text: /*
  Copyright (C) 1997-2001 Id Software, Inc.
  
  This program is free software; you can redistribute it and/or
  modify it under the terms of the GNU General Public License
  as published by the Free Software Foundation; either version 2
  of the License, or (at your option) any later version.
  
  This program is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
  
  See the GNU General Public License for more details.
  
  You should have received a copy of the GNU General Public License
  along with this program; if not, write to the Free Software
  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
  
  */
  /*
  ==============================================================================
  
  boss2
  
  ==============================================================================
  */
  
  #include "g_local.h"
  #include "m_boss2.h"
  
  void BossExplode (edict_t *self);
  
  qboolean 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;
  
  void boss2_search (edict_t *self)
  {
  	if (random() < 0.5)
  		gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
  }
  
  void boss2_run (edict_t *self);
  void boss2_stand (edict_t *self);
  void boss2_dead (edict_t *self);
  void boss2_attack (edict_t *self);
  void boss2_attack_mg (edict_t *self);
  void boss2_reattack_mg (edict_t *self);
  void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
  
  void Boss2Rocket (edict_t *self)
  {
  	vec3_t	forward, right;
  	vec3_t	start;
  	vec3_t	dir;
  	vec3_t	vec;
  
  	AngleVectors (self->s.angles, forward, right, NULL);
  
  //1
  	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
  	VectorCopy (self->enemy->s.origin, vec);
  	vec[2] += self->enemy->viewheight;
  	VectorSubtract (vec, start, dir);
  	VectorNormalize (dir);
  	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
  
  //2
  	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
  	VectorCopy (self->enemy->s.origin, vec);
  	vec[2] += self->enemy->viewheight;
  	VectorSubtract (vec, start, dir);
  	VectorNormalize (dir);
  	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
  
  //3
  	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
  	VectorCopy (self->enemy->s.origin, vec);
  	vec[2] += self->enemy->viewheight;
  	VectorSubtract (vec, start, dir);
  	VectorNormalize (dir);
  	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
  
  //4
  	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
  	VectorCopy (self->enemy->s.origin, vec);
  	vec[2] += self->enemy->viewheight;
  	VectorSubtract (vec, start, dir);
  	VectorNormalize (dir);
  	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
  }	
  
  void boss2_firebullet_right (edict_t *self)
  {
  	vec3_t	forward, right, target;
  	vec3_t	start;
  
  	AngleVectors (self->s.angles, forward, right, NULL);
  	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start);
  
  	VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
  	target[2] += self->enemy->viewheight;
  	VectorSubtract (target, start, forward);
  	VectorNormalize (forward);
  
  	monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
  }	
  
  void boss2_firebullet_left (edict_t *self)
  {
  	vec3_t	forward, right, target;
  	vec3_t	start;
  	
  	AngleVectors (self->s.angles, forward, right, NULL);
  	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start);
  
  	VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
  
  	target[2] += self->enemy->viewheight;
  	VectorSubtract (target, start, forward);
  	VectorNormalize (forward);
  
  	monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
  }	
  
  void Boss2MachineGun (edict_t *self)
  {
  /*	vec3_t	forward, right;
  	vec3_t	start;
  	vec3_t	dir;
  	vec3_t	vec;
  	int		flash_number;
  
  	AngleVectors (self->s.angles, forward, right, NULL);
  
  	flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self->s.frame - FRAME_attack10);
  	G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
  
  	VectorCopy (self->enemy->s.origin, vec);
  	vec[2] += self->enemy->viewheight;
  	VectorSubtract (vec, start, dir);
  	VectorNormalize (dir);
  	monster_fire_bullet (self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
  */
  	boss2_firebullet_left(self);
  	boss2_firebullet_right(self);
  }	
  
  
  mframe_t boss2_frames_stand [] =
  {
  	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	boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL};
  
  mframe_t boss2_frames_fidget [] =
  {
  	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 boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL};
  
  mframe_t boss2_frames_walk [] =
  {
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL,
  	ai_walk,	8,	NULL
  };
  mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL};
  
  
  mframe_t boss2_frames_run [] =
  {
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL,
  	ai_run,	8,	NULL
  };
  mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL};
  
  mframe_t boss2_frames_attack_pre_mg [] =
  {
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	boss2_attack_mg
  };
  mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, NULL};
  
  
  // Loop this
  mframe_t boss2_frames_attack_mg [] =
  {
  	ai_charge,	1,	Boss2MachineGun,
  	ai_charge,	1,	Boss2MachineGun,
  	ai_charge,	1,	Boss2MachineGun,
  	ai_charge,	1,	Boss2MachineGun,
  	ai_charge,	1,	Boss2MachineGun,
  	ai_charge,	1,	boss2_reattack_mg
  };
  mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL};
  
  mframe_t boss2_frames_attack_post_mg [] =
  {
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL
  };
  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,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_move,	-20,	Boss2Rocket,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL,
  	ai_charge,	1,	NULL
  };
  mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run};
  
  mframe_t boss2_frames_pain_heavy [] =
  {
  	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 boss2_move_pain_heavy = {FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run};
  
  mframe_t boss2_frames_pain_light [] =
  {
  	ai_move,	0,	NULL,
  	ai_move,	0,	NULL,
  	ai_move,	0,	NULL,
  	ai_move,	0,	NULL
  };
  mmove_t boss2_move_pain_light = {FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run};
  
