/*============================================================================== BOG LORD (Based on Shambler) ==============================================================================*/ $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 $frame stand10 stand11 stand12 stand13 stand14 stand15 stand16 stand17 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 $frame walk8 walk9 walk10 walk11 walk12 $frame run1 run2 run3 run4 run5 run6 $frame smash1 smash2 smash3 smash4 smash5 smash6 smash7 $frame smash8 smash9 smash10 smash11 smash12 $frame swingr1 swingr2 swingr3 swingr4 swingr5 $frame swingr6 swingr7 swingr8 swingr9 $frame swingl1 swingl2 swingl3 swingl4 swingl5 $frame swingl6 swingl7 swingl8 swingl9 $frame magic1 magic2 magic3 magic4 magic5 $frame magic6 magic7 magic8 magic9 magic10 magic11 magic12 $frame pain1 pain2 pain3 pain4 pain5 pain6 $frame death1 death2 death3 death4 death5 death6 $frame death7 death8 death9 death10 death11 //====================================================================== void() bogl_stand1 =[ $stand1, bogl_stand2 ] {monster_idle_sound();ai_stand();}; void() bogl_stand2 =[ $stand2, bogl_stand3 ] {ai_stand();}; void() bogl_stand3 =[ $stand3, bogl_stand4 ] {ai_stand();}; void() bogl_stand4 =[ $stand4, bogl_stand5 ] {ai_stand();}; void() bogl_stand5 =[ $stand5, bogl_stand6 ] {ai_stand();}; void() bogl_stand6 =[ $stand6, bogl_stand7 ] {ai_stand();}; void() bogl_stand7 =[ $stand7, bogl_stand8 ] {ai_stand();}; void() bogl_stand8 =[ $stand8, bogl_stand9 ] {ai_stand();}; void() bogl_stand9 =[ $stand9, bogl_stand10] {ai_stand();}; void() bogl_stand10 =[ $stand10, bogl_stand11] {ai_stand();}; void() bogl_stand11 =[ $stand11, bogl_stand12] {ai_stand();}; void() bogl_stand12 =[ $stand12, bogl_stand13] {ai_stand();}; void() bogl_stand13 =[ $stand13, bogl_stand14] {ai_stand();}; void() bogl_stand14 =[ $stand14, bogl_stand15] {ai_stand();}; void() bogl_stand15 =[ $stand15, bogl_stand16] {ai_stand();}; void() bogl_stand16 =[ $stand16, bogl_stand17] {ai_stand();}; void() bogl_stand17 =[ $stand17, bogl_stand1 ] {ai_stand();}; //====================================================================== void() bogl_walk1 =[ $walk1, bogl_walk2 ] {monster_idle_sound(); ai_walk(10);}; void() bogl_walk2 =[ $walk2, bogl_walk3 ] {monster_footstep(FALSE); ai_walk(9);}; void() bogl_walk3 =[ $walk3, bogl_walk4 ] {ai_walk(9);}; void() bogl_walk4 =[ $walk4, bogl_walk5 ] {ai_walk(5);}; void() bogl_walk5 =[ $walk5, bogl_walk6 ] {ai_walk(6);}; void() bogl_walk6 =[ $walk6, bogl_walk7 ] {ai_walk(12);}; void() bogl_walk7 =[ $walk7, bogl_walk8 ] {monster_footstep(FALSE); ai_walk(8);}; void() bogl_walk8 =[ $walk8, bogl_walk9 ] {ai_walk(3);}; void() bogl_walk9 =[ $walk9, bogl_walk10] {ai_walk(13);}; void() bogl_walk10 =[ $walk10, bogl_walk11] {ai_walk(9);}; void() bogl_walk11 =[ $walk11, bogl_walk12] {ai_walk(7);}; void() bogl_walk12 =[ $walk12, bogl_walk1 ] {ai_walk(7);}; //====================================================================== void() bogl_run1 =[ $run1, bogl_run2 ] {monster_idle_sound(); ai_run(20);}; void() bogl_run2 =[ $run2, bogl_run3 ] {monster_footstep(FALSE); ai_run(24);}; void() bogl_run3 =[ $run3, bogl_run4 ] {ai_run(20);}; void() bogl_run4 =[ $run4, bogl_run5 ] {ai_run(20);}; void() bogl_run5 =[ $run5, bogl_run6 ] {monster_footstep(FALSE); ai_run(24);}; void() bogl_run6 =[ $run6, bogl_run1 ] {ai_run(20);}; //============================================================================ // Attachment management (create, finish and delete) //============================================================================ void() bogl_create_attachment = { // Are the attachments setup yet? if (!self.attachment) { self.attachment = spawn(); self.attachment.owner = self; self.attachment.classtype = CT_ATTACHMENT; self.attachment.alpha = 0.85; } if (!self.attachment2) { self.attachment2 = spawn(); self.attachment2.owner = self; self.attachment2.classtype = CT_ATTACHMENT; self.attachment2.alpha = 0.85; } if (!self.attachment3) { self.attachment3 = spawn(); self.attachment3.owner = self; self.attachment3.classtype = CT_ATTACHMENT; self.attachment3.alpha = 1.0; } }; //---------------------------------------------------------------------- void() bogl_finish_attachment = { if (self.attachment) setmodel(self.attachment, ""); if (self.attachment2) setmodel(self.attachment2, ""); if (self.attachment3) setmodel(self.attachment3, ""); }; //---------------------------------------------------------------------- void() bogl_remove_attachment = { if (self.attachment) { self.attachment.think = SUB_Remove; self.attachment.nextthink = time + 0.1; } if (self.attachment2) { self.attachment2.think = SUB_Remove; self.attachment2.nextthink = time + 0.1; } if (self.attachment3) { self.attachment3.think = SUB_Remove; self.attachment3.nextthink = time + 0.1; } }; //====================================================================== // RANGE ATTACK 1 - overhead SMASH/slime //====================================================================== void(vector leftofs, vector rightofs) bogl_throwslime = { local vector org, btarg, dir, avel; // Finished with growing balls of slime bogl_finish_attachment(); if (!self.enemy) return; if (self.health < 1) return; ai_face(); makevectors(self.angles); self.effects = self.effects | EF_MUZZLEFLASH; self.attack_speed = SPEED_BLORDBALL + (skill * SPEED_BLORDSKILL); // Fire left hand off center and at players feet org = self.origin + attack_vector(leftofs); btarg =self.enemy.origin + v_right*8 - v_up*8; dir = normalize(btarg - org); avel = vecrand(100,200,FALSE); Launch_Missile (org, dir, avel, CT_PROJ_BLORD, self.attack_speed); // Fire right hand off center and at players feet org = self.origin + attack_vector(rightofs); btarg =self.enemy.origin - v_right*8 - v_up*8; dir = normalize(btarg - org); avel = vecrand(100,200,FALSE); Launch_Missile (org, dir, avel, CT_PROJ_BLORD, self.attack_speed); }; //---------------------------------------------------------------------- void(vector leftofs, vector rightofs, float sbframe, float chfeet) bogl_slimeball = { local vector org; if (self.health < 1) return; // Check if attachment has been setup yet if (!self.attachment) bogl_create_attachment(); // Frame 0 is start of the sequence (move everything into place) if (sbframe == 0) { setorigin(self.attachment, self.origin); if (self.spawnflags & MON_BOGL_STRONG) setmodel(self.attachment, MODEL_PROJ_BLORD2B); else setmodel(self.attachment, MODEL_PROJ_BLORD1B); setsize (self.attachment, VEC_ORIGIN, VEC_ORIGIN); self.attachment.movetype = MOVETYPE_NONE; self.attachment.solid = SOLID_NOT; setorigin(self.attachment2, self.origin); if (self.spawnflags & MON_BOGL_STRONG) setmodel(self.attachment2, MODEL_PROJ_BLORD2B); else setmodel(self.attachment2, MODEL_PROJ_BLORD1B); setsize (self.attachment2, VEC_ORIGIN, VEC_ORIGIN); self.attachment2.movetype = MOVETYPE_NONE; self.attachment2.solid = SOLID_NOT; } // Move+Turn towards enemy and make vector ai_charge(chfeet); makevectors(self.angles); // Generate attachment in hand (left) org = self.origin + attack_vector(leftofs); setorigin(self.attachment, org); self.attachment.angles_y = rint(random()*359); self.attachment.frame = sbframe; // Generate