thirtyflightsofloving/game/m_insane.c
Knightmare66 add4c7cc46 Reworked 2D pic drawing using a new, merged R_DrawPic() function. Moved old pic drawing functions to r_draw_removed.c.
Added new SCR_DrawPic() variants in cl_screen.c.
Added new graphics for text fields and sliders in menus.
Improved mouse interaction for menu sliders.
Added resettargets developer command to default Lazarus and  missionpack DLLs.
Added hint_test developer command to missionpack DLL.
Fixed freeze developer command in default Lazarus and missionpack DLLs so it can be used more than once.
More tweaks to Tactician Gunner prox mine safety checks in misssionpack DLL.
2021-08-07 00:43:46 -04:00

722 lines
18 KiB
C

/*
===========================================================================
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
===========================================================================
*/
/*
==============================================================================
insane
==============================================================================
*/
#include "g_local.h"
#include "m_insane.h"
static int sound_fist;
static int sound_shake;
static int sound_moan;
static int sound_scream[8];
void insane_fist (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_fist, 1, ATTN_IDLE, 0);
}
void insane_shake (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_shake, 1, ATTN_IDLE, 0);
}
void insane_moan (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_moan, 1, ATTN_IDLE, 0);
}
void insane_scream (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_scream[rand()%8], 1, ATTN_IDLE, 0);
}
void insane_stand (edict_t *self);
void insane_dead (edict_t *self);
void insane_cross (edict_t *self);
void insane_walk (edict_t *self);
void insane_run (edict_t *self);
void insane_checkdown (edict_t *self);
void insane_checkup (edict_t *self);
void insane_onground (edict_t *self);
mframe_t insane_frames_stand_normal [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, insane_checkdown
};
mmove_t insane_move_stand_normal = {FRAME_stand60, FRAME_stand65, insane_frames_stand_normal, insane_stand};
mframe_t insane_frames_stand_insane [] =
{
ai_stand, 0, insane_shake,
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, insane_checkdown
};
mmove_t insane_move_stand_insane = {FRAME_stand65, FRAME_stand94, insane_frames_stand_insane, insane_stand};
mframe_t insane_frames_uptodown [] =
{
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, insane_moan,
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, 2.7, NULL,
ai_move, 4.1, NULL,
ai_move, 6, NULL,
ai_move, 7.6, NULL,
ai_move, 3.6, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, insane_fist,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, insane_fist,
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 insane_move_uptodown = {FRAME_stand1, FRAME_stand40, insane_frames_uptodown, insane_onground};
mframe_t insane_frames_downtoup [] =
{
ai_move, -0.7, NULL, // 41
ai_move, -1.2, NULL, // 42
ai_move, -1.5, NULL, // 43
ai_move, -4.5, NULL, // 44
ai_move, -3.5, NULL, // 45
ai_move, -0.2, NULL, // 46
ai_move, 0, NULL, // 47
ai_move, -1.3, NULL, // 48
ai_move, -3, NULL, // 49
ai_move, -2, NULL, // 50
ai_move, 0, NULL, // 51
ai_move, 0, NULL, // 52
ai_move, 0, NULL, // 53
ai_move, -3.3, NULL, // 54
ai_move, -1.6, NULL, // 55
ai_move, -0.3, NULL, // 56
ai_move, 0, NULL, // 57
ai_move, 0, NULL, // 58
ai_move, 0, NULL // 59
};
mmove_t insane_move_downtoup = {FRAME_stand41, FRAME_stand59, insane_frames_downtoup, insane_stand};
mframe_t insane_frames_jumpdown [] =
{
ai_move, 0.2, NULL,
ai_move, 11.5, NULL,
ai_move, 5.1, NULL,
ai_move, 7.1, NULL,
ai_move, 0, NULL
};
mmove_t insane_move_jumpdown = {FRAME_stand96, FRAME_stand100, insane_frames_jumpdown, insane_onground};
mframe_t insane_frames_down [] =
{
ai_move, 0, NULL, // 100
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, // 110
ai_move, -1.7, NULL,
