yquake2remaster/original/xatrix/monster/medic/medic.c

1020 lines
18 KiB
C

/*
* Copyright (c) ZeniMax Media Inc.
* Licensed under the GNU General Public License 2.0.
*/
/* =======================================================================
*
* Medic.
*
* =======================================================================
*/
#include "../../header/local.h"
#include "medic.h"
qboolean visible(edict_t *self, edict_t *other);
static int sound_idle1;
static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_sight;
static int sound_search;
static int sound_hook_launch;
static int sound_hook_hit;
static int sound_hook_heal;
static int sound_hook_retract;
void ED_CallSpawn(edict_t *ent);
edict_t *
medic_FindDeadMonster(edict_t *self)
{
edict_t *ent = NULL;
edict_t *best = NULL;
if (!self)
{
return NULL;
}
while ((ent = findradius(ent, self->s.origin, 1024)) != NULL)
{
if (ent == self)
{
continue;
}
if (!(ent->svflags & SVF_MONSTER))
{
continue;
}
if (ent->monsterinfo.aiflags & AI_GOOD_GUY)
{
continue;
}
if (ent->owner)
{
continue;
}
if (ent->health > 0)
{
continue;
}
if (ent->nextthink)
{
continue;
}
if (!visible(self, ent))
{
continue;
}
if (!best)
{
best = ent;
continue;
}
if (ent->max_health <= best->max_health)
{
continue;
}
best = ent;
}
return best;
}
void
medic_idle(edict_t *self)
{
edict_t *ent;
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
ent = medic_FindDeadMonster(self);
if (ent)
{
self->enemy = ent;
self->enemy->owner = self;
self->monsterinfo.aiflags |= AI_MEDIC;
FoundTarget(self);
}
}
void
medic_search(edict_t *self)
{
edict_t *ent;
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0);
if (!self->oldenemy)
{
ent = medic_FindDeadMonster(self);
if (ent)
{
self->oldenemy = self->enemy;
self->enemy = ent;
self->enemy->owner = self;
self->monsterinfo.aiflags |= AI_MEDIC;
FoundTarget(self);
}
}
}
void
medic_sight(edict_t *self, edict_t *other /* unused */)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
mframe_t medic_frames_stand[] = {
{ai_stand, 0, medic_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},
{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, 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, 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},
};
mmove_t medic_move_stand = {
FRAME_wait1,
FRAME_wait90,
medic_frames_stand,
NULL
};
void
medic_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &medic_move_stand;
}
mframe_t medic_frames_walk[] = {
{ai_walk, 6.2, NULL},
{ai_walk, 18.1, NULL},
{ai_walk, 1, NULL},
{ai_walk, 9, NULL},
{ai_walk, 10, NULL},
{ai_walk, 9, NULL},
{ai_walk, 11, NULL},
{ai_walk, 11.6, NULL},
{ai_walk, 2, NULL},
{ai_walk, 9.9, NULL},
{ai_walk, 14, NULL},
{ai_walk, 9.3, NULL}
};
mmove_t medic_move_walk = {
FRAME_walk1,
FRAME_walk12,
medic_frames_walk,
NULL
};
void
medic_walk(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &medic_move_walk;
}
mframe_t medic_frames_run[] = {
{ai_run, 18, NULL},
{ai_run, 22.5, NULL},
{ai_run, 25.4, NULL},
{ai_run, 23.4, NULL},
{ai_run, 24, NULL},
{ai_run, 35.6, NULL}
};
mmove_t medic_move_run = {
FRAME_run1,
FRAME_run6,
medic_frames_run,
NULL
};
void
medic_run(edict_t *self)
{
if (!self)
{
return;
}
if (!(self->monsterinfo.aiflags & AI_MEDIC))
{
edict_t *ent;
ent = medic_FindDeadMonster(self);
if (ent)
{
self->oldenemy = self->enemy;
self->enemy = ent;
self->enemy->owner = self;
self->monsterinfo.aiflags |= AI_MEDIC;
FoundTarget(self);
return;
}
