void Boss2MachineGun(edict_t *self) { if (!self) { return; } boss2_firebullet_left(self); boss2_firebullet_right(self); }
void Boss2MachineGun (edict_t *self) { /* vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; int flash_number; AngleVectors (self->s.angles, forward, right, NULL); flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self->s.frame - FRAME_attack10); G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); VectorCopy (self->enemy->s.origin, vec); vec[2] += self->enemy->viewheight; VectorSubtract (vec, start, dir); VectorNormalize (dir); monster_fire_bullet (self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); */ boss2_firebullet_left(self); boss2_firebullet_right(self); }
void Boss2MachineGun (edict_t *self) { boss2_firebullet_left(self); boss2_firebullet_right(self); }