m_brain.c 15 KB

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  1. /*
  2. Copyright (C) 1997-2001 Id Software, Inc.
  3. This program is free software; you can redistribute it and/or
  4. modify it under the terms of the GNU General Public License
  5. as published by the Free Software Foundation; either version 2
  6. of the License, or (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
  10. See the GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program; if not, write to the Free Software
  13. Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
  14. */
  15. /*
  16. ==============================================================================
  17. brain
  18. ==============================================================================
  19. */
  20. #include "g_local.h"
  21. #include "m_brain.h"
  22. static int sound_chest_open;
  23. static int sound_tentacles_extend;
  24. static int sound_tentacles_retract;
  25. static int sound_death;
  26. static int sound_idle1;
  27. static int sound_idle2;
  28. static int sound_idle3;
  29. static int sound_pain1;
  30. static int sound_pain2;
  31. static int sound_sight;
  32. static int sound_search;
  33. static int sound_melee1;
  34. static int sound_melee2;
  35. static int sound_melee3;
  36. void brain_sight (edict_t *self, edict_t *other)
  37. {
  38. gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
  39. }
  40. void brain_search (edict_t *self)
  41. {
  42. gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
  43. }
  44. void brain_run (edict_t *self);
  45. void brain_dead (edict_t *self);
  46. //
  47. // STAND
  48. //
  49. mframe_t brain_frames_stand [] =
  50. {
  51. ai_stand, 0, NULL,
  52. ai_stand, 0, NULL,
  53. ai_stand, 0, NULL,
  54. ai_stand, 0, NULL,
  55. ai_stand, 0, NULL,
  56. ai_stand, 0, NULL,
  57. ai_stand, 0, NULL,
  58. ai_stand, 0, NULL,
  59. ai_stand, 0, NULL,
  60. ai_stand, 0, NULL,
  61. ai_stand, 0, NULL,
  62. ai_stand, 0, NULL,
  63. ai_stand, 0, NULL,
  64. ai_stand, 0, NULL,
  65. ai_stand, 0, NULL,
  66. ai_stand, 0, NULL,
  67. ai_stand, 0, NULL,
  68. ai_stand, 0, NULL,
  69. ai_stand, 0, NULL,
  70. ai_stand, 0, NULL,
  71. ai_stand, 0, NULL,
  72. ai_stand, 0, NULL,
  73. ai_stand, 0, NULL,
  74. ai_stand, 0, NULL,
  75. ai_stand, 0, NULL,
  76. ai_stand, 0, NULL,
  77. ai_stand, 0, NULL,
  78. ai_stand, 0, NULL,
  79. ai_stand, 0, NULL,
  80. ai_stand, 0, NULL
  81. };
  82. mmove_t brain_move_stand = {FRAME_stand01, FRAME_stand30, brain_frames_stand, NULL};
  83. void brain_stand (edict_t *self)
  84. {
  85. self->monsterinfo.currentmove = &brain_move_stand;
  86. }
  87. //
  88. // IDLE
  89. //
  90. mframe_t brain_frames_idle [] =
  91. {
  92. ai_stand, 0, NULL,
  93. ai_stand, 0, NULL,
  94. ai_stand, 0, NULL,
  95. ai_stand, 0, NULL,
  96. ai_stand, 0, NULL,
  97. ai_stand, 0, NULL,
  98. ai_stand, 0, NULL,
  99. ai_stand, 0, NULL,
  100. ai_stand, 0, NULL,
  101. ai_stand, 0, NULL,
  102. ai_stand, 0, NULL,
  103. ai_stand, 0, NULL,
