icculus quake2 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 129 of file m_gladiator.c.

130 {
131  vec3_t aim;
132 
133  VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
134  if (fire_hit (self, aim, (20 + (rand() %5)), 300))
135  gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
136  else
138 }

◆ gladiator_attack()

void gladiator_attack ( edict_t self)

Definition at line 198 of file m_gladiator.c.

199 {
200  float range;
201  vec3_t v;
202 
203  // a small safe zone
204  VectorSubtract (self->s.origin, self->enemy->s.origin, v);
205  range = VectorLength(v);
206  if (range <= (MELEE_DISTANCE + 32))
207  return;
208 
209  // charge up the railgun
210  gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
211  VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
212  self->pos1[2] += self->enemy->viewheight;
213  self->monsterinfo.currentmove = &gladiator_move_attack_gun;
214 }

Referenced by SP_monster_gladiator().

◆ gladiator_cleaver_swing()

void gladiator_cleaver_swing ( edict_t self)

Definition at line 59 of file m_gladiator.c.

60 {
62 }

◆ gladiator_dead()

void gladiator_dead ( edict_t self)

Definition at line 271 of file m_gladiator.c.

272 {
273  VectorSet (self->mins, -16, -16, -24);
274  VectorSet (self->maxs, 16, 16, -8);
275  self->movetype = MOVETYPE_TOSS;
276  self->svflags |= SVF_DEADMONSTER;
277  self->nextthink = 0;
278  gi.linkentity (self);
279 }

◆ gladiator_die()

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

Definition at line 308 of file m_gladiator.c.

309 {
310  int n;
311 
312 // check for gib
313  if (self->health <= self->gib_health)
314  {
315  gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
316  for (n= 0; n < 2; n++)
317  ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
318  for (n= 0; n < 4; n++)
319  ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
320  ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
321  self->deadflag = DEAD_DEAD;
322  return;
323  }
324 
325  if (self->deadflag == DEAD_DEAD)
326  return;
327 
328 // regular death
329  gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
330  self->deadflag = DEAD_DEAD;
331  self->takedamage = DAMAGE_YES;
332 
333  self->monsterinfo.currentmove = &gladiator_move_death;
334 }

Referenced by SP_monster_gladiator().

◆ gladiator_idle()

void gladiator_idle ( edict_t self)

Definition at line 44 of file m_gladiator.c.

45 {
46  gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
47 }

Referenced by SP_monster_gladiator().

◆ gladiator_melee()

void gladiator_melee ( edict_t self)

Definition at line 162 of file m_gladiator.c.

163 {
164  self->monsterinfo.currentmove = &gladiator_move_attack_melee;
165 }

Referenced by SP_monster_gladiator().

◆ gladiator_pain()

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

Definition at line 240 of file m_gladiator.c.

241 {
242 
243  if (self->health < (self->max_health / 2))
244  self->s.skinnum = 1;
245 
246  if (level.time < self->pain_debounce_time)
247  {
248  if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain))
249  self->monsterinfo.currentmove = &gladiator_move_pain_air;
250  return;
251  }
252 
253  self->pain_debounce_time = level.time + 3;
254 
255  if (random() < 0.5)
256  gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
257  else
258  gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
259 
260  if (skill->value == 3)
261  return; // no pain anims in nightmare
262 
263  if (self->velocity[2] > 100)
264  self->monsterinfo.currentmove = &gladiator_move_pain_air;
265  else
266  self->monsterinfo.currentmove = &gladiator_move_pain;
267 
268 }

Referenced by SP_monster_gladiator().

◆ gladiator_run()

void gladiator_run ( edict_t self)

Definition at line 120 of file m_gladiator.c.

121 {
122  if (self->monsterinfo.aiflags & AI_STAND_GROUND)
123  self->monsterinfo.currentmove = &gladiator_move_stand;
124  else
125  self->monsterinfo.currentmove = &gladiator_move_run;
126 }

Referenced by SP_monster_gladiator().

◆ gladiator_search()

void gladiator_search ( edict_t self)

Definition at line 54 of file m_gladiator.c.

55 {
56  gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
57 }

Referenced by SP_monster_gladiator().

◆ gladiator_sight()

void gladiator_sight ( edict_t self,
edict_t other 
)

Definition at line 49 of file m_gladiator.c.

50 {
51  gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
52 }

Referenced by SP_monster_gladiator().

◆ gladiator_stand()

void gladiator_stand ( edict_t self)

Definition at line 76 of file m_gladiator.c.

77 {
78  self->monsterinfo.currentmove = &gladiator_move_stand;
79 }

Referenced by SP_monster_gladiator().

◆ gladiator_walk()

void gladiator_walk ( edict_t self)

Definition at line 103 of file m_gladiator.c.

104 {
105  self->monsterinfo.currentmove = &gladiator_move_walk;
106 }

Referenced by SP_monster_gladiator().

◆ GladiatorGun()

void GladiatorGun ( edict_t self)

Definition at line 168 of file m_gladiator.c.

