void CShambler :: MonsterAttack( void ) { AI_Charge( 5 ); if( m_iAIState == STATE_ATTACK && m_fSequenceFinished ) MonsterRun(); }
void CHellKnight :: CheckContinueCharge( void ) { if (gpGlobals->time > m_flAttackFinished) { AttackFinished (3); MonsterRun (); return; // done charging } EMIT_SOUND_ARRAY_DYN( CHAN_WEAPON, pAttackSounds, ATTN_NORM ); }
void COgre :: MonsterAttack( void ) { if( m_Activity == ACT_RANGE_ATTACK1 ) AI_Face(); if( m_Activity == ACT_MELEE_ATTACK1 ) AI_Charge( 4 ); if( m_iAIState == STATE_ATTACK && m_fSequenceFinished ) MonsterRun(); }
void CHellKnight :: MonsterAttack( void ) { if( m_Activity == ACT_RANGE_ATTACK1 ) AI_Face(); if( m_Activity == ACT_MELEE_ATTACK1 ) AI_Charge( 5 ); if( m_Activity == ACT_SPECIAL_ATTACK1 ) AI_Charge( 18 ); if( m_iAIState == STATE_ATTACK && m_fSequenceFinished ) MonsterRun(); }
void CSoldier :: MonsterAttack( void ) { if( m_fAttackFinished ) { m_fAttackFinished = FALSE; m_fInAttack = FALSE; if( CheckRefire()) { MonsterMissileAttack (); } else { MonsterRun(); } } AI_Face(); }
void CShalrath :: MonsterAttack( void ) { if( m_iAIState == STATE_ATTACK && m_fSequenceFinished ) MonsterRun(); }