  104. ai_stand, 0, NULL,
  105. ai_stand, 0, NULL,
  106. ai_stand, 0, NULL,
  107. ai_stand, 0, NULL,
  108. ai_stand, 0, NULL,
  109. ai_stand, 0, NULL,
  110. ai_stand, 0, NULL,
  111. ai_stand, 0, NULL,
  112. ai_stand, 0, NULL,
  113. ai_stand, 0, NULL,
  114. ai_stand, 0, NULL,
  115. ai_stand, 0, NULL,
  116. ai_stand, 0, NULL,
  117. ai_stand, 0, NULL,
  118. ai_stand, 0, NULL,
  119. ai_stand, 0, NULL,
  120. ai_stand, 0, NULL,
  121. ai_stand, 0, NULL
  122. };
  123. mmove_t brain_move_idle = {FRAME_stand31, FRAME_stand60, brain_frames_idle, brain_stand};
  124. void brain_idle (edict_t *self)
  125. {
  126. gi.sound (self, CHAN_AUTO, sound_idle3, 1, ATTN_IDLE, 0);
  127. self->monsterinfo.currentmove = &brain_move_idle;
  128. }
  129. //
  130. // WALK
  131. //
  132. mframe_t brain_frames_walk1 [] =
  133. {
  134. ai_walk, 7, NULL,
  135. ai_walk, 2, NULL,
  136. ai_walk, 3, NULL,
  137. ai_walk, 3, NULL,
  138. ai_walk, 1, NULL,
  139. ai_walk, 0, NULL,
  140. ai_walk, 0, NULL,
  141. ai_walk, 9, NULL,
  142. ai_walk, -4, NULL,
  143. ai_walk, -1, NULL,
  144. ai_walk, 2, NULL
  145. };
  146. mmove_t brain_move_walk1 = {FRAME_walk101, FRAME_walk111, brain_frames_walk1, NULL};
  147. // walk2 is FUBAR, do not use
  148. #if 0
  149. void brain_walk2_cycle (edict_t *self)
  150. {
  151. if (random() > 0.1)
  152. self->monsterinfo.nextframe = FRAME_walk220;
  153. }
  154. mframe_t brain_frames_walk2 [] =
  155. {
  156. ai_walk, 3, NULL,
  157. ai_walk, -2, NULL,
  158. ai_walk, -4, NULL,
  159. ai_walk, -3, NULL,
  160. ai_walk, 0, NULL,
  161. ai_walk, 1, NULL,
  162. ai_walk, 12, NULL,
  163. ai_walk, 0, NULL,
  164. ai_walk, -3, NULL,
  165. ai_walk, 0, NULL,
  166. ai_walk, -2, NULL,
  167. ai_walk, 0, NULL,
  168. ai_walk, 0, NULL,
  169. ai_walk, 1, NULL,
  170. ai_walk, 0, NULL,
  171. ai_walk, 0, NULL,
  172. ai_walk, 0, NULL,
  173. ai_walk, 0, NULL,
  174. ai_walk, 0, NULL,
  175. ai_walk, 10, NULL, // Cycle Start
  176. ai_walk, -1, NULL,
  177. ai_walk, 7, NULL,
  178. ai_walk, 0, NULL,
  179. ai_walk, 3, NULL,
  180. ai_walk, -3, NULL,
  181. ai_walk, 2, NULL,
  182. ai_walk, 4, NULL,
  183. ai_walk, -3, NULL,
  184. ai_walk, 2, NULL,
  185. ai_walk, 0, NULL,
  186. ai_walk, 4, brain_walk2_cycle,
  187. ai_walk, -1, NULL,
  188. ai_walk, -1, NULL,
  189. ai_walk, -8, NULL,
  190. ai_walk, 0, NULL,
  191. ai_walk, 1, NULL,
  192. ai_walk, 5, NULL,
  193. ai_walk, 2, NULL,
  194. ai_walk, -1, NULL,
  195. ai_walk, -5, NULL
  196. };
  197. mmove_t brain_move_walk2 = {FRAME_walk201, FRAME_walk240, brain_frames_walk2, NULL};
  198. #endif
  199. void brain_walk (edict_t *self)
  200. {
  201. // if (random() <= 0.5)
  202. self->monsterinfo.currentmove = &brain_move_walk1;
  203. // else
  204. // self->monsterinfo.currentmove = &brain_move_walk2;
  205. }
  206. mframe_t brain_frames_defense [] =
  207. {
  208. ai_move, 0, NULL,
  209. ai_move, 0, NULL,
  210. ai_move, 0, NULL,
  211. ai_move, 0, NULL,
  212. ai_move, 0, NULL,
  213. ai_move, 0, NULL,
  214. ai_move, 0, NULL,
