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();
}