ai_move, -1.6, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, insane_fist,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL, // 120
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, // 130
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, insane_moan,
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, // 140
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, // 150
ai_move, 0.5, NULL,
ai_move, 0, NULL,
ai_move, -0.2, insane_scream,
ai_move, 0, NULL,
ai_move, 0.2, NULL,
ai_move, 0.4, NULL,
ai_move, 0.6, NULL,
ai_move, 0.8, NULL,
ai_move, 0.7, NULL,
ai_move, 0, insane_checkup // 160
};
mmove_t insane_move_down = {FRAME_stand100, FRAME_stand160, insane_frames_down, insane_onground};
mframe_t insane_frames_walk_normal [] =
{
ai_walk, 0, insane_scream,
ai_walk, 2.5, NULL,
ai_walk, 3.5, NULL,
ai_walk, 1.7, NULL,
ai_walk, 2.3, NULL,
ai_walk, 2.4, NULL,
ai_walk, 2.2, NULL,
ai_walk, 4.2, NULL,
ai_walk, 5.6, NULL,
ai_walk, 3.3, NULL,
ai_walk, 2.4, NULL,
ai_walk, 0.9, NULL,
ai_walk, 0, NULL
};
mmove_t insane_move_walk_normal = {FRAME_walk27, FRAME_walk39, insane_frames_walk_normal, insane_walk};
mmove_t insane_move_run_normal = {FRAME_walk27, FRAME_walk39, insane_frames_walk_normal, insane_run};
mframe_t insane_frames_walk_insane [] =
{
ai_walk, 0, insane_scream, // walk 1
ai_walk, 3.4, NULL, // walk 2
ai_walk, 3.6, NULL, // 3
ai_walk, 2.9, NULL, // 4
ai_walk, 2.2, NULL, // 5
ai_walk, 2.6, NULL, // 6
ai_walk, 0, NULL, // 7
ai_walk, 0.7, NULL, // 8
ai_walk, 4.8, NULL, // 9
ai_walk, 5.3, NULL, // 10
ai_walk, 1.1, NULL, // 11
ai_walk, 2, NULL, // 12
ai_walk, 0.5, NULL, // 13
ai_walk, 0, NULL, // 14
ai_walk, 0, NULL, // 15
ai_walk, 4.9, NULL, // 16
ai_walk, 6.7, NULL, // 17
ai_walk, 3.8, NULL, // 18
ai_walk, 2, NULL, // 19
ai_walk, 0.2, NULL, // 20
ai_walk, 0, NULL, // 21
ai_walk, 3.4, NULL, // 22
ai_walk, 6.4, NULL, // 23
ai_walk, 5, NULL, // 24
ai_walk, 1.8, NULL, // 25
ai_walk, 0, NULL // 26
};
mmove_t insane_move_walk_insane = {FRAME_walk1, FRAME_walk26, insane_frames_walk_insane, insane_walk};
mmove_t insane_move_run_insane = {FRAME_walk1, FRAME_walk26, insane_frames_walk_insane, insane_run};
mframe_t insane_frames_stand_pain [] =
{
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 insane_move_stand_pain = {FRAME_st_pain2, FRAME_st_pain12, insane_frames_stand_pain, insane_run};
mframe_t insane_frames_stand_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
};
mmove_t insane_move_stand_death = {FRAME_st_death2, FRAME_st_death18, insane_frames_stand_death, insane_dead};
mframe_t insane_frames_crawl [] =
{
ai_walk, 0, insane_scream,
ai_walk, 1.5, NULL,
ai_walk, 2.1, NULL,
ai_walk, 3.6, NULL,
ai_walk, 2, NULL,
ai_walk, 0.9, NULL,
ai_walk, 3, NULL,
ai_walk, 3.4, NULL,
ai_walk, 2.4, NULL
};
mmove_t insane_move_crawl = {FRAME_crawl1, FRAME_crawl9, insane_frames_crawl, NULL};
mmove_t insane_move_runcrawl = {FRAME_crawl1, FRAME_crawl9, insane_frames_crawl, NULL};
mframe_t insane_frames_crawl_pain [] =
{
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 insane_move_crawl_pain = {FRAME_cr_pain2, FRAME_cr_pain10, insane_frames_crawl_pain, insane_run};
mframe_t insane_frames_crawl_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
};
mmove_t insane_move_crawl_death = {FRAME_cr_death10, FRAME_cr_death16, insane_frames_crawl_death, insane_dead};
mframe_t insane_frames_cross [] =
{
ai_move, 0, insane_moan,
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 insane_move_cross = {FRAME_cross1, FRAME_cross15, insane_frames_cross, insane_cross};
mframe_t insane_frames_struggle_cross [] =
{
ai_move, 0, insane_scream,
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 insane_move_struggle_cross = {FRAME_cross16, FRAME_cross30, insane_frames_struggle_cross, insane_cross};
void insane_cross (edict_t *self)
{
if (random() < 0.8)
self->monsterinfo.currentmove = &insane_move_cross;
else
self->monsterinfo.currentmove = &insane_move_struggle_cross;
}
void insane_walk (edict_t *self)
{
if ( self->spawnflags & 16 ) // Hold Ground?
