/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
/*
==============================================================================

MEDIC

==============================================================================
*/

#include "../g_local.h"
#include "m_medic.h"

bool visible(edict_t *self, edict_t *other);

static int sound_idle1;
static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_sight;
static int sound_search;
static int sound_hook_launch;
static int sound_hook_hit;
static int sound_hook_heal;
static int sound_hook_retract;

edict_t *medic_FindDeadMonster(edict_t *self) {
  edict_t *ent = NULL;
  edict_t *best = NULL;

  while((ent = findradius(ent, self->s.origin, 1024)) != NULL) {
    if(ent == self)
      continue;
    if(!(ent->svflags & SVF_MONSTER))
      continue;
    if(ent->monsterinfo.aiflags & AI_GOOD_GUY)
      continue;
    if(ent->owner)
      continue;
    if(ent_read_health(ent)->value > 0)
      continue;
    if(ent->nextthink)
      continue;
    if(!visible(self, ent))
      continue;
    if(!best) {
      best = ent;
      continue;
    }
    if(cv_get(ent_read_max_health(ent)) <= cv_get(ent_read_max_health(best)))
      continue;
    best = ent;
  }

  return best;
}

void medic_idle(edict_t *self) {
  edict_t *ent;

  gi.sound(self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);

  ent = medic_FindDeadMonster(self);
  if(ent) {
    self->enemy = ent;
    self->enemy->owner = self;
    self->monsterinfo.aiflags |= AI_MEDIC;
    FoundTarget(self);
  }
}

void medic_search(edict_t *self) {
  edict_t *ent;

  gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0);

  if(!self->oldenemy) {
    ent = medic_FindDeadMonster(self);
    if(ent) {
      self->oldenemy = self->enemy;
      self->enemy = ent;
      self->enemy->owner = self;
      self->monsterinfo.aiflags |= AI_MEDIC;
      FoundTarget(self);
    }
  }
}

void medic_sight(edict_t *self, edict_t *other) { gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); }

mframe_t medic_frames_stand[] = {
    {ai_stand, 0, medic_idle}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},       {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},

};
mmove_t medic_move_stand = {FRAME_wait1, FRAME_wait90, medic_frames_stand, NULL};

void medic_stand(edict_t *self) { self->monsterinfo.currentmove = &medic_move_stand; }

mframe_t medic_frames_walk[] = {{ai_walk, 6.2, NULL}, {ai_walk, 18.1, NULL}, {ai_walk, 1, NULL},  {ai_walk, 9, NULL},
                                {ai_walk, 10, NULL},  {ai_walk, 9, NULL},    {ai_walk, 11, NULL}, {ai_walk, 11.6, NULL},
                                {ai_walk, 2, NULL},   {ai_walk, 9.9, NULL},  {ai_walk, 14, NULL}, {ai_walk, 9.3, NULL}};
mmove_t medic_move_walk = {FRAME_walk1, FRAME_walk12, medic_frames_walk, NULL};

void medic_walk(edict_t *self) { self->monsterinfo.currentmove = &medic_move_walk; }

mframe_t medic_frames_run[] = {{ai_run, 18, NULL}, {ai_run, 22.5, NULL}, {ai_run, 25.4, NULL}, {ai_run, 23.4, NULL},
                               {ai_run, 24, NULL}, {ai_run, 35.6, NULL}

};
mmove_t medic_move_run = {FRAME_run1, FRAME_run6, medic_frames_run, NULL};

void medic_run(edict_t *self) {
  if(!(self->monsterinfo.aiflags & AI_MEDIC)) {
    edict_t *ent;

    ent = medic_FindDeadMonster(self);
    if(ent) {
      self->oldenemy = self->enemy;
      self->enemy = ent;
      self->enemy->owner = self;
      self->monsterinfo.aiflags |= AI_MEDIC;
      FoundTarget(self);
      return;
    }
  }

  if(self->monsterinfo.aiflags & AI_STAND_GROUND)
    self->monsterinfo.currentmove = &medic_move_stand;
  else
    self->monsterinfo.currentmove = &medic_move_run;
}

mframe_t medic_frames_pain1[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                 {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t medic_move_pain1 = {FRAME_paina1, FRAME_paina8, medic_frames_pain1, medic_run};

mframe_t medic_frames_pain2[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                 {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                 {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                 {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t medic_move_pain2 = {FRAME_painb1, FRAME_painb15, medic_frames_pain2, medic_run};

