// Copyright (c) ZeniMax Media Inc. // Licensed under the GNU General Public License 2.0. /* ============================================================================== boss2 ============================================================================== */ #include "g_local.h" #include "m_boss2.h" #include "m_flash.h" // [Paril-KEX] constexpr spawnflags_t SPAWNFLAG_BOSS2_N64 = 8_spawnflag; bool 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; MONSTERINFO_SEARCH(boss2_search) (edict_t *self) -> void { if (frandom() < 0.5f) gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0); } void boss2_run(edict_t *self); void boss2_dead(edict_t *self); void boss2_attack_mg(edict_t *self); void boss2_reattack_mg(edict_t *self); constexpr int32_t BOSS2_ROCKET_SPEED = 750; void Boss2PredictiveRocket(edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; AngleVectors(self->s.angles, forward, right, nullptr); // 1 start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right); PredictAim(self, self->enemy, start, BOSS2_ROCKET_SPEED, false, -0.10f, &dir, nullptr); monster_fire_rocket(self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_1); // 2 start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right); PredictAim(self, self->enemy, start, BOSS2_ROCKET_SPEED, false, -0.05f, &dir, nullptr); monster_fire_rocket(self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_2); // 3 start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right); PredictAim(self, self->enemy, start, BOSS2_ROCKET_SPEED, false, 0.05f, &dir, nullptr); monster_fire_rocket(self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_3); // 4 start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right); PredictAim(self, self->enemy, start, BOSS2_ROCKET_SPEED, false, 0.10f, &dir, nullptr); monster_fire_rocket(self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_4); } void Boss2Rocket(edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; if (self->enemy) { if (self->enemy->client && frandom() < 0.9f) { Boss2PredictiveRocket(self); return; } } AngleVectors(self->s.angles, forward, right, nullptr); // 1 start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right); vec = self->enemy->s.origin; vec[2] -= 15; dir = vec - start; dir.normalize(); dir += (right * 0.4f); dir.normalize(); monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1); // 2 start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right); vec = self->enemy->s.origin; dir = vec - start; dir.normalize(); dir += (right * 0.025f); dir.normalize(); monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2); // 3 start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right); vec = self->enemy->s.origin; dir = vec - start; dir.normalize(); dir += (right * -0.025f); dir.normalize(); monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3); // 4 start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right); vec = self->enemy->s.origin; vec[2] -= 15; dir = vec - start; dir.normalize(); dir += (right * -0.4f); dir.normalize(); monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4); } void Boss2Rocket64(edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; float time, dist; AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right); float scale = self->s.scale ? self->s.scale : 1; start[2] += 10.f * scale; start -= right * 2.f * scale; start -= right * ((self->count++ % 4) * 8.f * scale); if (self->enemy && self->enemy->client && frandom() < 0.9f) { // 1 dir = self->enemy->s.origin - start; dist = dir.length(); time = dist / BOSS2_ROCKET_SPEED; vec = self->enemy->s.origin + (self->enemy->velocity * (time - 0.3f)); } else { // 1 vec = self->enemy->s.origin; vec[2] -= 15; } dir = vec - start; dir.normalize(); monster_fire_rocket(self, start, dir, 35, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_1); } void boss2_firebullet_right(edict_t *self) { vec3_t forward, right, start; AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right); PredictAim(self, self->enemy, start, 0, true, -0.2f, &forward, nullptr); monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD * 3, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1); } void boss2_firebullet_left(edict_t *self) { vec3_t forward, right, start; AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right); PredictAim(self, self->enemy, start, 0, true, -0.2f, &forward, nullptr); monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD * 3, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1); } void Boss2MachineGun(edict_t *self) { boss2_firebullet_left(self); boss2_firebullet_right(self); } mframe_t boss2_frames_stand[] = { { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand } }; MMOVE_T(boss2_move_stand) = { FRAME_stand30, FRAME_stand50, boss2_frames_stand, nullptr }; mframe_t boss2_frames_walk[] = { { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 }, { ai_walk, 10 } }; MMOVE_T(boss2_move_walk) = { FRAME_walk1, FRAME_walk20, boss2_frames_walk, nullptr }; mframe_t boss2_frames_run[] = { { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 }, { ai_run, 10 } }; MMOVE_T(boss2_move_run) = { FRAME_walk1, FRAME_walk20, boss2_frames_run, nullptr }; mframe_t boss2_frames_attack_pre_mg[] = { { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2, boss2_attack_mg } }; MMOVE_T(boss2_move_attack_pre_mg) = { FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, nullptr }; // Loop this mframe_t boss2_frames_attack_mg[] = { { ai_charge, 2, Boss2MachineGun }, { ai_charge, 2, Boss2MachineGun }, { ai_charge, 2, Boss2MachineGun }, { ai_charge, 2, Boss2MachineGun }, { ai_charge, 2, Boss2MachineGun }, { ai_charge, 2, boss2_reattack_mg } }; MMOVE_T(boss2_move_attack_mg) = { FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, nullptr }; // [Paril-KEX] void Boss2HyperBlaster(edict_t *self) { vec3_t forward, right, target; vec3_t start; monster_muzzleflash_id_t id = (self->s.frame & 1) ? MZ2_BOSS2_MACHINEGUN_L2 : MZ2_BOSS2_MACHINEGUN_R2; AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[id], forward, right); target = self->enemy->s.origin; target[2] += self->enemy->viewheight; forward = target - start; forward.normalize(); monster_fire_blaster(self, start, forward, 2, 1000, id, (self->s.frame % 4) ? EF_NONE : EF_HYPERBLASTER); } mframe_t boss2_frames_attack_hb[] = { { ai_charge, 2, Boss2HyperBlaster }, { ai_charge, 2, Boss2HyperBlaster }, { ai_charge, 2, Boss2HyperBlaster }, { ai_charge, 2, Boss2HyperBlaster }, { ai_charge, 2, Boss2HyperBlaster }, { ai_charge, 2, [](edict_t *self) -> void { Boss2HyperBlaster(self); boss2_reattack_mg(self); } } }; MMOVE_T(boss2_move_attack_hb) = { FRAME_attack10, FRAME_attack15, boss2_frames_attack_hb, nullptr }; mframe_t boss2_frames_attack_post_mg[] = { { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 } }; 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, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_move, -5, Boss2Rocket }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 } }; MMOVE_T(boss2_move_attack_rocket) = { FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run }; // [Paril-KEX] n64 rocket behavior mframe_t boss2_frames_attack_rocket2[] = { { ai_charge, 2, Boss2Rocket64 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2, Boss2Rocket64 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2, Boss2Rocket64 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2, Boss2Rocket64 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2, Boss2Rocket64 }, { ai_charge, 2 }, { ai_charge, 2 }, { ai_charge, 2 } }; MMOVE_T(boss2_move_attack_rocket2) = { FRAME_attack20, FRAME_attack39, boss2_frames_attack_rocket2, boss2_run }; mframe_t boss2_frames_pain_heavy[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(boss2_move_pain_heavy) = { FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run }; mframe_t boss2_frames_pain_light[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(boss2_move_pain_light) = { FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run }; static void boss2_shrink(edict_t *self) { self->maxs.z = 50.f; gi.linkentity(self); } mframe_t boss2_frames_death[] = { { ai_move, 0, BossExplode }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, 0, boss2_shrink }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(boss2_move_death) = { FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead }; MONSTERINFO_STAND(boss2_stand) (edict_t *self) -> void { M_SetAnimation(self, &boss2_move_stand); } MONSTERINFO_RUN(boss2_run) (edict_t *self) -> void { if (self->monsterinfo.aiflags & AI_STAND_GROUND) M_SetAnimation(self, &boss2_move_stand); else M_SetAnimation(self, &boss2_move_run); } MONSTERINFO_WALK(boss2_walk) (edict_t *self) -> void { M_SetAnimation(self, &boss2_move_walk); } MONSTERINFO_ATTACK(boss2_attack) (edict_t *self) -> void { vec3_t vec; float range; vec = self->enemy->s.origin - self->s.origin; range = vec.length(); if (range <= 125 || frandom() <= 0.6f) M_SetAnimation(self, self->spawnflags.has(SPAWNFLAG_BOSS2_N64) ? &boss2_move_attack_hb : &boss2_move_attack_pre_mg); else M_SetAnimation(self, self->spawnflags.has(SPAWNFLAG_BOSS2_N64) ? &boss2_move_attack_rocket2 : &boss2_move_attack_rocket); } void boss2_attack_mg(edict_t *self) { M_SetAnimation(self, self->spawnflags.has(SPAWNFLAG_BOSS2_N64) ? &boss2_move_attack_hb : &boss2_move_attack_mg); } void boss2_reattack_mg(edict_t *self) { if (infront(self, self->enemy) && frandom() <= 0.7f) boss2_attack_mg(self); else M_SetAnimation(self, &boss2_move_attack_post_mg); } PAIN(boss2_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void { if (level.time < self->pain_debounce_time) return; self->pain_debounce_time = level.time + 3_sec; // American wanted these at no attenuation if (damage < 10) gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0); else if (damage < 30) gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0); else gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0); if (!M_ShouldReactToPain(self, mod)) return; // no pain anims in nightmare if (damage < 10) M_SetAnimation(self, &boss2_move_pain_light); else if (damage < 30) M_SetAnimation(self, &boss2_move_pain_light); else M_SetAnimation(self, &boss2_move_pain_heavy); } MONSTERINFO_SETSKIN(boss2_setskin) (edict_t *self) -> void { if (self->health < (self->max_health / 2)) self->s.skinnum = 1; else self->s.skinnum = 0; } static void boss2_gib(edict_t *self) { gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_EXPLOSION1_BIG); gi.WritePosition(self->s.origin); gi.multicast(self->s.origin, MULTICAST_PHS, false); self->s.sound = 0; self->s.skinnum /= 2; self->gravityVector.z = -1.0f; ThrowGibs(self, 500, { { 2, "models/objects/gibs/sm_meat/tris.md2" }, { 2, "models/objects/gibs/sm_metal/tris.md2", GIB_METALLIC }, { "models/monsters/boss2/gibs/chest.md2", GIB_SKINNED }, { 2, "models/monsters/boss2/gibs/chaingun.