if (self->s.frame == FRAME_cr_pain10)
{
self->monsterinfo.currentmove = &insane_move_down;
return;
}
if (self->spawnflags & 4)
self->monsterinfo.currentmove = &insane_move_crawl;
else
if (random() <= 0.5)
self->monsterinfo.currentmove = &insane_move_walk_normal;
else
self->monsterinfo.currentmove = &insane_move_walk_insane;
}
void insane_run (edict_t *self)
{
if ( self->spawnflags & 16 ) // Hold Ground?
if (self->s.frame == FRAME_cr_pain10)
{
self->monsterinfo.currentmove = &insane_move_down;
return;
}
if (self->spawnflags & 4) // Crawling?
self->monsterinfo.currentmove = &insane_move_runcrawl;
else
if (random() <= 0.5) // Else, mix it up
self->monsterinfo.currentmove = &insane_move_run_normal;
else
self->monsterinfo.currentmove = &insane_move_run_insane;
}
void insane_pain (edict_t *self, edict_t *other, float kick, int damage)
{
int l, r;
//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;
r = 1 + (rand()&1);
if (self->health < 25)
l = 25;
else if (self->health < 50)
l = 50;
else if (self->health < 75)
l = 75;
else
l = 100;
gi.sound (self, CHAN_VOICE, gi.soundindex (va("player/male/pain%i_%i.wav", l, r)), 1, ATTN_IDLE, 0);
if (skill->value == 3)
return; // no pain anims in nightmare
// Don't go into pain frames if crucified.
// if (self->spawnflags & 8)
if ( (self->spawnflags & 8) || (self->moreflags & FL2_CRUCIFIED) ) // Knightmare- use moreflags field instead
{
self->monsterinfo.currentmove = &insane_move_struggle_cross;
return;
}
if ( ((self->s.frame >= FRAME_crawl1) && (self->s.frame <= FRAME_crawl9)) || ((self->s.frame >= FRAME_stand99) && (self->s.frame <= FRAME_stand160)) )
{
self->monsterinfo.currentmove = &insane_move_crawl_pain;
}
else
self->monsterinfo.currentmove = &insane_move_stand_pain;
}
void insane_onground (edict_t *self)
{
self->monsterinfo.currentmove = &insane_move_down;
}
void insane_checkdown (edict_t *self)
{
//if ( (self->s.frame == FRAME_stand94) || (self->s.frame == FRAME_stand65) )
if (self->spawnflags & 32) // Always stand
return;
if (random() < 0.3)
if (random() < 0.5)
self->monsterinfo.currentmove = &insane_move_uptodown;
else
self->monsterinfo.currentmove = &insane_move_jumpdown;
}
void insane_checkup (edict_t *self)
{
// If Hold_Ground and Crawl are set
if ( (self->spawnflags & 4) && (self->spawnflags & 16) )
return;
if (random() < 0.5)
self->monsterinfo.currentmove = &insane_move_downtoup;
}
void insane_stand (edict_t *self)
{
// if (self->spawnflags & 8) // If crucified
if ( (self->spawnflags & 8) || (self->moreflags & FL2_CRUCIFIED) ) // If crucified // Knightmare- use moreflags field instead
{
self->monsterinfo.currentmove = &insane_move_cross;
self->monsterinfo.aiflags |= AI_STAND_GROUND;
}
// If Hold_Ground and Crawl are set
else if ( (self->spawnflags & 4) && (self->spawnflags & 16) )
self->monsterinfo.currentmove = &insane_move_down;
else {
if (random() < 0.5)
self->monsterinfo.currentmove = &insane_move_stand_normal;
else
self->monsterinfo.currentmove = &insane_move_stand_insane;
}
}
void insane_dead (edict_t *self)
{
// if (self->spawnflags & 8)
if ( (self->spawnflags & 8) || (self->moreflags & FL2_CRUCIFIED) ) // Knightmare- use moreflags field instead
{
self->flags |= FL_FLY;
}
else
{
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
}
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity (self);
M_FlyCheck(self);
// Lazarus monster fade
if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
