// Copyright (c) ZeniMax Media Inc. // Licensed under the GNU General Public License 2.0. /* ============================================================================== chick ============================================================================== */ #include "g_local.h" #include "m_chick.h" #include "m_flash.h" void chick_stand(edict_t *self); void chick_run(edict_t *self); void chick_reslash(edict_t *self); void chick_rerocket(edict_t *self); void chick_attack1(edict_t *self); static int sound_missile_prelaunch; static int sound_missile_launch; static int sound_melee_swing; static int sound_melee_hit; static int sound_missile_reload; static int sound_death1; static int sound_death2; static int sound_fall_down; static int sound_idle1; static int sound_idle2; static int sound_pain1; static int sound_pain2; static int sound_pain3; static int sound_sight; static int sound_search; void ChickMoan(edict_t *self) { if (frandom() < 0.5f) gi.sound(self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0); else gi.sound(self, CHAN_VOICE, sound_idle2, 1, ATTN_IDLE, 0); } mframe_t chick_frames_fidget[] = { { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand, 0, ChickMoan }, { 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(chick_move_fidget) = { FRAME_stand201, FRAME_stand230, chick_frames_fidget, chick_stand }; void chick_fidget(edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) return; else if (self->enemy) return; if (frandom() <= 0.3f) M_SetAnimation(self, &chick_move_fidget); } mframe_t chick_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 }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand, 0, chick_fidget }, }; MMOVE_T(chick_move_stand) = { FRAME_stand101, FRAME_stand130, chick_frames_stand, nullptr }; MONSTERINFO_STAND(chick_stand) (edict_t *self) -> void { M_SetAnimation(self, &chick_move_stand); } mframe_t chick_frames_start_run[] = { { ai_run, 1 }, { ai_run }, { ai_run, 0, monster_footstep }, { ai_run, -1 }, { ai_run, -1, monster_footstep }, { ai_run }, { ai_run, 1 }, { ai_run, 3 }, { ai_run, 6 }, { ai_run, 3 } }; MMOVE_T(chick_move_start_run) = { FRAME_walk01, FRAME_walk10, chick_frames_start_run, chick_run }; mframe_t chick_frames_run[] = { { ai_run, 6 }, { ai_run, 8, monster_footstep }, { ai_run, 13 }, { ai_run, 5, monster_done_dodge }, // make sure to clear dodge bit { ai_run, 7 }, { ai_run, 4 }, { ai_run, 11, monster_footstep }, { ai_run, 5 }, { ai_run, 9 }, { ai_run, 7 } }; MMOVE_T(chick_move_run) = { FRAME_walk11, FRAME_walk20, chick_frames_run, nullptr }; mframe_t chick_frames_walk[] = { { ai_walk, 6 }, { ai_walk, 8, monster_footstep }, { ai_walk, 13 }, { ai_walk, 5 }, { ai_walk, 7 }, { ai_walk, 4 }, { ai_walk, 11, monster_footstep }, { ai_walk, 5 }, { ai_walk, 9 }, { ai_walk, 7 } }; MMOVE_T(chick_move_walk) = { FRAME_walk11, FRAME_walk20, chick_frames_walk, nullptr }; MONSTERINFO_WALK(chick_walk) (edict_t *self) -> void { M_SetAnimation(self, &chick_move_walk); } MONSTERINFO_RUN(chick_run) (edict_t *self) -> void { monster_done_dodge(self); if (self->monsterinfo.aiflags & AI_STAND_GROUND) { M_SetAnimation(self, &chick_move_stand); return; } if (self->monsterinfo.active_move == &chick_move_walk || self->monsterinfo.active_move == &chick_move_start_run) { M_SetAnimation(self, &chick_move_run); } else { M_SetAnimation(self, &chick_move_start_run); } } mframe_t chick_frames_pain1[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(chick_move_pain1) = { FRAME_pain101, FRAME_pain105, chick_frames_pain1, chick_run }; mframe_t chick_frames_pain2[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(chick_move_pain2) = { FRAME_pain201, FRAME_pain205, chick_frames_pain2, chick_run }; mframe_t chick_frames_pain3[] = { { ai_move }, { ai_move, 0, monster_footstep }, { ai_move, -6 }, { ai_move, 3, monster_footstep }, { ai_move, 11 }, { ai_move, 3, monster_footstep }, { ai_move }, { ai_move }, { ai_move, 4 }, { ai_move, 1 }, { ai_move }, { ai_move, -3 }, { ai_move, -4 }, { ai_move, 5 }, { ai_move, 7 }, { ai_move, -2 }, { ai_move, 3 }, { ai_move, -5 }, { ai_move, -2 }, { ai_move, -8 }, { ai_move, 2, monster_footstep } }; MMOVE_T(chick_move_pain3) = { FRAME_pain301, FRAME_pain321, chick_frames_pain3, chick_run }; PAIN(chick_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void { float r; monster_done_dodge(self); if (level.time < self->pain_debounce_time) return; self->pain_debounce_time = level.time + 3_sec; r = frandom(); if (r < 0.33f) gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); else if (r < 0.66f) gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); else gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0); if (!M_ShouldReactToPain(self, mod)) return; // no pain anims in nightmare // PMM - clear this from blindfire self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; if (damage <= 10) M_SetAnimation(self, &chick_move_pain1); else if (damage <= 25) M_SetAnimation(self, &chick_move_pain2); else M_SetAnimation(self, &chick_move_pain3); // PMM - clear duck flag if (self->monsterinfo.aiflags & AI_DUCKED) monster_duck_up(self); } MONSTERINFO_SETSKIN(chick_setpain) (edict_t *self) -> void { if (self->health < (self->max_health / 2)) self->s.skinnum |= 1; else self->s.skinnum &= ~1; } void chick_dead(edict_t *self) { self->mins = { -16, -16, 0 }; self->maxs = { 16, 16, 8 }; monster_dead(self); } static void chick_shrink(edict_t *self) { self->maxs[2] = 12; self->svflags |= SVF_DEADMONSTER; gi.linkentity(self); } mframe_t chick_frames_death2[] = { { ai_move, -6 }, { ai_move }, { ai_move, -1 }, { ai_move, -5, monster_footstep }, { ai_move }, { ai_move, -1 }, { ai_move, -2 }, { ai_move, 1 }, { ai_move, 10 }, { ai_move, 2 }, { ai_move, 3, monster_footstep }, { ai_move, 1 }, { ai_move, 2 }, { ai_move }, { ai_move, 3 }, { ai_move, 3 }, { ai_move, 1, monster_footstep }, { ai_move, -3 }, { ai_move, -5 }, { ai_move, 4 }, { ai_move, 15, chick_shrink }, { ai_move, 14, monster_footstep }, { ai_move, 1 } }; MMOVE_T(chick_move_death2) = { FRAME_death201, FRAME_death223, chick_frames_death2, chick_dead }; mframe_t chick_frames_death1[] = { { ai_move }, { ai_move, 0, monster_footstep }, { ai_move, -7 }, { ai_move, 4, monster_footstep }, { ai_move, 11, chick_shrink }, { ai_move }, { ai_move, 0, monster_footstep }, { ai_move }, { ai_move }, { ai_move }, { ai_move, 0, monster_footstep }, { ai_move } }; MMOVE_T(chick_move_death1) = { FRAME_death101, FRAME_death112, chick_frames_death1, chick_dead }; DIE(chick_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void { int n; // check for gib if (M_CheckGib(self, mod)) { gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0); self->s.skinnum /= 2; ThrowGibs(self, damage, { { 2, "models/objects/gibs/bone/tris.md2" }, { 3, "models/objects/gibs/sm_meat/tris.md2" }, { "models/monsters/bitch/gibs/arm.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/bitch/gibs/foot.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/bitch/gibs/tube.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/bitch/gibs/chest.md2", GIB_SKINNED }, { "models/monsters/bitch/gibs/head.md2", GIB_HEAD | GIB_SKINNED } }); self->deadflag = true; return; } if (self->deadflag) return; // regular death self->deadflag = true; self->takedamage = true; n = brandom(); if (n == 0) { M_SetAnimation(self, &chick_move_death1); gi.sound(self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0); } else { M_SetAnimation(self, &chick_move_death2); gi.sound(self, CHAN_VOICE, sound_death2, 1, ATTN_NORM, 0); } } // PMM - changes to duck code for new dodge mframe_t chick_frames_duck[] = { { ai_move, 0, monster_duck_down }, { ai_move, 1 }, { ai_move, 4, monster_duck_hold }, { ai_move, -4 }, { ai_move, -5, monster_duck_up }, { ai_move, 3 }, { ai_move, 1 } }; MMOVE_T(chick_move_duck) = { FRAME_duck01, FRAME_duck07, chick_frames_duck, chick_run }; void ChickSlash(edict_t *self) { vec3_t aim = { MELEE_DISTANCE, self->mins[0], 10 }; gi.sound(self, CHAN_WEAPON, sound_melee_swing, 1, ATTN_NORM, 0); fire_hit(self, aim, irandom(10, 16), 100); } void ChickRocket(edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; trace_t trace; // PMM - check target int rocketSpeed; // pmm - blindfire vec3_t target; bool blindfire = false; if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) blindfire = true; else blindfire = false; if (!self->enemy || !self->enemy->inuse) // PGM return; // PGM AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_CHICK_ROCKET_1], forward, right); // [Paril-KEX] if (self->s.skinnum > 1) rocketSpeed = 500; else rocketSpeed = 650; // PMM if (blindfire) target = self->monsterinfo.blind_fire_target; else target = self->enemy->s.origin; // pmm // PGM // PMM - blindfire shooting if (blindfire) { vec = target; dir = vec - start; } // pmm // don't shoot at feet if they're above where i'm shooting from. else if (frandom() < 0.33f || (start[2] < self->enemy->absmin[2])) { vec = target; vec[2] += self->enemy->viewheight; dir = vec - start; } else { vec = target; vec[2] = self->enemy->absmin[2] + 1; dir = vec - start; } // PGM //====== // PMM - lead target (not when blindfiring) // 20, 35, 50, 65 chance of leading if ((!blindfire) && (frandom() < 0.35f)) PredictAim(self, self->enemy, start, rocketSpeed, false, 0.f, &dir, &vec); // PMM - lead target //====== dir.normalize(); // pmm blindfire doesn't check target (done in checkattack) // paranoia, make sure we're not shooting a target right next to us trace = gi.traceline(start, vec, self, MASK_PROJECTILE); if (blindfire) { // blindfire has different fail criteria for the trace if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5f))) { // RAFAEL if (self->s.skinnum > 1) monster_fire_heat(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1, 0.075f); else // RAFAEL monster_fire_rocket(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1); } else { // geez, this is bad. she's avoiding about 80% of her blindfires due to hitting things. // hunt around for a good shot // try shifting the target to the left a little (to help counter her large offset) vec = target; vec += (right * -10); dir = vec - start; dir.normalize(); trace = gi.traceline(start, vec, self, MASK_PROJECTILE); if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5f))) { // RAFAEL if (self->s.skinnum > 1) monster_fire_heat(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1, 0.075f); else // RAFAEL monster_fire_rocket(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1); } else { // ok, that failed. try to the right vec = target; vec += (right * 10); dir = vec - start; dir.normalize(); trace = gi.traceline(start, vec, self, MASK_PROJECTILE); if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5f))) { // RAFAEL if (self->s.skinnum > 1) monster_fire_heat(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1, 0.075f); else // RAFAEL monster_fire_rocket(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1); } } } } else { if (trace.fraction > 0.5f || trace.ent->solid != SOLID_BSP) { // RAFAEL if (self->s.skinnum > 1) monster_fire_heat(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1, 0.15f); else // RAFAEL monster_fire_rocket(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1); } } } void Chick_PreAttack1(edict_t *self) { gi.sound(self, CHAN_VOICE, sound_missile_prelaunch, 1, ATTN_NORM, 0); if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) { vec3_t aim = self->monsterinfo.blind_fire_target - self->s.origin; self->ideal_yaw = vectoyaw(aim); } } void ChickReload(edict_t *self) { gi.sound(self, CHAN_VOICE, sound_missile_reload, 