  215. ai_move, 0, NULL,
  216. ai_move, 0, NULL
  217. };
  218. mmove_t brain_move_defense = {FRAME_defens01, FRAME_defens08, brain_frames_defense, NULL};
  219. mframe_t brain_frames_pain3 [] =
  220. {
  221. ai_move, -2, NULL,
  222. ai_move, 2, NULL,
  223. ai_move, 1, NULL,
  224. ai_move, 3, NULL,
  225. ai_move, 0, NULL,
  226. ai_move, -4, NULL
  227. };
  228. mmove_t brain_move_pain3 = {FRAME_pain301, FRAME_pain306, brain_frames_pain3, brain_run};
  229. mframe_t brain_frames_pain2 [] =
  230. {
  231. ai_move, -2, NULL,
  232. ai_move, 0, NULL,
  233. ai_move, 0, NULL,
  234. ai_move, 0, NULL,
  235. ai_move, 0, NULL,
  236. ai_move, 3, NULL,
  237. ai_move, 1, NULL,
  238. ai_move, -2, NULL
  239. };
  240. mmove_t brain_move_pain2 = {FRAME_pain201, FRAME_pain208, brain_frames_pain2, brain_run};
  241. mframe_t brain_frames_pain1 [] =
  242. {
  243. ai_move, -6, NULL,
  244. ai_move, -2, NULL,
  245. ai_move, -6, NULL,
  246. ai_move, 0, NULL,
  247. ai_move, 0, NULL,
  248. ai_move, 0, NULL,
  249. ai_move, 0, NULL,
  250. ai_move, 0, NULL,
  251. ai_move, 0, NULL,
  252. ai_move, 0, NULL,
  253. ai_move, 0, NULL,
  254. ai_move, 0, NULL,
  255. ai_move, 0, NULL,
  256. ai_move, 2, NULL,
  257. ai_move, 0, NULL,
  258. ai_move, 2, NULL,
  259. ai_move, 1, NULL,
  260. ai_move, 7, NULL,
  261. ai_move, 0, NULL,
  262. ai_move, 3, NULL,
  263. ai_move, -1, NULL
  264. };
  265. mmove_t brain_move_pain1 = {FRAME_pain101, FRAME_pain121, brain_frames_pain1, brain_run};
  266. //
  267. // DUCK
  268. //
  269. void brain_duck_down (edict_t *self)
  270. {
  271. if (self->monsterinfo.aiflags & AI_DUCKED)
  272. return;
  273. self->monsterinfo.aiflags |= AI_DUCKED;
  274. self->maxs[2] -= 32;
  275. self->takedamage = DAMAGE_YES;
  276. gi.linkentity (self);
  277. }
  278. void brain_duck_hold (edict_t *self)
  279. {
  280. if (level.time >= self->monsterinfo.pausetime)
  281. self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
  282. else
  283. self->monsterinfo.aiflags |= AI_HOLD_FRAME;
  284. }
  285. void brain_duck_up (edict_t *self)
  286. {
  287. self->monsterinfo.aiflags &= ~AI_DUCKED;
  288. self->maxs[2] += 32;
  289. self->takedamage = DAMAGE_AIM;
  290. gi.linkentity (self);
  291. }
  292. mframe_t brain_frames_duck [] =
  293. {
  294. ai_move, 0, NULL,
  295. ai_move, -2, brain_duck_down,
  296. ai_move, 17, brain_duck_hold,
  297. ai_move, -3, NULL,
  298. ai_move, -1, brain_duck_up,
  299. ai_move, -5, NULL,
  300. ai_move, -6, NULL,
  301. ai_move, -6, NULL
  302. };
  303. mmove_t brain_move_duck = {FRAME_duck01, FRAME_duck08, brain_frames_duck, brain_run};
  304. void brain_dodge (edict_t *self, edict_t *attacker, float eta)
  305. {
  306. if (random() > 0.25)
  307. return;
  308. if (!self->enemy)
  309. self->enemy = attacker;
  310. self->monsterinfo.pausetime = level.time + eta + 0.5;
  311. self->monsterinfo.currentmove = &brain_move_duck;
  312. }
  313. mframe_t brain_frames_death2 [] =
  314. {
  315. ai_move, 0, NULL,