{
self->think=FadeDieSink;
self->nextthink=level.time+corpse_fadetime->value;
}
}
void insane_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
{
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_IDLE, 0);
for (n = 0; n < 2; n++)
ThrowGib (self, "models/objects/gibs/bone/tris.md2", 0, 0, damage, GIB_ORGANIC);
for (n = 0; n < 4; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowHead (self, "models/objects/gibs/head2/tris.md2", 0, 0, damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
return;
gi.sound (self, CHAN_VOICE, gi.soundindex(va("player/male/death%i.wav", (rand()%4)+1)), 1, ATTN_IDLE, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
// if (self->spawnflags & 8)
if ( (self->spawnflags & 8) || (self->moreflags & FL2_CRUCIFIED) ) // Knightmare- use moreflags field instead
{
insane_dead (self);
}
else
{
if ( ((self->s.frame >= FRAME_crawl1) && (self->s.frame <= FRAME_crawl9)) || ((self->s.frame >= FRAME_stand99) && (self->s.frame <= FRAME_stand160)) )
self->monsterinfo.currentmove = &insane_move_crawl_death;
else
self->monsterinfo.currentmove = &insane_move_stand_death;
}
}
/*QUAKED misc_insane (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn CRAWL CRUCIFIED STAND_GROUND ALWAYS_STAND
*/
void SP_misc_insane (edict_t *self)
{
// static int skin = 0; //@@
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_fist = gi.soundindex ("insane/insane11.wav");
sound_shake = gi.soundindex ("insane/insane5.wav");
sound_moan = gi.soundindex ("insane/insane7.wav");
sound_scream[0] = gi.soundindex ("insane/insane1.wav");
sound_scream[1] = gi.soundindex ("insane/insane2.wav");
sound_scream[2] = gi.soundindex ("insane/insane3.wav");
sound_scream[3] = gi.soundindex ("insane/insane4.wav");
sound_scream[4] = gi.soundindex ("insane/insane6.wav");
sound_scream[5] = gi.soundindex ("insane/insane8.wav");
sound_scream[6] = gi.soundindex ("insane/insane9.wav");
sound_scream[7] = gi.soundindex ("insane/insane10.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/monsters/insane/tris.md2");
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 32);
if (!self->health)
self->health = 100;
if (!self->gib_health)
self->gib_health = -50;
if (!self->mass)
self->mass = 300;
self->pain = insane_pain;
self->die = insane_die;
self->monsterinfo.stand = insane_stand;
self->monsterinfo.walk = insane_walk;
self->monsterinfo.run = insane_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = NULL;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = NULL;
self->monsterinfo.aiflags |= AI_GOOD_GUY;
//@@
// self->s.skinnum = skin;
// skin++;
// if (skin > 12)
// skin = 0;
gi.linkentity (self);
if (self->spawnflags & 16) // Stand Ground
self->monsterinfo.aiflags |= AI_STAND_GROUND;
self->monsterinfo.currentmove = &insane_move_stand_normal;
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.30;
self->common_name = "Insane Marine";
self->class_id = ENTITY_MISC_INSANE;
self->monsterinfo.scale = MODEL_SCALE;
if (self->spawnflags & 8) // Crucified ?
{
// Knightmare- Spawnflag 8 collides with SF_MONSTER_GOODGUY, and can be cleared in some instances.
// This prevents it from screwing up crucified insanes.
self->moreflags |= FL2_CRUCIFIED;
VectorSet (self->mins, -16, 0, 0);
VectorSet (self->maxs, 16, 8, 32);
self->flags |= FL_NO_KNOCKBACK;
flymonster_start (self);
}
else
{
walkmonster_start (self);
self->s.skinnum = rand()%3;
}
}