Quake II RTX doxygen
1.0 dev
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129 if (
fire_hit(
self, aim, (20 + (rand() % 5)), 300))
172 VectorSubtract(self->pos1, start, dir);
197 VectorSubtract(self->s.origin, self->enemy->s.origin, v);
198 range = VectorLength(v);
203 gi.sound(
self, CHAN_WEAPON,
sound_gun, 1, ATTN_NORM, 0);
204 VectorCopy(self->enemy->s.origin, self->pos1);
205 self->pos1[2] +=
self->enemy->viewheight;
234 if (self->health < (self->max_health / 2))
237 if (
level.
time < self->pain_debounce_time) {
243 self->pain_debounce_time =
level.
time + 3;
250 if (
skill->value == 3)
253 if (self->velocity[2] > 100)
263 VectorSet(self->mins, -16, -16, -24);
264 VectorSet(self->maxs, 16, 16, -8);
266 self->svflags |= SVF_DEADMONSTER;
297 void gladiator_die(edict_t *
self, edict_t *inflictor, edict_t *attacker,
int damage, vec3_t point)
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++)
306 for (n = 0; n < 4; n++)
317 gi.sound(
self, CHAN_VOICE,
sound_die, 1, ATTN_NORM, 0);
337 sound_die =
gi.soundindex(
"gladiator/glddeth2.wav");
338 sound_gun =
gi.soundindex(
"gladiator/railgun.wav");
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);
353 self->gib_health = -175;
362 self->monsterinfo.dodge = NULL;
void gladiator_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void gladiator_melee(edict_t *self)
void G_ProjectSource(const vec3_t point, const vec3_t distance, const vec3_t forward, const vec3_t right, vec3_t result)
void monster_fire_railgun(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype)
void ThrowGib(edict_t *self, char *gibname, int damage, int type)
void gladiator_cleaver_swing(edict_t *self)
void ai_charge(edict_t *self, float dist)
mframe_t gladiator_frames_pain[]
mmove_t gladiator_move_pain
mframe_t gladiator_frames_walk[]
void gladiator_sight(edict_t *self, edict_t *other)
qboolean fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
void walkmonster_start(edict_t *self)
mmove_t gladiator_move_attack_gun
mmove_t gladiator_move_pain_air
void gladiator_pain(edict_t *self, edict_t *other, float kick, int damage)
static int sound_cleaver_swing
void G_FreeEdict(edict_t *e)
mframe_t gladiator_frames_stand[]
void gladiator_search(edict_t *self)
void gladiator_attack(edict_t *self)
void gladiator_idle(edict_t *self)
void SP_monster_gladiator(edict_t *self)
void ai_walk(edict_t *self, float dist)
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
void gladiator_dead(edict_t *self)
mmove_t gladiator_move_stand
void GaldiatorMelee(edict_t *self)
mmove_t gladiator_move_run
mmove_t gladiator_move_walk
void GladiatorGun(edict_t *self)
void ai_move(edict_t *self, float dist)
mmove_t gladiator_move_attack_melee
mframe_t gladiator_frames_pain_air[]
mframe_t gladiator_frames_death[]
void ai_run(edict_t *self, float dist)
const vec3_t monster_flash_offset[256]
void gladiator_walk(edict_t *self)
void ThrowHead(edict_t *self, char *gibname, int damage, int type)
mframe_t gladiator_frames_attack_melee[]
static int sound_cleaver_hit
int range(edict_t *self, edict_t *other)
mframe_t gladiator_frames_attack_gun[]
void gladiator_stand(edict_t *self)
static int sound_cleaver_miss
void gladiator_run(edict_t *self)
vec_t VectorNormalize(vec3_t v)
mframe_t gladiator_frames_run[]
void ai_stand(edict_t *self, float dist)
mmove_t gladiator_move_death