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.
  
  */
  /*
  ==============================================================================
  
  boss3
  
  ==============================================================================
  */
  
  #include "g_local.h"
  #include "m_boss32.h"
  
  void Use_Boss3 (edict_t *ent, edict_t *other, edict_t *activator)
  {
  	gi.WriteByte (svc_temp_entity);
  	gi.WriteByte (TE_BOSSTPORT);
  	gi.WritePosition (ent->s.origin);
  	gi.multicast (ent->s.origin, MULTICAST_PVS);
  	G_FreeEdict (ent);
  }
  
  void Think_Boss3Stand (edict_t *ent)
  {
  	if (ent->s.frame == FRAME_stand260)
  		ent->s.frame = FRAME_stand201;
  	else
  		ent->s.frame++;
  	ent->nextthink = level.time + FRAMETIME;
  }
  
  /*QUAKED monster_boss3_stand (1 .5 0) (-32 -32 0) (32 32 90)
  
  Just stands and cycles in one place until targeted, then teleports away.
  */
  void SP_monster_boss3_stand (edict_t *self)
  {
  	if (deathmatch->value)
  	{
  		G_FreeEdict (self);
  		return;
  	}
  
  	self->movetype = MOVETYPE_STEP;
  	self->solid = SOLID_BBOX;
  	self->model = "models/monsters/boss3/rider/tris.md2";
  	self->s.modelindex = gi.modelindex (self->model);
  	self->s.frame = FRAME_stand201;
  
  	gi.soundindex ("misc/bigtele.wav");
  
  	VectorSet (self->mins, -32, -32, 0);
  	VectorSet (self->maxs, 32, 32, 90);
  
  	self->use = Use_Boss3;
  	self->think = Think_Boss3Stand;
  	self->nextthink = level.time + FRAMETIME;
  	gi.linkentity (self);
  }
  