  316. ai_move, 0, NULL,
  317. ai_move, 0, NULL,
  318. ai_move, 9, NULL,
  319. ai_move, 0, NULL
  320. };
  321. mmove_t brain_move_death2 = {FRAME_death201, FRAME_death205, brain_frames_death2, brain_dead};
  322. mframe_t brain_frames_death1 [] =
  323. {
  324. ai_move, 0, NULL,
  325. ai_move, 0, NULL,
  326. ai_move, -2, NULL,
  327. ai_move, 9, NULL,
  328. ai_move, 0, NULL,
  329. ai_move, 0, NULL,
  330. ai_move, 0, NULL,
  331. ai_move, 0, NULL,
  332. ai_move, 0, NULL,
  333. ai_move, 0, NULL,
  334. ai_move, 0, NULL,
  335. ai_move, 0, NULL,
  336. ai_move, 0, NULL,
  337. ai_move, 0, NULL,
  338. ai_move, 0, NULL,
  339. ai_move, 0, NULL,
  340. ai_move, 0, NULL,
  341. ai_move, 0, NULL
  342. };
  343. mmove_t brain_move_death1 = {FRAME_death101, FRAME_death118, brain_frames_death1, brain_dead};
  344. //
  345. // MELEE
  346. //
  347. void brain_swing_right (edict_t *self)
  348. {
  349. gi.sound (self, CHAN_BODY, sound_melee1, 1, ATTN_NORM, 0);
  350. }
  351. void brain_hit_right (edict_t *self)
  352. {
  353. vec3_t aim;
  354. VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
  355. if (fire_hit (self, aim, (15 + (rand() %5)), 40))
  356. gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
  357. }
  358. void brain_swing_left (edict_t *self)
  359. {
  360. gi.sound (self, CHAN_BODY, sound_melee2, 1, ATTN_NORM, 0);
  361. }
  362. void brain_hit_left (edict_t *self)
  363. {
  364. vec3_t aim;
  365. VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
  366. if (fire_hit (self, aim, (15 + (rand() %5)), 40))
  367. gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
  368. }
  369. mframe_t brain_frames_attack1 [] =
  370. {
  371. ai_charge, 8, NULL,
  372. ai_charge, 3, NULL,
  373. ai_charge, 5, NULL,
  374. ai_charge, 0, NULL,
  375. ai_charge, -3, brain_swing_right,
  376. ai_charge, 0, NULL,
  377. ai_charge, -5, NULL,
  378. ai_charge, -7, brain_hit_right,
  379. ai_charge, 0, NULL,
  380. ai_charge, 6, brain_swing_left,
  381. ai_charge, 1, NULL,
  382. ai_charge, 2, brain_hit_left,
  383. ai_charge, -3, NULL,
  384. ai_charge, 6, NULL,
  385. ai_charge, -1, NULL,
  386. ai_charge, -3, NULL,
  387. ai_charge, 2, NULL,
  388. ai_charge, -11,NULL
  389. };
  390. mmove_t brain_move_attack1 = {FRAME_attak101, FRAME_attak118, brain_frames_attack1, brain_run};
  391. void brain_chest_open (edict_t *self)
  392. {
  393. self->spawnflags &= ~65536;
  394. self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
  395. gi.sound (self, CHAN_BODY, sound_chest_open, 1, ATTN_NORM, 0);
  396. }
  397. void brain_tentacle_attack (edict_t *self)
  398. {
  399. vec3_t aim;
  400. VectorSet (aim, MELEE_DISTANCE, 0, 8);
  401. if (fire_hit (self, aim, (10 + (rand() %5)), -600) && skill->value > 0)
  402. self->spawnflags |= 65536;
  403. gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0);
  404. }
  405. void brain_chest_closed (edict_t *self)
  406. {
  407. self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
  408. if (self->spawnflags & 65536)
  409. {