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &medic_move_stand;
}
else
{
self->monsterinfo.currentmove = &medic_move_run;
}
}
mframe_t medic_frames_pain1[] = {
{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 medic_move_pain1 = {
FRAME_paina1,
FRAME_paina8,
medic_frames_pain1,
medic_run
};
mframe_t medic_frames_pain2[] = {
{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 medic_move_pain2 = {
FRAME_painb1,
FRAME_painb15,
medic_frames_pain2,
medic_run
};
void
medic_pain(edict_t *self, edict_t *other /* unused */,
float kick, int damage /* unused */)
{
if (!self)
{
return;
}
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;
if (skill->value == SKILL_HARDPLUS)
{
return; /* no pain anims in nightmare */
}
if (random() < 0.5)
{
self->monsterinfo.currentmove = &medic_move_pain1;
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
}
else
{
self->monsterinfo.currentmove = &medic_move_pain2;
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
}
}
void
medic_fire_blaster(edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t end;
vec3_t dir;
int effect;
if (!self)
{
return;
}
if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12))
{
effect = EF_BLASTER;
}
else if ((self->s.frame == FRAME_attack19) ||
(self->s.frame == FRAME_attack22) ||
(self->s.frame == FRAME_attack25) ||
(self->s.frame == FRAME_attack28))
{
effect = EF_HYPERBLASTER;
}
else
{
effect = 0;
}
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1],
forward, right, start);
VectorCopy(self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
VectorSubtract(end, start, dir);
monster_fire_blaster(self, start, dir, 2, 1000, MZ2_MEDIC_BLASTER_1, effect);
}
void
medic_dead(edict_t *self)
{
if (!self)
{
return;
}
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);
}
mframe_t medic_frames_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},
{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 medic_move_death = {
FRAME_death1,
FRAME_death30,
medic_frames_death,
medic_dead
};
void
medic_die(edict_t *self, edict_t *inflictor /* unused */,
edict_t *attacker /* unused */, int damage,
vec3_t point /* unused */)
{
int n;
if (!self)
{
return;
}
/* if we had a pending patient, free him up for another medic */
if ((self->enemy) && (self->enemy->owner == self))
{
self->enemy->owner = NULL;
}
/* check for gib */
if (self->health <= self->gib_health)
{
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n = 0; n < 2; n++)
{
ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
}
for (n = 0; n < 4; n++)
{
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
}
ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
{
return;
}
/* regular death */
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &medic_move_death;
}
void
medic_duck_down(edict_t *self)
{
if (!self)
{
return;
}
if (self->monsterinfo.aiflags & AI_DUCKED)
{
return;
}
self->monsterinfo.aiflags |= AI_DUCKED;
self->maxs[2] -= 32;
self->takedamage = DAMAGE_YES;
self->monsterinfo.pausetime = level.time + 1;
gi.linkentity(self);
}
void
medic_duck_hold(edict_t *self)
{
if (!self)
{
return;
}
if (level.time >= self->monsterinfo.pausetime)
{
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
}
else
{
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}
}
void
medic_duck_up(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.aiflags &= ~AI_DUCKED;
self->maxs[2] += 32;
self->takedamage = DAMAGE_AIM;
gi.linkentity(self);
}