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/boss2/gibs/cpu.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/boss2/gibs/engine.md2", GIB_SKINNED }, { "models/monsters/boss2/gibs/rocket.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/boss2/gibs/spine.md2", GIB_SKINNED }, { 2, "models/monsters/boss2/gibs/wing.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/boss2/gibs/larm.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/boss2/gibs/rarm.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/boss2/gibs/larm.md2", 2.0f, GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/boss2/gibs/rarm.md2", 2.0f, GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/boss2/gibs/larm.md2", 1.35f, GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/boss2/gibs/rarm.md2", 1.35f, GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/boss2/gibs/head.md2", GIB_SKINNED | GIB_METALLIC | GIB_HEAD } }); } void boss2_dead(edict_t *self) { // no blowy on deady if (self->spawnflags.has(SPAWNFLAG_MONSTER_DEAD)) { self->deadflag = false; self->takedamage = true; return; } boss2_gib(self); } DIE(boss2_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void { if (self->spawnflags.has(SPAWNFLAG_MONSTER_DEAD)) { // check for gib if (M_CheckGib(self, mod)) { boss2_gib(self); self->deadflag = true; return; } if (self->deadflag) return; } else { gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0); self->deadflag = true; self->takedamage = false; self->count = 0; self->velocity = {}; self->gravityVector.z *= 0.30f; } M_SetAnimation(self, &boss2_move_death); } MONSTERINFO_CHECKATTACK(Boss2_CheckAttack) (edict_t *self) -> bool { vec3_t spot1, spot2; vec3_t temp; float chance; trace_t tr; float enemy_yaw; if (self->enemy->health > 0) { // see if any entities are in the way of the shot spot1 = self->s.origin; spot1[2] += self->viewheight; spot2 = self->enemy->s.origin; spot2[2] += self->enemy->viewheight; tr = gi.traceline(spot1, spot2, self, CONTENTS_SOLID | CONTENTS_PLAYER | CONTENTS_MONSTER | CONTENTS_SLIME | CONTENTS_LAVA); // do we have a clear shot? if (tr.ent != self->enemy && !(tr.ent->svflags & SVF_PLAYER)) { // PGM - we want them to go ahead and shoot at info_notnulls if they can. if (self->enemy->solid != SOLID_NOT || tr.fraction < 1.0f) // PGM return false; } } float enemy_range = range_to(self, self->enemy); temp = self->enemy->s.origin - self->s.origin; 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_MID) return false; if (self->monsterinfo.aiflags & AI_STAND_GROUND) { chance = 0.4f; } else if (enemy_range <= RANGE_MELEE) { chance = 0.8f; } else if (enemy_range <= RANGE_NEAR) { chance = 0.8f; } else { chance = 0.8f; } // PGM - go ahead and shoot every time if it's a info_notnull if ((frandom() < chance) || (self->enemy->solid == SOLID_NOT)) { self->monsterinfo.attack_state = AS_MISSILE; self->monsterinfo.attack_finished = level.time + random_time(2_sec); return true; } if (self->flags & FL_FLY) { if (frandom() < 0.3f) self->monsterinfo.attack_state = AS_SLIDING; else self->monsterinfo.attack_state = AS_STRAIGHT; } return false; } /*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight Hyperblaster */ void SP_monster_boss2(edict_t *self) { if ( !M_AllowSpawn( self ) ) { 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"); gi.soundindex("tank/rocket.wav"); if (self->spawnflags.has(SPAWNFLAG_BOSS2_N64)) gi.soundindex("flyer/flyatck3.wav"); else gi.soundindex("infantry/infatck1.wav"); self->monsterinfo.weapon_sound = gi.soundindex("bosshovr/bhvengn1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/boss2/tris.md2"); gi.modelindex("models/monsters/boss2/gibs/chaingun.md2"); gi.modelindex("models/monsters/boss2/gibs/chest.md2"); gi.modelindex("models/monsters/boss2/gibs/cpu.md2"); gi.modelindex("models/monsters/boss2/gibs/engine.md2"); gi.modelindex("models/monsters/boss2/gibs/head.md2"); gi.modelindex("models/monsters/boss2/gibs/larm.md2"); gi.modelindex("models/monsters/boss2/gibs/rarm.md2"); gi.modelindex("models/monsters/boss2/gibs/rocket.md2"); gi.modelindex("models/monsters/boss2/gibs/spine.md2"); gi.modelindex("models/monsters/boss2/gibs/wing.md2"); self->mins = { -56, -56, 0 }; self->maxs = { 56, 56, 80 }; self->health = 2000 * st.health_multiplier; self->gib_health = -200; self->mass = 1000; self->yaw_speed = 50; 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; self->monsterinfo.setskin = boss2_setskin; gi.linkentity(self); M_SetAnimation(self, &boss2_move_stand); self->monsterinfo.scale = MODEL_SCALE; // [Paril-KEX] self->monsterinfo.aiflags |= AI_IGNORE_SHOTS; flymonster_start(self); }