float autocvar_g_monster_ogre_speed_walk;
float autocvar_g_monster_ogre_speed_run;
float autocvar_g_monster_ogre_attack_uzi_bullets;
+float autocvar_g_monster_ogre_attack_uzi_damage;
+float autocvar_g_monster_ogre_attack_uzi_force;
+float autocvar_g_monster_ogre_attack_uzi_chance;
// animations
const float ogre_anim_idle = 0;
self.delay = -1;
return;
}
- W_UZI_Attack(DEATH_MONSTER_OGRE_UZI);
+
+ W_SetupShot (self, autocvar_g_antilag_bullets && 18000 >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_monster_ogre_attack_uzi_damage);
+ fireBallisticBullet(w_shotorg, w_shotdir, 0.02, 18000, 5, autocvar_g_monster_ogre_attack_uzi_damage, autocvar_g_monster_ogre_attack_uzi_force, DEATH_MONSTER_OGRE_UZI, 0, 1, 115);
+ endFireBallisticBullet();
+
self.delay = time + 0.1;
self.monster_delayedattack = ogre_uzi_fire;
}
float ogre_missile ()
{
self.ogre_cycles = 0;
- if (random() <= 0.20)
+ if (random() <= autocvar_g_monster_ogre_attack_uzi_chance)
{
ogre_uzi();
return TRUE;