  mframe_t boss2_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,
  	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,	BossExplode
  };
  mmove_t boss2_move_death = {FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead};
  
  void boss2_stand (edict_t *self)
  {
  		self->monsterinfo.currentmove = &boss2_move_stand;
  }
  
  void boss2_run (edict_t *self)
  {
  	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
  		self->monsterinfo.currentmove = &boss2_move_stand;
  	else
  		self->monsterinfo.currentmove = &boss2_move_run;
  }
  
  void boss2_walk (edict_t *self)
  {
  	self->monsterinfo.currentmove = &boss2_move_walk;
  }
  
  void boss2_attack (edict_t *self)
  {
  	vec3_t	vec;
  	float	range;
  
  	VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
  	range = VectorLength (vec);
  	
  	if (range <= 125)
  	{
  		self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
  	}
  	else 
  	{
  		if (random() <= 0.6)
  			self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
  		else
  			self->monsterinfo.currentmove = &boss2_move_attack_rocket;
  	}
  }
  
  void boss2_attack_mg (edict_t *self)
  {
  	self->monsterinfo.currentmove = &boss2_move_attack_mg;
  }
  
  void boss2_reattack_mg (edict_t *self)
  {
  	if ( infront(self, self->enemy) )
  		if (random() <= 0.7)
  			self->monsterinfo.currentmove = &boss2_move_attack_mg;
  		else
  			self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
  	else
  		self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
  }
  
  
  void boss2_pain (edict_t *self, edict_t *other, float kick, int damage)
  {
  	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;
  // American wanted these at no attenuation
  	if (damage < 10)
  	{
  		gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
  		self->monsterinfo.currentmove = &boss2_move_pain_light;
  	}
  	else if (damage < 30)
  	{
  		gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
  		self->monsterinfo.currentmove = &boss2_move_pain_light;
  	}
  	else 
  	{
  		gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
  		self->monsterinfo.currentmove = &boss2_move_pain_heavy;
  	}
  }
  
  void boss2_dead (edict_t *self)
  {
  	VectorSet (self->mins, -56, -56, 0);
  	VectorSet (self->maxs, 56, 56, 80);
  	self->movetype = MOVETYPE_TOSS;
  	self->svflags |= SVF_DEADMONSTER;
  	self->nextthink = 0;
  	gi.linkentity (self);
  }
  
  void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
  {
  	gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
  	self->deadflag = DEAD_DEAD;
  	self->takedamage = DAMAGE_NO;
  	self->count = 0;
  	self->monsterinfo.currentmove = &boss2_move_death;
  #if 0
  	int		n;
  
  	self->s.sound = 0;
  	// 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;
  
  	self->deadflag = DEAD_DEAD;
  	self->takedamage = DAMAGE_YES;
  	self->monsterinfo.currentmove = &boss2_move_death;
  #endif
  }
  
  qboolean Boss2_CheckAttack (edict_t *self)
  {
  	vec3_t	spot1, spot2;
  	vec3_t	temp;
  	float	chance;
  	trace_t	tr;
  	qboolean	enemy_infront;
  	int			enemy_range;
  	float		enemy_yaw;
  
  	if (self->enemy->health > 0)
  	{
  	// see if any entities are in the way of the shot
  		VectorCopy (self->s.origin, spot1);
  		spot1[2] += self->viewheight;
  		VectorCopy (self->enemy->s.origin, spot2);
  		spot2[2] += self->enemy->viewheight;
  
  		tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
  
  		// do we have a clear shot?
  		if (tr.ent != self->enemy)
  			return false;
  	}
  	
  	enemy_infront = infront(self, self->enemy);
  	enemy_range = range(self, self->enemy);
  	VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
  	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_FAR)
  		return false;
  
  	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
  	{
  		chance = 0.4;
  	}
  	else if (enemy_range == RANGE_MELEE)
  	{
  		chance = 0.8;
  	}
  	else if (enemy_range == RANGE_NEAR)
  	{
  		chance = 0.8;
  	}
  	else if (enemy_range == RANGE_MID)
  	{
  		chance = 0.8;
  	}
  	else
  	{
  		return false;
  	}
  
  	if (random () < chance)
  	{
  		self->monsterinfo.attack_state = AS_MISSILE;
  		self->monsterinfo.attack_finished = level.time + 2*random();
  		return true;
  	}
  
  	if (self->flags & FL_FLY)
  	{
  		if (random() < 0.3)
  			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
  */
  void SP_monster_boss2 (edict_t *self)
  {
  	if (deathmatch->value)
  	{
  		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");
  
  	self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
  
  	self->movetype = MOVETYPE_STEP;
  	self->solid = SOLID_BBOX;
  	self->s.modelindex = gi.modelindex ("models/monsters/boss2/tris.md2");
  	VectorSet (self->mins, -56, -56, 0);
  	VectorSet (self->maxs, 56, 56, 80);
  
  	self->health = 2000;
  	self->gib_health = -200;
  	self->mass = 1000;
  
  	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;
  	gi.linkentity (self);
  
  	self->monsterinfo.currentmove = &boss2_move_stand;	
  	self->monsterinfo.scale = MODEL_SCALE;
  
  	flymonster_start (self);
  }
  