Quake II RTX doxygen  1.0 dev
m_gladiator.c File Reference
#include "g_local.h"
#include "m_gladiator.h"

Go to the source code of this file.

Functions

void gladiator_idle (edict_t *self)
 
void gladiator_sight (edict_t *self, edict_t *other)
 
void gladiator_search (edict_t *self)
 
void gladiator_cleaver_swing (edict_t *self)
 
void gladiator_stand (edict_t *self)
 
void gladiator_walk (edict_t *self)
 
void gladiator_run (edict_t *self)
 
void GaldiatorMelee (edict_t *self)
 
void gladiator_melee (edict_t *self)
 
void GladiatorGun (edict_t *self)
 
void gladiator_attack (edict_t *self)
 
void gladiator_pain (edict_t *self, edict_t *other, float kick, int damage)
 
void gladiator_dead (edict_t *self)
 
void gladiator_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
 
void SP_monster_gladiator (edict_t *self)
 

Variables

static int sound_pain1
 
static int sound_pain2
 
static int sound_die
 
static int sound_gun
 
static int sound_cleaver_swing
 
static int sound_cleaver_hit
 
static int sound_cleaver_miss
 
static int sound_idle
 
static int sound_search
 
static int sound_sight
 
mframe_t gladiator_frames_stand []
 
mmove_t gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL}
 
mframe_t gladiator_frames_walk []
 
mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL}
 
mframe_t gladiator_frames_run []
 
mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL}
 
mframe_t gladiator_frames_attack_melee []
 
mmove_t gladiator_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run}
 
mframe_t gladiator_frames_attack_gun []
 
mmove_t gladiator_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run}
 
mframe_t gladiator_frames_pain []
 
mmove_t gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run}
 
mframe_t gladiator_frames_pain_air []
 
mmove_t gladiator_move_pain_air = {FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run}
 
mframe_t gladiator_frames_death []
 
mmove_t gladiator_move_death = {FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead}
 

Function Documentation

◆ GaldiatorMelee()

void GaldiatorMelee ( edict_t *  self)

Definition at line 124 of file m_gladiator.c.

125 {
126  vec3_t aim;
127 
128  VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);
129  if (fire_hit(self, aim, (20 + (rand() % 5)), 300))
130  gi.sound(self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
131  else
132  gi.sound(self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
133 }

◆ gladiator_attack()

void gladiator_attack ( edict_t *  self)

Definition at line 191 of file m_gladiator.c.

192 {
193  float range;
194  vec3_t v;
195 
196  // a small safe zone
197  VectorSubtract(self->s.origin, self->enemy->s.origin, v);
198  range = VectorLength(v);
199  if (range <= (MELEE_DISTANCE + 32))
200  return;
201 
202  // charge up the railgun
203  gi.sound(self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
204  VectorCopy(self->enemy->s.origin, self->pos1); //save for aiming the shot
205  self->pos1[2] += self->enemy->viewheight;
206  self->monsterinfo.currentmove = &gladiator_move_attack_gun;
207 }

Referenced by SP_monster_gladiator().

◆ gladiator_cleaver_swing()

void gladiator_cleaver_swing ( edict_t *  self)

Definition at line 57 of file m_gladiator.c.

58 {
59  gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
60 }

◆ gladiator_dead()

void gladiator_dead ( edict_t *  self)

Definition at line 261 of file m_gladiator.c.

262 {
263  VectorSet(self->mins, -16, -16, -24);
264  VectorSet(self->maxs, 16, 16, -8);
265  self->movetype = MOVETYPE_TOSS;
266  self->svflags |= SVF_DEADMONSTER;
267  self->nextthink = 0;
268  gi.linkentity(self);
269 }

◆ gladiator_die()

void gladiator_die ( edict_t *  self,
edict_t *  inflictor,
edict_t *  attacker,
int  damage,
vec3_t  point 
)

Definition at line 297 of file m_gladiator.c.

