quake2-rerelease-dll/rerelease/m_boss2.cpp
2023-08-07 14:48:30 -05:00

768 lines
20 KiB
C++

// 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);
}