { if (self->health < (self->max_health / 2)) { self->s.skinnum |= 1; if (!(self->fogclip & 2)) //custom bloodtype flag check self->blood_type = 3; //sparks and blood } self->s.sound = 0; if (level.time < self->pain_debounce_time) return; // Lessen the chance of him going into his pain frames if he takes little damage if (damage <= 40) if (random()<=0.6) return; /* If he's entering his attack1 or using attack1, lessen the chance of him going into pain */ if ( (self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak108) ) if (random() <= 0.005) return; if ( (self->s.frame >= FRAME_attak109) && (self->s.frame <= FRAME_attak114) ) if (random() <= 0.00005) return; if ( (self->s.frame >= FRAME_attak201) && (self->s.frame <= FRAME_attak208) ) if (random() <= 0.005) return; self->pain_debounce_time = level.time + 3; if (skill->value == 3) return; // no pain anims in nightmare if (damage <= 50) { gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM,0); self->monsterinfo.currentmove = &jorg_move_pain1; } else if (damage <= 100) { gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM,0); self->monsterinfo.currentmove = &jorg_move_pain2; } else { if (random() <= 0.3) { gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM,0); self->monsterinfo.currentmove = &jorg_move_pain3; } } }; void jorgBFG (edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_BFG_1], forward, right, start); VectorCopy (self->enemy->s.origin, vec); vec[2] += self->enemy->viewheight; // Lazarus fog reduction of accuracy if (self->monsterinfo.visibility < FOG_CANSEEGOOD) { vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); } VectorSubtract (vec, start, dir); VectorNormalize (dir); gi.sound (self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM, 0); /*void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype)*/ monster_fire_bfg (self, start, dir, 50, 300, 100, 200, MZ2_JORG_BFG_1); } void jorg_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_JORG_MACHINEGUN_R1], forward, right, start); VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target); target[2] += self->enemy->viewheight; // Lazarus fog reduction of accuracy if (self->monsterinfo.visibility < FOG_CANSEEGOOD) { target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); } VectorSubtract (target, start, forward); VectorNormalize (forward); monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_R1); } void jorg_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_JORG_MACHINEGUN_L1], forward, right, start); VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target); target[2] += self->enemy->viewheight; // Lazarus fog reduction of accuracy if (self->monsterinfo.visibility < FOG_CANSEEGOOD) { target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); } VectorSubtract (target, start, forward); VectorNormalize (forward); monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_L1); } void jorg_firebullet (edict_t *self) { jorg_firebullet_left(self); jorg_firebullet_right(self); }; void jorg_attack(edict_t *self) { vec3_t vec; float range; VectorSubtract (self->enemy->s.origin, self->s.origin, vec); range = VectorLength (vec); if (random() <= 0.75) { gi.sound (self, CHAN_VOICE, sound_attack1, 1, ATTN_NORM,0); self->s.sound = gi.soundindex ("boss3/w_loop.wav"); #ifdef LOOP_SOUND_ATTENUATION self->s.attenuation = ATTN_IDLE; #endif self->monsterinfo.currentmove = &jorg_move_start_attack1; } else { gi.sound (self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM,0); self->monsterinfo.currentmove = &jorg_move_attack2; } } void jorg_dead (edict_t *self) { #if 0 edict_t *tempent; /* VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, -8); */ // Jorg is on modelindex2. Do not clear him. VectorSet (self->mins, -60, -60, 0); VectorSet (self->maxs, 60, 60, 72); self->movetype = MOVETYPE_TOSS; self->nextthink = 0; gi.linkentity (self); M_FlyCheck (self); tempent = G_Spawn(); VectorCopy (self->s.origin, tempent->s.origin); VectorCopy (self->s.angles, tempent->s.angles); tempent->killtarget = self->killtarget; tempent->target = self->target; tempent->activator = self->enemy; self->killtarget = 0; self->target = 0; SP_monster_makron (tempent); #endif } void jorg_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { self->s.skinnum |= 1; if (!