1, ATTN_NORM, 0); } mframe_t chick_frames_start_attack1[] = { { ai_charge, 0, Chick_PreAttack1 }, { ai_charge }, { ai_charge }, { ai_charge, 4 }, { ai_charge }, { ai_charge, -3 }, { ai_charge, 3 }, { ai_charge, 5 }, { ai_charge, 7, monster_footstep }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge, 0, chick_attack1 } }; MMOVE_T(chick_move_start_attack1) = { FRAME_attak101, FRAME_attak113, chick_frames_start_attack1, nullptr }; mframe_t chick_frames_attack1[] = { { ai_charge, 19, ChickRocket }, { ai_charge, -6, monster_footstep }, { ai_charge, -5 }, { ai_charge, -2 }, { ai_charge, -7, monster_footstep }, { ai_charge }, { ai_charge, 1 }, { ai_charge, 10, ChickReload }, { ai_charge, 4 }, { ai_charge, 5, monster_footstep }, { ai_charge, 6 }, { ai_charge, 6 }, { ai_charge, 4 }, { ai_charge, 3, [](edict_t *self) { chick_rerocket(self); monster_footstep(self); } } }; MMOVE_T(chick_move_attack1) = { FRAME_attak114, FRAME_attak127, chick_frames_attack1, nullptr }; mframe_t chick_frames_end_attack1[] = { { ai_charge, -3 }, { ai_charge }, { ai_charge, -6 }, { ai_charge, -4 }, { ai_charge, -2, monster_footstep } }; MMOVE_T(chick_move_end_attack1) = { FRAME_attak128, FRAME_attak132, chick_frames_end_attack1, chick_run }; void chick_rerocket(edict_t *self) { if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) { self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; M_SetAnimation(self, &chick_move_end_attack1); return; } if (!M_CheckClearShot(self, monster_flash_offset[MZ2_CHICK_ROCKET_1])) { M_SetAnimation(self, &chick_move_end_attack1); return; } if (self->enemy->health > 0) { if (range_to(self, self->enemy) > RANGE_MELEE) if (visible(self, self->enemy)) if (frandom() <= 0.7f) { M_SetAnimation(self, &chick_move_attack1); return; } } M_SetAnimation(self, &chick_move_end_attack1); } void chick_attack1(edict_t *self) { M_SetAnimation(self, &chick_move_attack1); } mframe_t chick_frames_slash[] = { { ai_charge, 1 }, { ai_charge, 7, ChickSlash }, { ai_charge, -7, monster_footstep }, { ai_charge, 1 }, { ai_charge, -1 }, { ai_charge, 1 }, { ai_charge }, { ai_charge, 1 }, { ai_charge, -2, chick_reslash } }; MMOVE_T(chick_move_slash) = { FRAME_attak204, FRAME_attak212, chick_frames_slash, nullptr }; mframe_t chick_frames_end_slash[] = { { ai_charge, -6 }, { ai_charge, -1 }, { ai_charge, -6 }, { ai_charge, 0, monster_footstep } }; MMOVE_T(chick_move_end_slash) = { FRAME_attak213, FRAME_attak216, chick_frames_end_slash, chick_run }; void chick_reslash(edict_t *self) { if (self->enemy->health > 0) { if (range_to(self, self->enemy) <= RANGE_MELEE) { if (frandom() <= 0.9f) { M_SetAnimation(self, &chick_move_slash); return; } else { M_SetAnimation(self, &chick_move_end_slash); return; } } } M_SetAnimation(self, &chick_move_end_slash); } void chick_slash(edict_t *self) { M_SetAnimation(self, &chick_move_slash); } mframe_t chick_frames_start_slash[] = { { ai_charge, 1 }, { ai_charge, 8 }, { ai_charge, 3 } }; MMOVE_T(chick_move_start_slash) = { FRAME_attak201, FRAME_attak203, chick_frames_start_slash, chick_slash }; MONSTERINFO_MELEE(chick_melee) (edict_t *self) -> void { M_SetAnimation(self, &chick_move_start_slash); } MONSTERINFO_ATTACK(chick_attack) (edict_t *self) -> void { if (!M_CheckClearShot(self, monster_flash_offset[MZ2_CHICK_ROCKET_1])) return; float r, chance; monster_done_dodge(self); // PMM if (self->monsterinfo.attack_state == AS_BLIND) { // setup shot probabilities if (self->monsterinfo.blind_fire_delay < 1.0_sec) chance = 1.0; else if (self->monsterinfo.blind_fire_delay < 7.5_sec) chance = 0.4f; else chance = 0.1f; r = frandom(); // minimum of 5.5 seconds, plus 0-1, after the shots are done self->monsterinfo.blind_fire_delay += random_time(5.5_sec, 6.5_sec); // don't shoot at the origin if (!self->monsterinfo.blind_fire_target) return; // don't shoot