  410. self->spawnflags &= ~65536;
  411. self->monsterinfo.currentmove = &brain_move_attack1;
  412. }
  413. }
  414. mframe_t brain_frames_attack2 [] =
  415. {
  416. ai_charge, 5, NULL,
  417. ai_charge, -4, NULL,
  418. ai_charge, -4, NULL,
  419. ai_charge, -3, NULL,
  420. ai_charge, 0, brain_chest_open,
  421. ai_charge, 0, NULL,
  422. ai_charge, 13, brain_tentacle_attack,
  423. ai_charge, 0, NULL,
  424. ai_charge, 2, NULL,
  425. ai_charge, 0, NULL,
  426. ai_charge, -9, brain_chest_closed,
  427. ai_charge, 0, NULL,
  428. ai_charge, 4, NULL,
  429. ai_charge, 3, NULL,
  430. ai_charge, 2, NULL,
  431. ai_charge, -3, NULL,
  432. ai_charge, -6, NULL
  433. };
  434. mmove_t brain_move_attack2 = {FRAME_attak201, FRAME_attak217, brain_frames_attack2, brain_run};
  435. void brain_melee(edict_t *self)
  436. {
  437. if (random() <= 0.5)
  438. self->monsterinfo.currentmove = &brain_move_attack1;
  439. else
  440. self->monsterinfo.currentmove = &brain_move_attack2;
  441. }
  442. //
  443. // RUN
  444. //
  445. mframe_t brain_frames_run [] =
  446. {
  447. ai_run, 9, NULL,
  448. ai_run, 2, NULL,
  449. ai_run, 3, NULL,
  450. ai_run, 3, NULL,
  451. ai_run, 1, NULL,
  452. ai_run, 0, NULL,
  453. ai_run, 0, NULL,
  454. ai_run, 10, NULL,
  455. ai_run, -4, NULL,
  456. ai_run, -1, NULL,
  457. ai_run, 2, NULL
  458. };
  459. mmove_t brain_move_run = {FRAME_walk101, FRAME_walk111, brain_frames_run, NULL};
  460. void brain_run (edict_t *self)
  461. {
  462. self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
  463. if (self->monsterinfo.aiflags & AI_STAND_GROUND)
  464. self->monsterinfo.currentmove = &brain_move_stand;
  465. else
  466. self->monsterinfo.currentmove = &brain_move_run;
  467. }
  468. void brain_pain (edict_t *self, edict_t *other, float kick, int damage)
  469. {
  470. float r;
  471. if (self->health < (self->max_health / 2))
  472. self->s.skinnum = 1;
  473. if (level.time < self->pain_debounce_time)
  474. return;
  475. self->pain_debounce_time = level.time + 3;
  476. if (skill->value == 3)
  477. return; // no pain anims in nightmare
  478. r = random();
  479. if (r < 0.33)
  480. {
  481. gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
  482. self->monsterinfo.currentmove = &brain_move_pain1;
  483. }
  484. else if (r < 0.66)
  485. {
  486. gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
  487. self->monsterinfo.currentmove = &brain_move_pain2;
  488. }
  489. else
  490. {
  491. gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
  492. self->monsterinfo.currentmove = &brain_move_pain3;
  493. }
  494. }
  495. void brain_dead (edict_t *self)
  496. {
  497. VectorSet (self->mins, -16, -16, -24);
  498. VectorSet (self->maxs, 16, 16, -8);
  499. self->movetype = MOVETYPE_TOSS;
  500. self->svflags |= SVF_DEADMONSTER;
  501. self->nextthink = 0;
  502. gi.linkentity (self);
  503. }
  504. void brain_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
  505. {
  506. int n;
  507. self->s.effects = 0;
