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