298 {
299  int n;
300 
301 // check for gib
302  if (self->health <= self->gib_health) {
303  gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
304  for (n = 0; n < 2; n++)
305  ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
306  for (n = 0; n < 4; n++)
307  ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
308  ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
309  self->deadflag = DEAD_DEAD;
310  return;
311  }
312 
313  if (self->deadflag == DEAD_DEAD)
314  return;
315 
316 // regular death
317  gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
318  self->deadflag = DEAD_DEAD;
319  self->takedamage = DAMAGE_YES;
320 
321  self->monsterinfo.currentmove = &gladiator_move_death;
322 }

Referenced by SP_monster_gladiator().

◆ gladiator_idle()

void gladiator_idle ( edict_t *  self)

Definition at line 42 of file m_gladiator.c.

43 {
44  gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
45 }

Referenced by SP_monster_gladiator().

◆ gladiator_melee()

void gladiator_melee ( edict_t *  self)

Definition at line 156 of file m_gladiator.c.

157 {
158  self->monsterinfo.currentmove = &gladiator_move_attack_melee;
159 }

Referenced by SP_monster_gladiator().

◆ gladiator_pain()

void gladiator_pain ( edict_t *  self,
edict_t *  other,
float  kick,
int  damage 
)

Definition at line 231 of file m_gladiator.c.

232 {
233 
234  if (self->health < (self->max_health / 2))
235  self->s.skinnum = 1;
236 
237  if (level.time < self->pain_debounce_time) {
238  if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain))
239  self->monsterinfo.currentmove = &gladiator_move_pain_air;
240  return;
241  }
242 
243  self->pain_debounce_time = level.time + 3;
244 
245  if (random() < 0.5)
246  gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
247  else
248  gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
249 
250  if (skill->value == 3)
251  return; // no pain anims in nightmare
252 
253  if (self->velocity[2] > 100)
254  self->monsterinfo.currentmove = &gladiator_move_pain_air;
255  else
256  self->monsterinfo.currentmove = &gladiator_move_pain;
257 
258 }

Referenced by SP_monster_gladiator().

◆ gladiator_run()

void gladiator_run ( edict_t *  self)

Definition at line 115 of file m_gladiator.c.

116 {
117  if (self->monsterinfo.aiflags & AI_STAND_GROUND)
118  self->monsterinfo.currentmove = &gladiator_move_stand;
119  else
120  self->monsterinfo.currentmove = &gladiator_move_run;
121 }

Referenced by SP_monster_gladiator().

◆ gladiator_search()

void gladiator_search ( edict_t *  self)

Definition at line 52 of file m_gladiator.c.

53 {
54  gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
55 }

Referenced by SP_monster_gladiator().

◆ gladiator_sight()

void gladiator_sight ( edict_t *  self,
edict_t *  other 
)

Definition at line 47 of file m_gladiator.c.

48 {
49  gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
50 }

Referenced by SP_monster_gladiator().

◆ gladiator_stand()

void gladiator_stand ( edict_t *  self)

Definition at line 73 of file m_gladiator.c.

74 {
75  self->monsterinfo.currentmove = &gladiator_move_stand;
76 }

Referenced by SP_monster_gladiator().

◆ gladiator_walk()

void gladiator_walk ( edict_t *  self)

Definition at line 99 of file m_gladiator.c.

100 {
101  self->monsterinfo.currentmove = &gladiator_move_walk;
102 }

Referenced by SP_monster_gladiator().

◆ GladiatorGun()

void GladiatorGun ( edict_t *  self)

Definition at line 162 of file m_gladiator.c.

163 {
164  vec3_t start;
165  vec3_t dir;
166  vec3_t forward, right;
167 
168  AngleVectors(self->s.angles, forward, right, NULL);
169  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start);
170 
171  // calc direction to where we targted
172  VectorSubtract(self->pos1, start, dir);
173  VectorNormalize(dir);
174 
175  monster_fire_railgun(self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
176 }

◆ SP_monster_gladiator()

void SP_monster_gladiator ( edict_t *  self)

Definition at line 327 of file m_gladiator.c.