attachment in hand (right) org = self.origin + attack_vector(rightofs); setorigin(self.attachment2, org); self.attachment2.angles_y = rint(random()*359); self.attachment2.frame = sbframe; }; //---------------------------------------------------------------------- void() bogl_smash1 =[ $smash1, bogl_smash2 ] { ai_charge(2); // Cycle around the melee sounds self.meleeattack = self.meleeattack + 1; if (self.meleeattack > 2) self.meleeattack = 0; // Never play the same melee sound twice if (self.meleeattack == 0) { sound (self, CHAN_VOICE, "boglord/melee1.wav", 1, ATTN_NORM);} else if (self.meleeattack == 1) { sound (self, CHAN_VOICE, "boglord/melee2.wav", 1, ATTN_NORM);} else {sound (self, CHAN_VOICE, "boglord/melee3.wav", 1, ATTN_NORM);} }; void() bogl_smash2 =[ $smash2, bogl_smash3 ] {monster_footstep(FALSE); bogl_slimeball('21 70 60','32 -53 64',0,6);}; void() bogl_smash3 =[ $smash3, bogl_smash4 ] { bogl_slimeball('-5 66 102','2 -58 104',1,6);}; void() bogl_smash4 =[ $smash4, bogl_smash5 ] { bogl_slimeball('-34 48 122','-34 -48 124',2,5);}; void() bogl_smash5 =[ $smash5, bogl_smash6 ] { bogl_slimeball('-58 30 114','-60 -30 114',3,4);}; void() bogl_smash6 =[ $smash6, bogl_smash7 ] { bogl_slimeball('-58 20 109','-62 -17 110',4,1);}; void() bogl_smash7 =[ $smash7, bogl_smash8 ] { bogl_slimeball('-24 20 114','-26 -14 124',5,0);}; void() bogl_smash8 =[ $smash8, bogl_smash9 ] { bogl_slimeball('32 24 108','42 -18 108',6,0);}; void() bogl_smash9 =[ $smash9, bogl_smash10] { bogl_throwslime('32 24 108','42 -18 108');}; void() bogl_smash10 =[ $smash10, bogl_smash11] {ai_charge(0);}; void() bogl_smash11 =[ $smash11, bogl_smash12] {ai_charge(5);}; void() bogl_smash12 =[ $smash12, bogl_run1 ] {ai_charge(4);}; //====================================================================== // RANGE ATTACK 2 - Projectile Lightning attack //====================================================================== void() bogl_lightning = { local vector org, dir, vec; if (self.health < 1) return; ai_face (); self.effects = self.effects | EF_MUZZLEFLASH; // Setup skill based attack speed self.attack_speed = SPEED_BLORDBOLT + (skill * SPEED_BLORDSKILL); sound (self, CHAN_WEAPON, "boglord/bolt_fire.wav", 1, ATTN_NORM); // Aim around player makevectors (self.angles); org = self.pos3 + vecrand(10,10,1); vec = v_right*(crandom()*(20+random()*50)); dir = normalize((self.enemy.origin + vec) - org); launch_projectile(org, dir, CT_PROJ_BLBOLT, self.attack_speed); org = self.pos3 + vecrand(10,10,1); vec = v_right*(crandom()*(20+random()*50)); dir = normalize((self.enemy.origin + vec) - org); launch_projectile(org, dir, CT_PROJ_BLBOLT, self.attack_speed); }; //---------------------------------------------------------------------- void(vector leftofs, vector rightofs, float sbframe) bogl_casting = { local vector org, dir, tang; local float midpoint; if (self.health < 1) return; // Check if attachment has been setup yet if (!self.attachment) bogl_create_attachment(); // Frame 0 is start of the sequence (move everything into place) if (sbframe == 0) { setorigin(self.attachment, self.origin); if (self.spawnflags & MON_BOGL_STRONG) setmodel(self.attachment, MODEL_PROJ_BLORDBEAM2); else setmodel(self.attachment, MODEL_PROJ_BLORDBEAM1); setsize (self.attachment, VEC_ORIGIN, VEC_ORIGIN); self.attachment.movetype = MOVETYPE_NONE; self.attachment.solid = SOLID_NOT; self.attachment.frame = 1; setorigin(self.attachment2, self.origin); if (self.spawnflags & MON_BOGL_STRONG) setmodel(self.attachment2, MODEL_PROJ_BLORDBEAM2); else setmodel(self.attachment2, MODEL_PROJ_BLORDBEAM1); setsize (self.attachment2, VEC_ORIGIN, VEC_ORIGIN); self.attachment2.movetype = MOVETYPE_NONE; self.attachment2.solid = SOLID_NOT; self.attachment2.frame = 1; setorigin(self.attachment3, self.origin); if (self.spawnflags & MON_BOGL_STRONG) setmodel(self.attachment3, MODEL_PROJ_BLORD2B); else setmodel(self.attachment3, MODEL_PROJ_BLORD1B); setsize (self.attachment3, VEC_ORIGIN, VEC_ORIGIN); self.attachment3.movetype = MOVETYPE_NONE; self.attachment3.solid = SOLID_NOT; } // Turn toward enemy ai_face(); makevectors(self.angles); // Work out each hand position self.pos1 = self.origin + attack_vector(leftofs); self.pos2 = self.origin + attack_vector(rightofs); dir = normalize(self.pos2 - self.pos1); tang = vectoangles(dir); // Calculate the mid point between the hands for the orb midpoint = vlen(self.pos2 - self.pos1) * 0.5; self.pos3 = self.pos1 + (dir*midpoint); // Move beam sections into place along vector setorigin(self.attachment, self.pos1+(dir*16)); setorigin(self.attachment2, self.pos2-(dir*16)); self.attachment.angles = self.attachment2.angles = tang; // Place orb in the center of the electricity setorigin(self.attachment3, self.pos3); self.attachment3.angles_y = rint(random()*359); self.attachment3.frame = sbframe+8; particle_explode(self.pos1, 5+random()*5, 1, self.part_style, PARTICLE_BURST_LOSTUP); particle_explode(self.pos2, 5+random()*5, 1, self.part_style, PARTICLE_BURST_LOSTUP); }; //---------------------------------------------------------------------- void() bogl_magic1 =[ $magic1, bogl_magic2 ] {ai_face(); self.pain_finished = time + 1; sound (self, CHAN_WEAPON, "boglord/attack2.wav", 1, ATTN_NORM);}; void() bogl_magic2 =[ $magic2, bogl_magic3 ] { bogl_casting('0 53 86','21 -10 102',0);}; void() bogl_magic3 =[ $magic3, bogl_magic4 ] { bogl_casting('-16 50 95','11 0 108',1);}; void() bogl_magic4 =[ $magic4, bogl_magic5 ] {monster_footstep(FALSE); bogl_casting('-28 48 100','6 3 110',2);}; void() bogl_magic5 =[ $magic5, bogl_magic6 ] { bogl_casting('-3 34 119','19 -15 110',3);}; void() bogl_magic6 =[ $magic6, bogl_magic9 ] {bogl_lightning(); // Finished with growing ball of energy bogl_finish_attachment(); SpawnExplosion(self.part_life, self.pos3, "boglord/slime_explode.wav"); }; void() bogl_magic9 =[ $magic9, bogl_magic10 ] {bogl_lightning();}; void() bogl_magic10 =[ $magic10, bogl_magic11 ] {bogl_lightning();monster_footstep(FALSE);}; void() bogl_magic11 =[ $magic11, bogl_magic12 ] { if (skill == SKILL_NIGHTMARE) bogl_lightning();}; void() bogl_magic12 =[ $magic12, bogl_run1 ] {}; //============================================================================ void() bogl_tetherattack = { // Completely randomize tether attack chance 50/50 // Both attacks have different advantages with different // skill levels, might as well make it equal chance if (random() > 0.5) self.th_melee(); else self.th_missile(); }; //============================================================================ void() bogl_pain1 =[ $pain1, bogl_pain2 ] {}; void() bogl_pain2 =[ $pain2, bogl_pain3 ] {}; void() bogl_pain3 =[ $pain3, bogl_pain4 ] {}; void() bogl_pain4 =[ $pain4, bogl_pain5 ] {}; void() bogl_pain5 =[ $pain5, bogl_pain6 ] {}; void() bogl_pain6 =[ $pain6, bogl_run1 ] {}; //---------------------------------------------------------------------- void(entity inflictor, entity attacker, float damage) bogl_pain = { // Finish with all attachments bogl_finish_attachment(); // Check all pain conditions and set up what to do next monster_pain_check(attacker, damage); // Any pain animation/sound required? if (self.pain_check > 0) { if (random() < 0.5) sound (self, CHAN_VOICE, self.pain_sound, 