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

SOLDIER

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

#include "g_local.h"
#include "m_griffon.h"


void griffon_stand (edict_t *self);

mframe_t griffon_frames_stand [] =
{
	ai_stand, 0, NULL
};

mmove_t griffon_move_stand = {FRAME_ataka001, FRAME_ataka001, griffon_frames_stand, griffon_stand};

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

//
// SPAWN
//

/*QUAKED monster_griffon (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_griffon (edict_t *self)
{
	self->s.modelindex = gi.modelindex ("models/griffon/griffon.md2");
	self->monsterinfo.scale = MODEL_SCALE;
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, 32);
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	self->mass = 100;

	self->pain = NULL;
	self->die = NULL;

	self->monsterinfo.stand = griffon_stand;
	self->monsterinfo.walk = NULL;
	self->monsterinfo.run = NULL;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = NULL;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = NULL;

	gi.linkentity (self);

	self->monsterinfo.stand (self);

	walkmonster_start (self);
}