mframe_t medic_frames_duck[] = {
{ai_move, -1, NULL},
{ai_move, -1, NULL},
{ai_move, -1, medic_duck_down},
{ai_move, -1, medic_duck_hold},
{ai_move, -1, NULL},
{ai_move, -1, NULL},
{ai_move, -1, medic_duck_up},
{ai_move, -1, NULL},
{ai_move, -1, NULL},
{ai_move, -1, NULL},
{ai_move, -1, NULL},
{ai_move, -1, NULL},
{ai_move, -1, NULL},
{ai_move, -1, NULL},
{ai_move, -1, NULL},
{ai_move, -1, NULL}
};
mmove_t medic_move_duck = {
FRAME_duck1,
FRAME_duck16,
medic_frames_duck,
medic_run
};
void
medic_dodge(edict_t *self, edict_t *attacker, float eta /* unused */)
{
if (!self || !attacker)
{
return;
}
if (random() > 0.25)
{
return;
}
if (!self->enemy)
{
self->enemy = attacker;
FoundTarget(self);
}
self->monsterinfo.currentmove = &medic_move_duck;
}
mframe_t medic_frames_attackHyperBlaster[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, medic_fire_blaster}
};
mmove_t medic_move_attackHyperBlaster = {
FRAME_attack15,
FRAME_attack30,
medic_frames_attackHyperBlaster,
medic_run
};
void
medic_continue(edict_t *self)
{
if (!self)
{
return;
}
if (visible(self, self->enemy))
{
if (random() <= 0.95)
{
self->monsterinfo.currentmove = &medic_move_attackHyperBlaster;
}
}
}
mframe_t medic_frames_attackBlaster[] = {
{ai_charge, 0, NULL},
{ai_charge, 5, NULL},
{ai_charge, 5, NULL},
{ai_charge, 3, NULL},
{ai_charge, 2, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, NULL},
{ai_charge, 0, medic_continue}
};
mmove_t medic_move_attackBlaster = {
FRAME_attack1,
FRAME_attack14,
medic_frames_attackBlaster,
medic_run
};
void
medic_hook_launch(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0);
}
static vec3_t medic_cable_offsets[] = {
{45.0, -9.2, 15.5},
{48.4, -9.7, 15.2},
{47.8, -9.8, 15.8},
{47.3, -9.3, 14.3},
{45.4, -10.1, 13.1},
{41.9, -12.7, 12.0},
{37.8, -15.8, 11.2},
{34.3, -18.4, 10.7},
{32.7, -19.7, 10.4},
{32.7, -19.7, 10.4}
};
void
medic_cable_attack(edict_t *self)
{
vec3_t offset, start, end, f, r;
trace_t tr;
vec3_t dir, angles;
float distance;
if (!self)
{
return;
}
if (!self->enemy->inuse)
{
return;
}
AngleVectors(self->s.angles, f, r, NULL);
VectorCopy(medic_cable_offsets[self->s.frame - FRAME_attack42], offset);
G_ProjectSource(self->s.origin, offset, f, r, start);
/* check for max distance */
VectorSubtract(start, self->enemy->s.origin, dir);
distance = VectorLength(dir);
if (distance > 256)
{
return;
}
/* check for min/max pitch */
vectoangles(dir, angles);
if (angles[0] < -180)
{
angles[0] += 360;
}
if (fabs(angles[0]) > 45)
{
return;
}
tr = gi.trace(start, NULL, NULL, self->enemy->s.origin, self, MASK_SHOT);
if ((tr.fraction != 1.0) && (tr.ent != self->enemy))
{
return;
}
if (self->s.frame == FRAME_attack43)
{
gi.sound(self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0);
self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
}
else if (self->s.frame == FRAME_attack50)
{
self->enemy->spawnflags = 0;
self->enemy->monsterinfo.aiflags = 0;
self->enemy->target = NULL;
self->enemy->targetname = NULL;
self->enemy->combattarget = NULL;
self->enemy->deathtarget = NULL;
self->enemy->owner = self;
ED_CallSpawn(self->enemy);
self->enemy->owner = NULL;
if (self->enemy->think)
{
self->enemy->nextthink = level.time;
self->enemy->think(self->enemy);
}
self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
if (self->oldenemy && self->oldenemy->client)
{
self->enemy->enemy = self->oldenemy;
FoundTarget(self->enemy);
}
}
else
{
if (self->s.frame == FRAME_attack44)
{