(self->fogclip & 2)) //custom bloodtype flag check self->blood_type = 3; //sparks and blood self->monsterinfo.power_armor_type = POWER_ARMOR_NONE; // if killed by a trigger_hurt, set gib flag // This is needed because Q2 originally lacked a direct spawn function for Makron. // Hence, mappers who wanted to use Makron without Jorg had to kill Jorg with a trigger_hurt. // The below causes the dead jorg to gib after going through the death animations, as normal. if (!strcmp(inflictor->classname, "trigger_hurt") || !strcmp(inflictor->classname, "trigger_hurt_bbox") || Q_stricmp(level.mapname, "grinsp3f") == 0) { // gross hack for map6 of COS3- Jorg isn't killed with trigger_hurt self->fogclip |= 4; // non-jumping makron // self->fog_index |= 1; // gib flag } gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_NO; self->s.sound = 0; self->count = 0; self->monsterinfo.currentmove = &jorg_move_death; } qboolean Jorg_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 false; } 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 true; } // missile attack if (!self->monsterinfo.attack) return false; if (level.time < self->monsterinfo.attack_finished) return false; if (enemy_range == RANGE_FAR) return false; 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 = 0.4; } else if (enemy_range == RANGE_MID) { chance = 0.2; } else { return false; } if (random () < chance) { self->monsterinfo.attack_state = AS_MISSILE; self->monsterinfo.attack_finished = level.time + 2*random(); return true; } if (self->flags & FL_FLY) { if (random() < 0.3) self->monsterinfo.attack_state = AS_SLIDING; else self->monsterinfo.attack_state = AS_STRAIGHT; } return false; } void MakronPrecache (void); /*QUAKED monster_jorg (1 .5 0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn Sight */ void SP_monster_jorg (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_pain1 = gi.soundindex ("boss3/bs3pain1.wav"); sound_pain2 = gi.soundindex ("boss3/bs3pain2.wav"); sound_pain3 = gi.soundindex ("boss3/bs3pain3.wav"); sound_death = gi.soundindex ("boss3/bs3deth1.wav"); sound_attack1 = gi.soundindex ("boss3/bs3atck1.wav"); sound_attack2 = gi.soundindex ("boss3/bs3atck2.wav"); sound_search1 = gi.soundindex ("boss3/bs3srch1.wav"); sound_search2 = gi.soundindex ("boss3/bs3srch2.wav"); sound_search3 = gi.soundindex ("boss3/bs3srch3.wav"); sound_idle = gi.soundindex ("boss3/bs3idle1.wav"); sound_step_left = gi.soundindex ("boss3/step1.wav"); sound_step_right = gi.soundindex ("boss3/step2.wav"); sound_firegun = gi.soundindex ("boss3/xfire.wav"); sound_death_hit = gi.soundindex ("boss3/d_hit.wav"); MakronPrecache (); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex ("models/monsters/boss3/jorg/tris.md2"); self->s.modelindex2 = gi.modelindex ("models/monsters/boss3/rider/tris.md2"); VectorSet (self->mins, -80, -80, 0); VectorSet (self->maxs, 80, 80, 140); // Lazarus: mapper-configurable health if (!self->health) self->health = 3000; if (!self->gib_health) self->gib_health = -999; // Knightmare- was -2000 if (!self->mass) self->mass = 1000; self->pain = jorg_pain; self->die = jorg_die; self->monsterinfo.stand = jorg_stand; self->monsterinfo.walk = jorg_walk; self->monsterinfo.run = jorg_run; self->monsterinfo.dodge = NULL; self->monsterinfo.attack = jorg_attack; self->monsterinfo.search = jorg_search; self->monsterinfo.melee = NULL; self->monsterinfo.sight = NULL; self->monsterinfo.checkattack = Jorg_CheckAttack; // Knightmare- added sparks and blood type if (!self->blood_type) self->blood_type = 2; //sparks else self->fogclip |= 2; //custom bloodtype flag gi.linkentity (self); self->monsterinfo.currentmove = &jorg_move_stand; if (self->health < 0) { mmove_t *deathmoves[] = {&jorg_move_death, NULL}; M_SetDeath(self,(mmove_t **)&deathmoves); } self->monsterinfo.scale = MODEL_SCALE; // Lazarus if (self->powerarmor) { self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = self->powerarmor; } self->common_name = "Jorg"; self->class_id = ENTITY_MONSTER_JORG; walkmonster_start(self); }