169 {
170  vec3_t start;
171  vec3_t dir;
173 
174  AngleVectors (self->s.angles, forward, right, NULL);
176 
177  // calc direction to where we targted
178  VectorSubtract (self->pos1, start, dir);
179  VectorNormalize (dir);
180 
181  monster_fire_railgun (self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
182 }

◆ SP_monster_gladiator()

void SP_monster_gladiator ( edict_t self)

Definition at line 339 of file m_gladiator.c.

340 {
341  if (deathmatch->value)
342  {
343  G_FreeEdict (self);
344  return;
345  }
346 
347 
348  sound_pain1 = gi.soundindex ("gladiator/pain.wav");
349  sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav");
350  sound_die = gi.soundindex ("gladiator/glddeth2.wav");
351  sound_gun = gi.soundindex ("gladiator/railgun.wav");
352  sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav");
353  sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav");
354  sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav");
355  sound_idle = gi.soundindex ("gladiator/gldidle1.wav");
356  sound_search = gi.soundindex ("gladiator/gldsrch1.wav");
357  sound_sight = gi.soundindex ("gladiator/sight.wav");
358 
359  self->movetype = MOVETYPE_STEP;
360  self->solid = SOLID_BBOX;
361  self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2");
362  VectorSet (self->mins, -32, -32, -24);
363  VectorSet (self->maxs, 32, 32, 64);
364 
365  self->health = 400;
366  self->gib_health = -175;
367  self->mass = 400;
368 
369  self->pain = gladiator_pain;
370  self->die = gladiator_die;
371 
372  self->monsterinfo.stand = gladiator_stand;
373  self->monsterinfo.walk = gladiator_walk;
374  self->monsterinfo.run = gladiator_run;
375  self->monsterinfo.dodge = NULL;
376  self->monsterinfo.attack = gladiator_attack;
377  self->monsterinfo.melee = gladiator_melee;
378  self->monsterinfo.sight = gladiator_sight;
379  self->monsterinfo.idle = gladiator_idle;
380  self->monsterinfo.search = gladiator_search;
381 
382  gi.linkentity (self);
383  self->monsterinfo.currentmove = &gladiator_move_stand;
384  self->monsterinfo.scale = MODEL_SCALE;
385 
386  walkmonster_start (self);
387 }

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},
}

Definition at line 184 of file m_gladiator.c.

◆ gladiator_frames_attack_melee

mframe_t gladiator_frames_attack_melee[]
Initial value:

Definition at line 140 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 281 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 217 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 228 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 109 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 64 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 82 of file m_gladiator.c.

◆ gladiator_move_attack_gun

Definition at line 196 of file m_gladiator.c.

Referenced by gladiator_attack().

◆ gladiator_move_attack_melee

Definition at line 160 of file m_gladiator.c.

Referenced by gladiator_melee().

◆ gladiator_move_death

Definition at line 306 of file m_gladiator.c.

Referenced by gladiator_die().

◆ gladiator_move_pain

Definition at line 226 of file m_gladiator.c.

Referenced by gladiator_pain().

◆ gladiator_move_pain_air

Definition at line 238 of file m_gladiator.c.

Referenced by gladiator_pain().

◆ gladiator_move_run

Definition at line 118 of file m_gladiator.c.

Referenced by gladiator_run().

◆ gladiator_move_stand

Definition at line 74 of file m_gladiator.c.

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

◆ gladiator_move_walk

Definition at line 101 of file m_gladiator.c.

Referenced by gladiator_walk().

◆ sound_cleaver_hit

int sound_cleaver_hit
static

Definition at line 37 of file m_gladiator.c.

Referenced by GaldiatorMelee(), and SP_monster_gladiator().

◆ sound_cleaver_miss

int sound_cleaver_miss
static

Definition at line 38 of file m_gladiator.c.

Referenced by GaldiatorMelee(), and SP_monster_gladiator().

◆ sound_cleaver_swing

int sound_cleaver_swing
static

Definition at line 36 of file m_gladiator.c.

Referenced by gladiator_cleaver_swing(), and SP_monster_gladiator().

◆ sound_die

int sound_die
static

Definition at line 34 of file m_gladiator.c.

Referenced by gladiator_die(), and SP_monster_gladiator().

◆ sound_gun

int sound_gun
static

Definition at line 35 of file m_gladiator.c.

Referenced by gladiator_attack(), and SP_monster_gladiator().

◆ sound_idle

int sound_idle
static

Definition at line 39 of file m_gladiator.c.

Referenced by gladiator_idle(), and SP_monster_gladiator().

◆ sound_pain1

int sound_pain1
static

Definition at line 32 of file m_gladiator.c.

Referenced by gladiator_pain(), and SP_monster_gladiator().

◆ sound_pain2

int sound_pain2
static

Definition at line 33 of file m_gladiator.c.

Referenced by gladiator_pain(), and SP_monster_gladiator().

◆ sound_search

int sound_search
static

Definition at line 40 of file m_gladiator.c.

Referenced by gladiator_search(), and SP_monster_gladiator().

◆ sound_sight

int sound_sight
static

Definition at line 41 of file m_gladiator.c.