if the dice say not to if (r > chance) return; // turn on manual steering to signal both manual steering and blindfire self->monsterinfo.aiflags |= AI_MANUAL_STEERING; M_SetAnimation(self, &chick_move_start_attack1); self->monsterinfo.attack_finished = level.time + random_time(2_sec); return; } // pmm M_SetAnimation(self, &chick_move_start_attack1); } MONSTERINFO_SIGHT(chick_sight) (edict_t *self, edict_t *other) -> void { gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } //=========== // PGM MONSTERINFO_BLOCKED(chick_blocked) (edict_t *self, float dist) -> bool { if (blocked_checkplat(self, dist)) return true; return false; } // PGM //=========== MONSTERINFO_DUCK(chick_duck) (edict_t *self, gtime_t eta) -> bool { if ((self->monsterinfo.active_move == &chick_move_start_attack1) || (self->monsterinfo.active_move == &chick_move_attack1)) { // if we're shooting don't dodge self->monsterinfo.unduck(self); return false; } M_SetAnimation(self, &chick_move_duck); return true; } MONSTERINFO_SIDESTEP(chick_sidestep) (edict_t *self) -> bool { if ((self->monsterinfo.active_move == &chick_move_start_attack1) || (self->monsterinfo.active_move == &chick_move_attack1) || (self->monsterinfo.active_move == &chick_move_pain3)) { // if we're shooting, don't dodge return false; } if (self->monsterinfo.active_move != &chick_move_run) M_SetAnimation(self, &chick_move_run); return true; } /*QUAKED monster_chick (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight */ void SP_monster_chick(edict_t *self) { if ( !M_AllowSpawn( self ) ) { G_FreeEdict( self ); return; } sound_missile_prelaunch = gi.soundindex("chick/chkatck1.wav"); sound_missile_launch = gi.soundindex("chick/chkatck2.wav"); sound_melee_swing = gi.soundindex("chick/chkatck3.wav"); sound_melee_hit = gi.soundindex("chick/chkatck4.wav"); sound_missile_reload = gi.soundindex("chick/chkatck5.wav"); sound_death1 = gi.soundindex("chick/chkdeth1.wav"); sound_death2 = gi.soundindex("chick/chkdeth2.wav"); sound_fall_down = gi.soundindex("chick/chkfall1.wav"); sound_idle1 = gi.soundindex("chick/chkidle1.wav"); sound_idle2 = gi.soundindex("chick/chkidle2.wav"); sound_pain1 = gi.soundindex("chick/chkpain1.wav"); sound_pain2 = gi.soundindex("chick/chkpain2.wav"); sound_pain3 = gi.soundindex("chick/chkpain3.wav"); sound_sight = gi.soundindex("chick/chksght1.wav"); sound_search = gi.soundindex("chick/chksrch1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/bitch/tris.md2"); gi.modelindex("models/monsters/bitch/gibs/arm.md2"); gi.modelindex("models/monsters/bitch/gibs/chest.md2"); gi.modelindex("models/monsters/bitch/gibs/foot.md2"); gi.modelindex("models/monsters/bitch/gibs/head.md2"); gi.modelindex("models/monsters/bitch/gibs/tube.md2"); self->mins = { -16, -16, 0 }; self->maxs = { 16, 16, 56 }; self->health = 175 * st.health_multiplier; self->gib_health = -70; self->mass = 200; self->pain = chick_pain; self->die = chick_die; self->monsterinfo.stand = chick_stand; self->monsterinfo.walk = chick_walk; self->monsterinfo.run = chick_run; // pmm self->monsterinfo.dodge = M_MonsterDodge; self->monsterinfo.duck = chick_duck; self->monsterinfo.unduck = monster_duck_up; self->monsterinfo.sidestep = chick_sidestep; self->monsterinfo.blocked = chick_blocked; // PGM // pmm self->monsterinfo.attack = chick_attack; self->monsterinfo.melee = chick_melee; self->monsterinfo.sight = chick_sight; self->monsterinfo.setskin = chick_setpain; gi.linkentity(self); M_SetAnimation(self, &chick_move_stand); self->monsterinfo.scale = MODEL_SCALE; // PMM self->monsterinfo.blindfire = true; // pmm walkmonster_start(self); } // RAFAEL /*QUAKED monster_chick_heat (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight */ void SP_monster_chick_heat(edict_t *self) { SP_monster_chick(self); self->s.skinnum = 2; gi.soundindex("weapons/railgr1a.wav"); } // RAFAEL