

He's also supposed to pull a pistol, but that never happens. In addition to the two fire attacks and the flying kick, he's throwing left and right hooks and does some karate kicks, too. I guess it's there just to give him some ranged attack power. What's weird about Mendoza is that he's got that "RPG" or "Fireball" attack that's more similar to what Flamethrowers in Red Alert 1 had than what the Nod ones did in the original game (or in Renegade for that matter). But, it's all hardcoded to a Mendoza object, it's not something regular infantry can ever use. the correct "punching fist" hits your character during his attacks and it works pretty well all things considered. The game actually bothers to check if e.g. His health is pretty low compared to the weaponry you're packing at this point so we don't get to see, but Mendoza's chock full of attacks and swaps between a wide variety of them- such as that flying kick at the start. A while back I mentioned the pitfalls of trying to use melee attacks in this engine since they're not really supported.


Part of this is because unlike most enemies, Mendoza will seek out and use health powerups (that are randomly spawning around the fight zone) so it makes sense to limit where he's willing to search for goodies. Much like Sakura, Mendoza is full of all sorts of special boss logic that's very hard to see except in the particular circumstances in which he appears. I'm way behind on this due to holidays Sydney is barely saved from Saturday Morning Cartoon Villain Mendoza (as opposed to Far Cry 3 badass Mendoza, who never made the cut). Part 29: Commentary Corner - Mission 8 Mission 8 Extra Stuff!