  508. self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
  509. // check for gib
  510. if (self->health <= self->gib_health)
  511. {
  512. gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
  513. for (n= 0; n < 2; n++)
  514. ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
  515. for (n= 0; n < 4; n++)
  516. ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
  517. ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
  518. self->deadflag = DEAD_DEAD;
  519. return;
  520. }
  521. if (self->deadflag == DEAD_DEAD)
  522. return;
  523. // regular death
  524. gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
  525. self->deadflag = DEAD_DEAD;
  526. self->takedamage = DAMAGE_YES;
  527. if (random() <= 0.5)
  528. self->monsterinfo.currentmove = &brain_move_death1;
  529. else
  530. self->monsterinfo.currentmove = &brain_move_death2;
  531. }
  532. /*QUAKED monster_brain (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
  533. */
  534. void SP_monster_brain (edict_t *self)
  535. {
  536. if (deathmatch->value)
  537. {
  538. G_FreeEdict (self);
  539. return;
  540. }
  541. sound_chest_open = gi.soundindex ("brain/brnatck1.wav");
  542. sound_tentacles_extend = gi.soundindex ("brain/brnatck2.wav");
  543. sound_tentacles_retract = gi.soundindex ("brain/brnatck3.wav");
  544. sound_death = gi.soundindex ("brain/brndeth1.wav");
  545. sound_idle1 = gi.soundindex ("brain/brnidle1.wav");
  546. sound_idle2 = gi.soundindex ("brain/brnidle2.wav");
  547. sound_idle3 = gi.soundindex ("brain/brnlens1.wav");
  548. sound_pain1 = gi.soundindex ("brain/brnpain1.wav");
  549. sound_pain2 = gi.soundindex ("brain/brnpain2.wav");
  550. sound_sight = gi.soundindex ("brain/brnsght1.wav");
  551. sound_search = gi.soundindex ("brain/brnsrch1.wav");
  552. sound_melee1 = gi.soundindex ("brain/melee1.wav");
  553. sound_melee2 = gi.soundindex ("brain/melee2.wav");
  554. sound_melee3 = gi.soundindex ("brain/melee3.wav");
  555. self->movetype = MOVETYPE_STEP;
  556. self->solid = SOLID_BBOX;
  557. self->s.modelindex = gi.modelindex ("models/monsters/brain/tris.md2");
  558. VectorSet (self->mins, -16, -16, -24);
  559. VectorSet (self->maxs, 16, 16, 32);
  560. self->health = 300;
  561. self->gib_health = -150;
  562. self->mass = 400;
  563. self->pain = brain_pain;
  564. self->die = brain_die;
  565. self->monsterinfo.stand = brain_stand;
  566. self->monsterinfo.walk = brain_walk;
  567. self->monsterinfo.run = brain_run;
  568. self->monsterinfo.dodge = brain_dodge;
  569. // self->monsterinfo.attack = brain_attack;
  570. self->monsterinfo.melee = brain_melee;
  571. self->monsterinfo.sight = brain_sight;
  572. self->monsterinfo.search = brain_search;
  573. self->monsterinfo.idle = brain_idle;
  574. self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
  575. self->monsterinfo.power_armor_power = 100;
  576. gi.linkentity (self);
  577. self->monsterinfo.currentmove = &brain_move_stand;
  578. self->monsterinfo.scale = MODEL_SCALE;
  579. walkmonster_start (self);
  580. }