Example #1
0
void soldier_fire8 (edict_t *self)
{
  soldier_fire (self, 7);
}
Example #2
0
void soldier_fire3 (edict_t *self)
{
  soldier_duck_down (self);
  soldier_fire (self, 2);
}
Example #3
0
void soldier_fire5 (edict_t *self)
{
  soldier_fire (self, 4);
}
Example #4
0
void soldier_fire1 (edict_t *self)
{
  soldier_fire (self, 0);
}
Example #5
0
void soldier_fire2 (edict_t *self)
{
  soldier_fire (self, 1);
}
Example #6
0
void soldier_fire8 (edict_t *self)
{
	soldier_fire (self, -7);
//	self->monsterinfo.aiflags |= AI_HOLD_FRAME;
//	self->monsterinfo.pausetime = level.time + 1000000;
}
Example #7
0
void soldier_fire_run (edict_t *self) {
	if ((self->s.skinnum <= 1) && (self->enemy) && visible(self, self->enemy)) {
		soldier_fire(self, 0);
	}
}
Example #8
0
void soldier_fire7 (edict_t *self)
{
	soldier_fire (self, 6);
}
Example #9
0
void soldier_fire6 (edict_t *self)
{
	soldier_fire (self, 5);
}
Example #10
0
void soldier_fire4 (edict_t *self)
{
	soldier_fire (self, 3);
}