gi.sound(self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0);
}
}
/* adjust start for beam origin being in middle of a segment */
VectorMA(start, 8, f, start);
/* adjust end z for end spot since the monster is currently dead */
VectorCopy(self->enemy->s.origin, end);
end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2;
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_MEDIC_CABLE_ATTACK);
gi.WriteShort(self - g_edicts);
gi.WritePosition(start);
gi.WritePosition(end);
gi.multicast(self->s.origin, MULTICAST_PVS);
}
void
medic_hook_retract(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
}
mframe_t medic_frames_attackCable[] = {
{ai_move, 2, NULL},
{ai_move, 3, NULL},
{ai_move, 5, NULL},
{ai_move, 4.4, NULL},
{ai_charge, 4.7, NULL},
{ai_charge, 5, NULL},
{ai_charge, 6, NULL},
{ai_charge, 4, NULL},
{ai_charge, 0, NULL},
{ai_move, 0, medic_hook_launch},
{ai_move, 0, medic_cable_attack},
{ai_move, 0, medic_cable_attack},
{ai_move, 0, medic_cable_attack},
{ai_move, 0, medic_cable_attack},
{ai_move, 0, medic_cable_attack},
{ai_move, 0, medic_cable_attack},
{ai_move, 0, medic_cable_attack},
{ai_move, 0, medic_cable_attack},
{ai_move, 0, medic_cable_attack},
{ai_move, -15, medic_hook_retract},
{ai_move, -1.5, NULL},
{ai_move, -1.2, NULL},
{ai_move, -3, NULL},
{ai_move, -2, NULL},
{ai_move, 0.3, NULL},
{ai_move, 0.7, NULL},
{ai_move, 1.2, NULL},
{ai_move, 1.3, NULL}
};
mmove_t medic_move_attackCable = {
FRAME_attack33,
FRAME_attack60,
medic_frames_attackCable,
medic_run
};
void
medic_attack(edict_t *self)
{
if (!self)
{
return;
}
if (self->monsterinfo.aiflags & AI_MEDIC)
{
self->monsterinfo.currentmove = &medic_move_attackCable;
}
else
{
self->monsterinfo.currentmove = &medic_move_attackBlaster;
}
}
qboolean
medic_checkattack(edict_t *self)
{
if (!self)
{
return false;
}
if (self->monsterinfo.aiflags & AI_MEDIC)
{
medic_attack(self);
return true;
}
return M_CheckAttack(self);
}
/*
* QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void
SP_monster_medic(edict_t *self)
{
if (!self)
{
return;
}
if (deathmatch->value)
{
G_FreeEdict(self);
return;
}
sound_idle1 = gi.soundindex("medic/idle.wav");
sound_pain1 = gi.soundindex("medic/medpain1.wav");
sound_pain2 = gi.soundindex("medic/medpain2.wav");
sound_die = gi.soundindex("medic/meddeth1.wav");
sound_sight = gi.soundindex("medic/medsght1.wav");
sound_search = gi.soundindex("medic/medsrch1.wav");
sound_hook_launch = gi.soundindex("medic/medatck2.wav");
sound_hook_hit = gi.soundindex("medic/medatck3.wav");
sound_hook_heal = gi.soundindex("medic/medatck4.wav");
sound_hook_retract = gi.soundindex("medic/medatck5.wav");
gi.soundindex("medic/medatck1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/monsters/medic/tris.md2");
VectorSet(self->mins, -24, -24, -24);
VectorSet(self->maxs, 24, 24, 32);
self->health = 300;
self->gib_health = -130;
self->mass = 400;
self->pain = medic_pain;
self->die = medic_die;
self->monsterinfo.stand = medic_stand;
self->monsterinfo.walk = medic_walk;
self->monsterinfo.run = medic_run;
self->monsterinfo.dodge = medic_dodge;
self->monsterinfo.attack = medic_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = medic_sight;
self->monsterinfo.idle = medic_idle;
self->monsterinfo.search = medic_search;
self->monsterinfo.checkattack = medic_checkattack;
gi.linkentity(self);
self->monsterinfo.currentmove = &medic_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start(self);
}