void medic_pain(edict_t *self, edict_t *other, float kick, int damage) {
  if(ent_read_health(self)->value < (cv_get(ent_read_max_health(self)) / 2))
    self->s.skinnum = 1;

  if(level.time < self->pain_debounce_time)
    return;

  self->pain_debounce_time = level.time + 3;

  if(skill->value == 3)
    return; // no pain anims in nightmare

  if(random() < 0.5) {
    self->monsterinfo.currentmove = &medic_move_pain1;
    gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
  } else {
    self->monsterinfo.currentmove = &medic_move_pain2;
    gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
  }
}

void medic_fire_blaster(edict_t *self) {
  vec3_t start;
  vec3_t forward, right;
  vec3_t end;
  vec3_t dir;
  int effect;

  if((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12))
    effect = EF_BLASTER;
  else if((self->s.frame == FRAME_attack19) || (self->s.frame == FRAME_attack22) || (self->s.frame == FRAME_attack25) ||
          (self->s.frame == FRAME_attack28))
    effect = EF_HYPERBLASTER;
  else
    effect = 0;

  AngleVectors(self->s.angles, forward, right, NULL);
  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], forward, right, start);

  VectorCopy(self->enemy->s.origin, end);
  end[2] += self->enemy->viewheight;
  VectorSubtract(end, start, dir);

  monster_fire_blaster(self, start, dir, 2, 1000, MZ2_MEDIC_BLASTER_1, effect);
}

void medic_dead(edict_t *self) {
  VectorSet(self->mins, -16, -16, -24);
  VectorSet(self->maxs, 16, 16, -8);
  self->movetype = MOVETYPE_TOSS;
  self->svflags |= SVF_DEADMONSTER;
  self->nextthink = 0;
  gi.linkentity(self);
}

mframe_t medic_frames_death[] = {
    {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
    {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
    {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
    {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
    {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
    {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t medic_move_death = {FRAME_death1, FRAME_death30, medic_frames_death, medic_dead};

void medic_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) {
  int n;

  // if we had a pending patient, free him up for another medic
  if((self->enemy) && (self->enemy->owner == self))
    self->enemy->owner = NULL;

  // check for gib
  if(ent_read_health(self)->value <= self->gib_health) {
    gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
    for(n = 0; n < 2; n++)
      ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
    for(n = 0; n < 4; n++)
      ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
    ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
    self->deadflag = DEAD_DEAD;
    return;
  }

  if(self->deadflag == DEAD_DEAD)
    return;

  // regular death
  gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
  self->deadflag = DEAD_DEAD;
  self->takedamage = DAMAGE_YES;

  self->monsterinfo.currentmove = &medic_move_death;
}

void medic_duck_down(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_DUCKED)
    return;
  self->monsterinfo.aiflags |= AI_DUCKED;
  self->maxs[2] -= 32;
  self->takedamage = DAMAGE_YES;
  self->monsterinfo.pausetime = level.time + 1;
  gi.linkentity(self);
}

void medic_duck_hold(edict_t *self) {
  if(level.time >= self->monsterinfo.pausetime)
    self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
  else
    self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}

void medic_duck_up(edict_t *self) {
  self->monsterinfo.aiflags &= ~AI_DUCKED;
  self->maxs[2] += 32;
  self->takedamage = DAMAGE_AIM;
  gi.linkentity(self);
}

mframe_t medic_frames_duck[] = {{ai_move, -1, NULL},
                                {ai_move, -1, NULL},
                                {ai_move, -1, medic_duck_down},
                                {ai_move, -1, medic_duck_hold},
                                {ai_move, -1, NULL},
                                {ai_move, -1, NULL},
                                {ai_move, -1, medic_duck_up},
                                {ai_move, -1, NULL},
                                {ai_move, -1, NULL},
                                {ai_move, -1, NULL},
                                {ai_move, -1, NULL},
                                {ai_move, -1, NULL},
                                {ai_move, -1, NULL},
                                {ai_move, -1, NULL},
                                {ai_move, -1, NULL},
                                {ai_move, -1, NULL}};
mmove_t medic_move_duck = {FRAME_duck1, FRAME_duck16, medic_frames_duck, medic_run};

void medic_dodge(edict_t *self, edict_t *attacker, float eta) {
  if(random() > 0.25)
    return;

  if(!self->enemy)
    self->enemy = attacker;

