Go to the documentation of this file.
134 if (
fire_hit (
self, aim, (20 + (rand() %5)), 300))
211 VectorCopy (self->enemy->s.origin, self->pos1);
212 self->pos1[2] +=
self->enemy->viewheight;
243 if (self->health < (self->max_health / 2))
246 if (
level.time < self->pain_debounce_time)
253 self->pain_debounce_time =
level.time + 3;
263 if (self->velocity[2] > 100)
313 if (self->health <= self->gib_health)
316 for (n= 0; n < 2; n++)
318 for (n= 0; n < 4; n++)
361 self->s.modelindex =
gi.
modelindex (
"models/monsters/gladiatr/tris.md2");
366 self->gib_health = -175;
375 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(vec3_t point, vec3_t distance, vec3_t forward, 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)
#define VectorSubtract(a, b, c)
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
void(* sound)(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)
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
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
vec3_t monster_flash_offset[]
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)
int(* soundindex)(char *name)
vec_t VectorLength(vec3_t v)
int(* modelindex)(char *name)
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)
vec_t VectorNormalize(vec3_t v)
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)
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
#define VectorSet(v, x, y, z)
mframe_t gladiator_frames_attack_gun[]
void gladiator_stand(edict_t *self)
static int sound_cleaver_miss
void(* linkentity)(edict_t *ent)
void gladiator_run(edict_t *self)
#define MZ2_GLADIATOR_RAILGUN_1
mframe_t gladiator_frames_run[]
void ai_stand(edict_t *self, float dist)
mmove_t gladiator_move_death