1, ATTN_NORM); else sound (self, CHAN_VOICE, self.pain_sound2, 1, ATTN_NORM); if (self.pain_check == 1 || self.pain_check == 2) bogl_pain1 (); } }; //============================================================================ // Classic death pose! Dead Boggy! //============================================================================ void() bogl_death1 =[ $death1, bogl_death2 ] {}; void() bogl_death2 =[ $death2, bogl_death3 ] {monster_check_gib();}; void() bogl_death3 =[ $death3, bogl_death4 ] {monster_check_gib(); self.solid = SOLID_NOT;}; void() bogl_death4 =[ $death4, bogl_death5 ] {}; void() bogl_death5 =[ $death5, bogl_death6 ] {}; void() bogl_death6 =[ $death6, bogl_death7 ] {}; void() bogl_death7 =[ $death7, bogl_death8 ] {}; void() bogl_death8 =[ $death8, bogl_death9 ] {}; void() bogl_death9 =[ $death9, bogl_death10 ] {}; void() bogl_death10 =[ $death10, bogl_death11 ] {monster_death_postcheck();}; void() bogl_death11 =[ $death11, bogl_death11 ] {monster_deadbody_check();}; //---------------------------------------------------------------------- void() bogl_die = { // Finish and remove all attachments bogl_finish_attachment(); bogl_remove_attachment(); // Pre-check routine to tidy up extra entities monster_death_precheck(); // regular death if (!self.gibbed) { sound (self, CHAN_VOICE, "boglord/death1.wav", 1, ATTN_NORM); bogl_death1 (); } else { //Explosion for gib death! T_RadiusDamage (self, self, self.dmg, world, DAMAGEALL); // Sprite/Particle based explosion WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_EXPLOSION); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); // Play original explosion sound or replacement SpawnExplosion(EXPLODE_SMALL, self.origin, SOUND_REXP3); } }; //---------------------------------------------------------------------- // Special wakeup animation for attacking/breaking something infront // The monster should be setup facing the right direction before call // Starts in large overhead swing downwards (no damage checks) //---------------------------------------------------------------------- void() bogl_wakeup1 =[ $smash7, bogl_wakeup2 ] {}; void() bogl_wakeup2 =[ $smash8, bogl_wakeup3 ] { sound (self, CHAN_VOICE, "boglord/melee3.wav", 1, ATTN_NORM);}; void() bogl_wakeup3 =[ $smash9, bogl_wakeup4 ] {}; void() bogl_wakeup4 =[ $smash10, bogl_wakeup5 ] {}; void() bogl_wakeup5 =[ $smash11, bogl_wakeup6 ] {}; void() bogl_wakeup6 =[ $smash12, bogl_run1 ] {}; /*====================================================================== QUAKED monster_boglord (1 0 0) (-32 -32 -24) (32 32 64) Ambush ======================================================================*/ void() monster_boglord = { if (deathmatch) { remove(self); return; } // One model, two different skins self.mdl = "progs/mon_bossboglord.mdl"; // Detect version types if (self.spawnflags & MON_BOGL_STRONG) { // Unique models for blood trail on model flag self.headmdl = "progs/h_boglordb.mdl"; // +2 skins self.gib1mdl = "progs/gib_blclaw1b.mdl"; // Left claw self.gib2mdl = "progs/gib_blclaw2b.mdl"; // Right claw self.gib3mdl = "progs/gib_blfoot1b.mdl"; // foot self.gib4mdl = "progs/gib_blfoot2b.mdl"; // foot self.part_style = PARTICLE_BURST_RED; self.part_life = EXPLODE_MED; if (self.health < 1) self.health = 2000; self.exactskin = 1; // Dark red/purple self.poisonous = FALSE; // Cannot be poisonous self.deathstring = " was toasted by a Fire Shambler\n"; } else { // Unique models for wizard trail on model flags self.headmdl = "progs/h_boglord.mdl"; // +2 skins self.gib1mdl = "progs/gib_blclaw1.mdl"; // Left claw self.gib2mdl = "progs/gib_blclaw2.mdl"; // Right