  self->monsterinfo.currentmove = &medic_move_duck;
}

mframe_t medic_frames_attackHyperBlaster[] = {{ai_charge, 0, NULL},
                                              {ai_charge, 0, NULL},
                                              {ai_charge, 0, NULL},
                                              {ai_charge, 0, NULL},
                                              {ai_charge, 0, medic_fire_blaster},
                                              {ai_charge, 0, medic_fire_blaster},
                                              {ai_charge, 0, medic_fire_blaster},
                                              {ai_charge, 0, medic_fire_blaster},
                                              {ai_charge, 0, medic_fire_blaster},
                                              {ai_charge, 0, medic_fire_blaster},
                                              {ai_charge, 0, medic_fire_blaster},
                                              {ai_charge, 0, medic_fire_blaster},
                                              {ai_charge, 0, medic_fire_blaster},
                                              {ai_charge, 0, medic_fire_blaster},
                                              {ai_charge, 0, medic_fire_blaster},
                                              {ai_charge, 0, medic_fire_blaster}};
mmove_t medic_move_attackHyperBlaster = {FRAME_attack15, FRAME_attack30, medic_frames_attackHyperBlaster, medic_run};

void medic_continue(edict_t *self) {
  if(visible(self, self->enemy))
    if(random() <= 0.95)
      self->monsterinfo.currentmove = &medic_move_attackHyperBlaster;
}

mframe_t medic_frames_attackBlaster[] = {
    {ai_charge, 0, NULL}, {ai_charge, 5, NULL},          {ai_charge, 5, NULL},
    {ai_charge, 3, NULL}, {ai_charge, 2, NULL},          {ai_charge, 0, NULL},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL},          {ai_charge, 0, medic_fire_blaster},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL},          {ai_charge, 0, medic_fire_blaster},
    {ai_charge, 0, NULL}, {ai_charge, 0, medic_continue} // Change to medic_continue... Else, go to frame 32
};
mmove_t medic_move_attackBlaster = {FRAME_attack1, FRAME_attack14, medic_frames_attackBlaster, medic_run};

void medic_hook_launch(edict_t *self) { gi.sound(self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0); }

void ED_CallSpawn(edict_t *ent);

static vec3_t medic_cable_offsets[] = {
    {45.0, -9.2, 15.5},  {48.4, -9.7, 15.2},  {47.8, -9.8, 15.8},  {47.3, -9.3, 14.3},  {45.4, -10.1, 13.1},
    {41.9, -12.7, 12.0}, {37.8, -15.8, 11.2}, {34.3, -18.4, 10.7}, {32.7, -19.7, 10.4}, {32.7, -19.7, 10.4}};

void medic_cable_attack(edict_t *self) {
  vec3_t offset, start, end, f, r;
  trace_t tr;
  vec3_t dir, angles;
  float distance;

  if(!self->enemy->inuse)
    return;

  AngleVectors(self->s.angles, f, r, NULL);
  VectorCopy(medic_cable_offsets[self->s.frame - FRAME_attack42], offset);
  G_ProjectSource(self->s.origin, offset, f, r, start);

  // check for max distance
  VectorSubtract(start, self->enemy->s.origin, dir);
  distance = VectorLength(dir);
  if(distance > 256)
    return;

  // check for min/max pitch
  vectoangles(dir, angles);
  if(angles[0] < -180)
    angles[0] += 360;
  if(fabs(angles[0]) > 45)
    return;

  tr = gi.trace(self->s.cmodel_index, start, NULL, NULL, self->enemy->s.origin, self, MASK_SHOT);
  if(tr.fraction != 1.0 && tr.ent != self->enemy)
    return;

  if(self->s.frame == FRAME_attack43) {
    gi.sound(self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0);
    self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
  } else if(self->s.frame == FRAME_attack50) {
    self->enemy->spawnflags = 0;
    self->enemy->monsterinfo.aiflags = 0;
    self->enemy->target = NULL;
    self->enemy->targetname = NULL;
    self->enemy->combattarget = NULL;
    self->enemy->deathtarget = NULL;
    self->enemy->owner = self;
    ED_CallSpawn(self->enemy);
    self->enemy->owner = NULL;
    if(self->enemy->think) {
      self->enemy->nextthink = level.time;
      self->enemy->think(self->enemy);
    }
    self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
    if(self->oldenemy && self->oldenemy->client) {
      self->enemy->enemy = self->oldenemy;
      FoundTarget(self->enemy);
    }
  } else {
    if(self->s.frame == FRAME_attack44)
      gi.sound(self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0);
  }

  // adjust start for beam origin being in middle of a segment
  VectorMA(start, 8, f, start);