Referenced by gladiator_sight(), and SP_monster_gladiator().

gi
game_import_t gi
Definition: g_main.c:25
gladiator_die
void gladiator_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
Definition: m_gladiator.c:308
gladiator_melee
void gladiator_melee(edict_t *self)
Definition: m_gladiator.c:162
G_ProjectSource
void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
Definition: g_utils.c:25
edict_s::s
entity_state_t s
Definition: g_local.h:964
deathmatch
cvar_t * deathmatch
Definition: g_main.c:35
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:81
DEAD_DEAD
#define DEAD_DEAD
Definition: g_local.h:113
ThrowGib
void ThrowGib(edict_t *self, char *gibname, int damage, int type)
Definition: g_misc.c:135
edict_s::gib_health
int gib_health
Definition: g_local.h:1053
MELEE_DISTANCE
#define MELEE_DISTANCE
Definition: g_local.h:80
VectorSubtract
#define VectorSubtract(a, b, c)
Definition: q_shared.h:156
gladiator_cleaver_swing
void gladiator_cleaver_swing(edict_t *self)
Definition: m_gladiator.c:59
ai_charge
void ai_charge(edict_t *self, float dist)
Definition: g_ai.c:194
SOLID_BBOX
@ SOLID_BBOX
Definition: game.h:37
v
GLdouble v
Definition: qgl_win.c:143
entity_state_s::origin
vec3_t origin
Definition: q_shared.h:1173
gladiator_move_pain
mmove_t gladiator_move_pain
Definition: m_gladiator.c:226
sound_gun
static int sound_gun
Definition: m_gladiator.c:35
AI_STAND_GROUND
#define AI_STAND_GROUND
Definition: g_local.h:127
sound_idle
static int sound_idle
Definition: m_gladiator.c:39
MODEL_SCALE
#define MODEL_SCALE
Definition: m_actor.h:506
edict_s::max_health
int max_health
Definition: g_local.h:1052
DAMAGE_YES
@ DAMAGE_YES
Definition: g_local.h:87
game_import_t::sound
void(* sound)(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)
Definition: game.h:109
ATTN_IDLE
#define ATTN_IDLE
Definition: q_shared.h:1020
sound_pain2
static int sound_pain2
Definition: m_gladiator.c:33
gladiator_sight
void gladiator_sight(edict_t *self, edict_t *other)
Definition: m_gladiator.c:49
edict_s::mins
vec3_t mins
Definition: g_local.h:984
range
GLsizei range
Definition: qgl_win.c:121
monsterinfo_t::currentmove
mmove_t * currentmove
Definition: g_local.h:418
fire_hit
qboolean fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
Definition: g_weapon.c:63
ATTN_NORM
#define ATTN_NORM
Definition: q_shared.h:1019
walkmonster_start
void walkmonster_start(edict_t *self)
Definition: g_monster.c:692
MOVETYPE_STEP
@ MOVETYPE_STEP
Definition: g_local.h:194
gladiator_move_attack_gun
mmove_t gladiator_move_attack_gun
Definition: m_gladiator.c:196
SVF_DEADMONSTER
#define SVF_DEADMONSTER
Definition: game.h:28
AngleVectors
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
Definition: q_shared.c:93
CHAN_AUTO
#define CHAN_AUTO
Definition: q_shared.h:1007
monster_flash_offset
vec3_t monster_flash_offset[]
Definition: m_flash.c:27
CHAN_VOICE
#define CHAN_VOICE
Definition: q_shared.h:1009
gladiator_move_pain_air
mmove_t gladiator_move_pain_air
Definition: m_gladiator.c:238
gladiator_pain
void gladiator_pain(edict_t *self, edict_t *other, float kick, int damage)
Definition: m_gladiator.c:240
sound_cleaver_swing
static int sound_cleaver_swing
Definition: m_gladiator.c:36
G_FreeEdict
void G_FreeEdict(edict_t *e)
Definition: g_utils.c:452
gladiator_search
void gladiator_search(edict_t *self)
Definition: m_gladiator.c:54
sound_sight
static int sound_sight
Definition: m_gladiator.c:41
sound_search
static int sound_search
Definition: m_gladiator.c:40
game_import_t::soundindex
int(* soundindex)(char *name)
Definition: game.h:122
forward
static vec3_t forward
Definition: p_view.c:29
VectorLength
vec_t VectorLength(vec3_t v)
Definition: q_shared.c:762
game_import_t::modelindex
int(* modelindex)(char *name)
Definition: game.h:121
gladiator_attack
void gladiator_attack(edict_t *self)
Definition: m_gladiator.c:198
edict_s::deadflag
int deadflag
Definition: g_local.h:1054
gladiator_idle
void gladiator_idle(edict_t *self)
Definition: m_gladiator.c:44
cvar_s::value
float value
Definition: q_shared.h:324
ai_walk
void ai_walk(edict_t *self, float dist)
Definition: g_ai.c:163
random
#define random()
Definition: g_local.h:509
VectorNormalize
vec_t VectorNormalize(vec3_t v)
Definition: q_shared.c:681
NULL
#define NULL
Definition: q_shared.h:60
edict_s::pos1
vec3_t pos1
Definition: g_local.h:1022
gladiator_move_stand
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