328 {
329  if (deathmatch->value) {
330  G_FreeEdict(self);
331  return;
332  }
333 
334 
335  sound_pain1 = gi.soundindex("gladiator/pain.wav");
336  sound_pain2 = gi.soundindex("gladiator/gldpain2.wav");
337  sound_die = gi.soundindex("gladiator/glddeth2.wav");
338  sound_gun = gi.soundindex("gladiator/railgun.wav");
339  sound_cleaver_swing = gi.soundindex("gladiator/melee1.wav");
340  sound_cleaver_hit = gi.soundindex("gladiator/melee2.wav");
341  sound_cleaver_miss = gi.soundindex("gladiator/melee3.wav");
342  sound_idle = gi.soundindex("gladiator/gldidle1.wav");
343  sound_search = gi.soundindex("gladiator/gldsrch1.wav");
344  sound_sight = gi.soundindex("gladiator/sight.wav");
345 
346  self->movetype = MOVETYPE_STEP;
347  self->solid = SOLID_BBOX;
348  self->s.modelindex = gi.modelindex("models/monsters/gladiatr/tris.md2");
349  VectorSet(self->mins, -32, -32, -24);
350  VectorSet(self->maxs, 32, 32, 64);
351 
352  self->health = 400;
353  self->gib_health = -175;
354  self->mass = 400;
355 
356  self->pain = gladiator_pain;
357  self->die = gladiator_die;
358 
359  self->monsterinfo.stand = gladiator_stand;
360  self->monsterinfo.walk = gladiator_walk;
361  self->monsterinfo.run = gladiator_run;
362  self->monsterinfo.dodge = NULL;
363  self->monsterinfo.attack = gladiator_attack;
364  self->monsterinfo.melee = gladiator_melee;
365  self->monsterinfo.sight = gladiator_sight;
366  self->monsterinfo.idle = gladiator_idle;
367  self->monsterinfo.search = gladiator_search;
368 
369  gi.linkentity(self);
370  self->monsterinfo.currentmove = &gladiator_move_stand;
371  self->monsterinfo.scale = MODEL_SCALE;
372 
373  walkmonster_start(self);
374 }

Variable Documentation

◆ gladiator_frames_attack_gun

mframe_t gladiator_frames_attack_gun[]
Initial value:
= {
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL }
}

Definition at line 178 of file m_gladiator.c.

◆ gladiator_frames_attack_melee

mframe_t gladiator_frames_attack_melee[]
Initial value:
= {
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL }
}

Definition at line 135 of file m_gladiator.c.

◆ gladiator_frames_death

mframe_t gladiator_frames_death[]
Initial value:
= {
{ 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 }
}

Definition at line 271 of file m_gladiator.c.

◆ gladiator_frames_pain

mframe_t gladiator_frames_pain[]
Initial value:
= {
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
{ ai_move, 0, NULL }
}

Definition at line 210 of file m_gladiator.c.

◆ gladiator_frames_pain_air

mframe_t gladiator_frames_pain_air[]
Initial value:
= {
{ 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 }
}

Definition at line 220 of file m_gladiator.c.

◆ gladiator_frames_run

mframe_t gladiator_frames_run[]
Initial value:
= {
{ ai_run, 23, NULL },
{ ai_run, 14, NULL },
{ ai_run, 14, NULL },
{ ai_run, 21, NULL },
{ ai_run, 12, NULL },
{ ai_run, 13, NULL }
}

Definition at line 105 of file m_gladiator.c.

◆ gladiator_frames_stand

mframe_t gladiator_frames_stand[]
Initial value:
= {
{ 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 }
}

Definition at line 62 of file m_gladiator.c.

◆ gladiator_frames_walk

mframe_t gladiator_frames_walk[]
Initial value:
= {
{ ai_walk, 15, NULL },
{ ai_walk, 7, NULL },
{ ai_walk, 6, NULL },
{ ai_walk, 5, NULL },
{ ai_walk, 2, NULL },
{ ai_walk, 0, NULL },
{ ai_walk, 2, NULL },
{ ai_walk, 8, NULL },
{ ai_walk, 12, NULL },
{ ai_walk, 8, NULL },
{ ai_walk, 5, NULL },
{ ai_walk, 5, NULL },
{ ai_walk, 2, NULL },
{ ai_walk, 2, NULL },
{ ai_walk, 1, NULL },
{ ai_walk, 8, NULL }
}

Definition at line 79 of file m_gladiator.c.

◆ gladiator_move_attack_gun

Definition at line 189 of file m_gladiator.c.

Referenced by gladiator_attack().

◆ gladiator_move_attack_melee

Definition at line 154 of file m_gladiator.c.