  // adjust end z for end spot since the monster is currently dead
  VectorCopy(self->enemy->s.origin, end);
  end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2;

  gi.WriteByte(svc_temp_entity);
  gi.WriteByte(TE_MEDIC_CABLE_ATTACK);
  gi.WriteShort(self - g_edicts);
  gi.WritePosition(start);
  gi.WritePosition(end);
  gi.multicast(self->s.cmodel_index, self->s.origin, MULTICAST_PVS);
}

void medic_hook_retract(edict_t *self) {
  gi.sound(self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
  self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
}

mframe_t medic_frames_attackCable[] = {{ai_move, 2, NULL},
                                       {ai_move, 3, NULL},
                                       {ai_move, 5, NULL},
                                       {ai_move, 4.4, NULL},
                                       {ai_charge, 4.7, NULL},
                                       {ai_charge, 5, NULL},
                                       {ai_charge, 6, NULL},
                                       {ai_charge, 4, NULL},
                                       {ai_charge, 0, NULL},
                                       {ai_move, 0, medic_hook_launch},
                                       {ai_move, 0, medic_cable_attack},
                                       {ai_move, 0, medic_cable_attack},
                                       {ai_move, 0, medic_cable_attack},
                                       {ai_move, 0, medic_cable_attack},
                                       {ai_move, 0, medic_cable_attack},
                                       {ai_move, 0, medic_cable_attack},
                                       {ai_move, 0, medic_cable_attack},
                                       {ai_move, 0, medic_cable_attack},
                                       {ai_move, 0, medic_cable_attack},
                                       {ai_move, -15, medic_hook_retract},
                                       {ai_move, -1.5, NULL},
                                       {ai_move, -1.2, NULL},
                                       {ai_move, -3, NULL},
                                       {ai_move, -2, NULL},
                                       {ai_move, 0.3, NULL},
                                       {ai_move, 0.7, NULL},
                                       {ai_move, 1.2, NULL},
                                       {ai_move, 1.3, NULL}};
mmove_t medic_move_attackCable = {FRAME_attack33, FRAME_attack60, medic_frames_attackCable, medic_run};

void medic_attack(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_MEDIC)
    self->monsterinfo.currentmove = &medic_move_attackCable;
  else
    self->monsterinfo.currentmove = &medic_move_attackBlaster;
}

bool medic_checkattack(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_MEDIC) {
    medic_attack(self);
    return true;
  }

  return M_CheckAttack(self);
}

/*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
 */
void SP_monster_medic(edict_t *self) {
  if(deathmatch->value) {
    G_FreeEdict(self);
    return;
  }

  sound_idle1 = gi.soundindex("medic/idle.wav");
  sound_pain1 = gi.soundindex("medic/medpain1.wav");
  sound_pain2 = gi.soundindex("medic/medpain2.wav");
  sound_die = gi.soundindex("medic/meddeth1.wav");
  sound_sight = gi.soundindex("medic/medsght1.wav");
  sound_search = gi.soundindex("medic/medsrch1.wav");
  sound_hook_launch = gi.soundindex("medic/medatck2.wav");
  sound_hook_hit = gi.soundindex("medic/medatck3.wav");
  sound_hook_heal = gi.soundindex("medic/medatck4.wav");
  sound_hook_retract = gi.soundindex("medic/medatck5.wav");

  gi.soundindex("medic/medatck1.wav");

  self->movetype = MOVETYPE_STEP;
  self->solid = SOLID_BBOX;
  self->s.modelindex = gi.modelindex("models/monsters/medic/tris.md2");
  VectorSet(self->mins, -24, -24, -24);
  VectorSet(self->maxs, 24, 24, 32);

  dv_set(ent_write_health(self), 300);
  self->gib_health = -130;
  self->mass = 400;

  self->pain = medic_pain;
  self->die = medic_die;

  self->monsterinfo.stand = medic_stand;
  self->monsterinfo.walk = medic_walk;
  self->monsterinfo.run = medic_run;
  self->monsterinfo.dodge = medic_dodge;
  self->monsterinfo.attack = medic_attack;
  self->monsterinfo.melee = NULL;
  self->monsterinfo.sight = medic_sight;
  self->monsterinfo.idle = medic_idle;
  self->monsterinfo.search = medic_search;
  self->monsterinfo.checkattack = medic_checkattack;

  gi.linkentity(self);

  self->monsterinfo.currentmove = &medic_move_stand;
  self->monsterinfo.scale = MODEL_SCALE;

  walkmonster_start(self);
}