void mybrain_tentacle_attack (edict_t *self) { int damage; if (!self->activator->client) damage = 100 + 45*self->monsterinfo.level; else damage = 100 + 35*self->monsterinfo.level; M_MeleeAttack(self, MELEE_DISTANCE, damage, 0); gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0); }
void mybrain_hit_left (edict_t *self) { int damage; if (!self->enemy) return; if (!self->enemy->inuse) return; if (!self->activator->client) damage = 120 + 80*self->monsterinfo.level; else damage = 120 + 80*self->monsterinfo.level; if (M_MeleeAttack(self, MELEE_DISTANCE, damage, 0)) gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0); }
void GaldiatorMelee (edict_t *self) { int damage = 60 + 20 * self->monsterinfo.level; // No one-shots, until later. vec3_t aim; if (self->monsterinfo.bonus_flags & BF_UNIQUE_LIGHTNING) { GladiatorLightningStorm(self); return; } if (!G_EntExists(self->enemy)) return; VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4); if (M_MeleeAttack(self, 96, damage, 200)) gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0); }