Referenced by gladiator_melee().

◆ gladiator_move_death

Definition at line 295 of file m_gladiator.c.

Referenced by gladiator_die().

◆ gladiator_move_pain

Definition at line 218 of file m_gladiator.c.

Referenced by gladiator_pain().

◆ gladiator_move_pain_air

Definition at line 229 of file m_gladiator.c.

Referenced by gladiator_pain().

◆ gladiator_move_run

mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL}

Definition at line 113 of file m_gladiator.c.

Referenced by gladiator_run().

◆ gladiator_move_stand

mmove_t gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL}

Definition at line 71 of file m_gladiator.c.

Referenced by gladiator_run(), gladiator_stand(), and SP_monster_gladiator().

◆ gladiator_move_walk

mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL}

Definition at line 97 of file m_gladiator.c.

Referenced by gladiator_walk().

◆ sound_cleaver_hit

int sound_cleaver_hit
static

Definition at line 35 of file m_gladiator.c.

Referenced by GaldiatorMelee(), and SP_monster_gladiator().

◆ sound_cleaver_miss

int sound_cleaver_miss
static

Definition at line 36 of file m_gladiator.c.

Referenced by GaldiatorMelee(), and SP_monster_gladiator().

◆ sound_cleaver_swing

int sound_cleaver_swing
static

Definition at line 34 of file m_gladiator.c.

Referenced by gladiator_cleaver_swing(), and SP_monster_gladiator().

◆ sound_die

int sound_die
static

Definition at line 32 of file m_gladiator.c.

Referenced by gladiator_die(), and SP_monster_gladiator().

◆ sound_gun

int sound_gun
static

Definition at line 33 of file m_gladiator.c.

Referenced by gladiator_attack(), and SP_monster_gladiator().

◆ sound_idle

int sound_idle
static

Definition at line 37 of file m_gladiator.c.

Referenced by gladiator_idle(), and SP_monster_gladiator().

◆ sound_pain1

int sound_pain1
static

Definition at line 30 of file m_gladiator.c.

Referenced by gladiator_pain(), and SP_monster_gladiator().

◆ sound_pain2

int sound_pain2
static

Definition at line 31 of file m_gladiator.c.

Referenced by gladiator_pain(), and SP_monster_gladiator().

◆ sound_search

int sound_search
static

Definition at line 38 of file m_gladiator.c.

Referenced by gladiator_search(), and SP_monster_gladiator().

◆ sound_sight

int sound_sight
static

Definition at line 39 of file m_gladiator.c.

Referenced by gladiator_sight(), and SP_monster_gladiator().

