Beetle MoveTowards in front of the enemy (calculated based on its size or freezesize)
Yield until Beetle is done with its forcemove
Camera zooms in slightly
Beetle animstate set to 103
DoCommand 1 call happens
Charge3 sound played on sounds[9] with 0.5 pitch on loop
Yield until doingaction is false (for each yield, the Charge9 sound pitch is increased by 0.01 and clamped from 0.5 to 1.25 while Beetle sprite shakes slightly by random displacement)
sounds[9] (Charge3 sound) is stopped
Camera zooms out slightly
If commandsuccess (the action command succeeded):
DoDamage 1_a call happens
ShakeScreen called with ammount of (0.1, 0.1, 0.1) and time of 0.25
HugeHit sound is played
Beetle animstate set to 104
BounceEnemy for the targetentity with bounce of 1 and multiplier of 1.6
yield until the BounceEnemy is done
0.15 seconds yield
Otherwise (the action command failed)
AtkFail sound plays
DoDamage 1_b call happens
Beetle gets overridejump and overrideanim set to true
Beetle jumps with an animstate of 106 and a slight -z spin
0.3 seconds yielded
Beetle animstate set to 105 with a very slight +z spin
Yield until Beetle is onground
Beetle animstate set to 107
Prefabs/Particles/deathsmokelow instantated and destroyed in 1.0 seconds
Frame yield
Beetle x/z angles reset to 0.0 and spin zeroed out
0.45 seconds yield
targetentity gets overrideanim set to false
Beetle gets overridejump and overrideanim set to false