MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
return;
}
MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
return;
}
MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
return;
}
MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
return;
}
self.enemy = FindTarget(self);
if(self.enemy)
MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
self.enemy = FindTarget(self);
if(self.enemy)
MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
if not(self.enemy)
MonsterSound(monstersound_idle, 5, TRUE, CH_VOICE);
if not(self.enemy)
MonsterSound(monstersound_idle, 5, TRUE, CH_VOICE);
if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
monster_dropitem();
MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
monster_dropitem();
MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
self.think = monster_think;
MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
self.think = monster_think;