gi
game_import_t gi
Definition: g_main.c:23
gladiator_die
void gladiator_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
Definition: m_gladiator.c:297
gladiator_melee
void gladiator_melee(edict_t *self)
Definition: m_gladiator.c:156
deathmatch
cvar_t * deathmatch
Definition: g_main.c:33
G_ProjectSource
void G_ProjectSource(const vec3_t point, const vec3_t distance, const vec3_t forward, const vec3_t right, vec3_t result)
Definition: g_utils.c:23
monster_fire_railgun
void monster_fire_railgun(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype)
Definition: g_monster.c:79
DEAD_DEAD
#define DEAD_DEAD
Definition: g_local.h:112
ThrowGib
void ThrowGib(edict_t *self, char *gibname, int damage, int type)
Definition: g_misc.c:130
MELEE_DISTANCE
#define MELEE_DISTANCE
Definition: g_local.h:82
gladiator_cleaver_swing
void gladiator_cleaver_swing(edict_t *self)
Definition: m_gladiator.c:57
ai_charge
void ai_charge(edict_t *self, float dist)
Definition: g_ai.c:175
gladiator_move_pain
mmove_t gladiator_move_pain
Definition: m_gladiator.c:218
sound_gun
static int sound_gun
Definition: m_gladiator.c:33
AI_STAND_GROUND
#define AI_STAND_GROUND
Definition: g_local.h:126
sound_idle
static int sound_idle
Definition: m_gladiator.c:37
MODEL_SCALE
#define MODEL_SCALE
Definition: m_actor.h:504
DAMAGE_YES
@ DAMAGE_YES
Definition: g_local.h:88
sound_pain2
static int sound_pain2
Definition: m_gladiator.c:31
gladiator_sight
void gladiator_sight(edict_t *self, edict_t *other)
Definition: m_gladiator.c:47
fire_hit
qboolean fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
Definition: g_weapon.c:59
walkmonster_start
void walkmonster_start(edict_t *self)
Definition: g_monster.c:630
MOVETYPE_STEP
@ MOVETYPE_STEP
Definition: g_local.h:192
gladiator_move_attack_gun
mmove_t gladiator_move_attack_gun
Definition: m_gladiator.c:189
gladiator_move_pain_air
mmove_t gladiator_move_pain_air
Definition: m_gladiator.c:229
gladiator_pain
void gladiator_pain(edict_t *self, edict_t *other, float kick, int damage)
Definition: m_gladiator.c:231
sound_cleaver_swing
static int sound_cleaver_swing
Definition: m_gladiator.c:34
G_FreeEdict
void G_FreeEdict(edict_t *e)
Definition: g_utils.c:421
gladiator_search
void gladiator_search(edict_t *self)
Definition: m_gladiator.c:52
sound_sight
static int sound_sight
Definition: m_gladiator.c:39
sound_search
static int sound_search
Definition: m_gladiator.c:38
forward
static vec3_t forward
Definition: p_view.c:27
gladiator_attack
void gladiator_attack(edict_t *self)
Definition: m_gladiator.c:191
gladiator_idle
void gladiator_idle(edict_t *self)
Definition: m_gladiator.c:42
ai_walk
void ai_walk(edict_t *self, float dist)
Definition: g_ai.c:148
random
#define random()
Definition: g_local.h:504
AngleVectors
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
Definition: shared.c:23
gladiator_move_stand
mmove_t gladiator_move_stand
Definition: m_gladiator.c:71
GaldiatorMelee
void GaldiatorMelee(edict_t *self)
Definition: m_gladiator.c:124
gladiator_move_run
mmove_t gladiator_move_run
Definition: m_gladiator.c:113
skill
cvar_t * skill
Definition: g_main.c:36
gladiator_move_walk
mmove_t gladiator_move_walk
Definition: m_gladiator.c:97
GladiatorGun
void GladiatorGun(edict_t *self)
Definition: m_gladiator.c:162
ai_move
void ai_move(edict_t *self, float dist)
Definition: g_ai.c:86
level_locals_t::time
float time
Definition: g_local.h:299
gladiator_move_attack_melee
mmove_t gladiator_move_attack_melee
Definition: m_gladiator.c:154
right
static vec3_t right
Definition: p_view.c:27
ai_run
void ai_run(edict_t *self, float dist)
Definition: g_ai.c:821
GIB_ORGANIC
#define GIB_ORGANIC
Definition: g_local.h:122
level
level_locals_t level
Definition: g_main.c:22
monster_flash_offset
const vec3_t monster_flash_offset[256]
Definition: m_flash.c:25
gladiator_walk
void gladiator_walk(edict_t *self)
Definition: m_gladiator.c:99
ThrowHead
void ThrowHead(edict_t *self, char *gibname, int damage, int type)
Definition: g_misc.c:175
sound_cleaver_hit
static int sound_cleaver_hit
Definition: m_gladiator.c:35
MOVETYPE_TOSS
@ MOVETYPE_TOSS
Definition: g_local.h:194
range
int range(edict_t *self, edict_t *other)
Definition: g_ai.c:245
gladiator_stand
void gladiator_stand(edict_t *self)
Definition: m_gladiator.c:73
sound_cleaver_miss
static int sound_cleaver_miss
Definition: m_gladiator.c:36
sound_die
static int sound_die
Definition: m_gladiator.c:32
sound_pain1
static int sound_pain1
Definition: m_gladiator.c:30
gladiator_run
void gladiator_run(edict_t *self)
Definition: m_gladiator.c:115
VectorNormalize
vec_t VectorNormalize(vec3_t v)
Definition: shared.c:55
ai_stand
void ai_stand(edict_t *self, float dist)
Definition: g_ai.c:100
gladiator_move_death
mmove_t gladiator_move_death
Definition: m_gladiator.c:295