claw self.gib3mdl = "progs/gib_blfoot1.mdl"; // foot self.gib4mdl = "progs/gib_blfoot2.mdl"; // foot self.part_style = PARTICLE_BURST_YELLOW; self.part_life = EXPLODE_POISON_MED; if (self.health < 1) self.health = 1200; self.exactskin = 0; // Swampy green precache_poisongibs(); // precache gibs self.poisonous = TRUE; // Green vulcan blood! self.gibtype = GIBTYPE_POISON; // Liquid Poison self.deathstring = " was obliterated by The Bog Lord\n"; } // Precache model + unique particle trail precache_model (self.mdl); precache_model (self.headmdl); precache_model (self.gib1mdl); precache_model (self.gib2mdl); precache_model (self.gib3mdl); precache_model (self.gib4mdl); // All extra/projectiles (both types) precache_model (MODEL_PROJ_BLORD1B); // Slime ball precache_model (MODEL_PROJ_BLORD2B); // Fire ball precache_model (MODEL_PROJ_BLORD1S); // Floor blobs precache_model (MODEL_PROJ_BLORDBEAM1); // Lightning between hands precache_model (MODEL_PROJ_BLORDBEAM2); precache_model (MODEL_PROJ_BLORDBOLT1); // Large Bolt Projectile precache_model (MODEL_PROJ_BLORDBOLT2); self.idle_sound = "boglord/idle1.wav"; self.idle_sound2 = "boglord/idle2.wav"; precache_sound (self.idle_sound); precache_sound (self.idle_sound2); precache_sound ("boglord/death1.wav"); self.pain_sound = "boglord/pain1.wav"; self.pain_sound2 = "boglord/pain2.wav"; precache_sound (self.pain_sound); precache_sound (self.pain_sound2); precache_sound ("boglord/melee1.wav"); precache_sound ("boglord/melee2.wav"); precache_sound ("boglord/melee3.wav"); precache_sound ("boglord/bolt_fire.wav"); // Slime arc attack (not used anymore) precache_sound ("boglord/attack2.wav"); precache_sound ("boglord/slime_explode.wav"); precache_sound ("boglord/slime_miss.wav"); // Melee attacks no longer used anymore //self.meleehitsound = "boglord/smack.wav"; //precache_sound (self.meleehitsound); self.sight_sound = "boglord/sight.wav"; precache_sound (self.sight_sound); precache_sound ("boglord/thud.wav"); precache_sound ("boglord/bangdoor1.wav"); precache_sound ("boglord/bangdoor2.wav"); self.solid = SOLID_NOT; // No interaction with world self.movetype = MOVETYPE_NONE; // Static item, no movement self.bbmins = '-32 -32 -24'; // Special Size self.bbmaxs = '32 32 80'; self.bboxtype = BBOX_CUSTOM; // Custom size self.bossflag = TRUE; // Boss flag (like FL_MONSTER) self.gibhealth = -60; // Shambler gibness! self.gibbed = FALSE; // Starts complete self.pain_flinch = 400; // Really low chance of pain self.pain_timeout = 2; // long pause on pain self.infightextra = 8; // Does not like infighting self.steptype = FS_TYPELARGE; // Large stomping feet self.blockudeath = TRUE; // No player gib sound self.pain_longanim = FALSE; // cannot be chopped with shadow axe self.no_liquiddmg = TRUE; // no slime/lava damage self.tetherturn = TRUE; // Always turn towards enemy self.tetherpause = 0.9; // Rarely pauses to attacks self.dmg = 40; // Radius dmg for gibondeath // Always reset Ammo Resistance to be consistent self.resist_shells = self.resist_nails = 0; self.resist_rockets = self.resist_cells = 0.75; self.reflectlightning = TRUE; // Reflect lightning strikes self.reflectplasma = TRUE; // Reflect plasma projectiles self.th_checkattack = BogLordCheckAttack; self.th_stand = bogl_stand1; self.th_walk = bogl_walk1; self.th_run = bogl_run1; self.th_melee = bogl_smash1; self.th_missile = bogl_magic1; self.th_pain = bogl_pain; self.th_die = bogl_die; self.th_wakeup = bogl_wakeup1; self.th_tether = bogl_tetherattack; self.classtype = CT_MONBOGLORD; self.classgroup = CG_DEMON; self.classmove = MON_MOVEWALK; monster_start(); };