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cleanup gladiator/ and add sanity checks
This commit is contained in:
parent
41e0b6dfdd
commit
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2 changed files with 463 additions and 286 deletions
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@ -1,34 +1,32 @@
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/*
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/*
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Copyright (C) 1997-2001 Id Software, Inc.
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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This program is free software; you can redistribute it and/or
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* This program is free software; you can redistribute it and/or modify
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modify it under the terms of the GNU General Public License
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* it under the terms of the GNU General Public License as published by
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as published by the Free Software Foundation; either version 2
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* the Free Software Foundation; either version 2 of the License, or (at
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of the License, or (at your option) any later version.
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* your option) any later version.
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*
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This program is distributed in the hope that it will be useful,
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* This program is distributed in the hope that it will be useful, but
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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See the GNU General Public License for more details.
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* See the GNU General Public License for more details.
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*
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You should have received a copy of the GNU General Public License
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* You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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* along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*/
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*
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/*
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* =======================================================================
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==============================================================================
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*
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* Gladiator.
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GLADIATOR
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*
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* =======================================================================
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==============================================================================
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*/
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*/
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#include "../../header/local.h"
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#include "../../header/local.h"
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#include "gladiator.h"
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#include "gladiator.h"
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static int sound_pain1;
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static int sound_pain1;
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static int sound_pain2;
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static int sound_pain2;
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static int sound_die;
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static int sound_die;
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@ -40,29 +38,51 @@ static int sound_idle;
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static int sound_search;
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static int sound_search;
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static int sound_sight;
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static int sound_sight;
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void
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void gladiator_idle (edict_t *self)
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gladiator_idle(edict_t *self)
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{
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{
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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if (!self)
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{
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return;
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}
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gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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}
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void gladiator_sight (edict_t *self, edict_t *other)
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void
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gladiator_sight(edict_t *self, edict_t *other /* unused */)
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{
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{
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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if (!self)
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{
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return;
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}
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gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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}
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}
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void gladiator_search (edict_t *self)
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void
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gladiator_search(edict_t *self)
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{
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{
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gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
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if (!self)
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{
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return;
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}
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gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
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}
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}
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void gladiator_cleaver_swing (edict_t *self)
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void
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gladiator_cleaver_swing(edict_t *self)
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{
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{
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gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
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if (!self)
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{
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return;
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}
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gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
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}
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}
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mframe_t gladiator_frames_stand [] =
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mframe_t gladiator_frames_stand[] = {
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{
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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@ -71,16 +91,26 @@ mframe_t gladiator_frames_stand [] =
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL}
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{ai_stand, 0, NULL}
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};
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};
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mmove_t gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL};
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mmove_t gladiator_move_stand =
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void gladiator_stand (edict_t *self)
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{
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{
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FRAME_stand1,
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FRAME_stand7,
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gladiator_frames_stand,
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NULL
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};
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void
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gladiator_stand(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->monsterinfo.currentmove = &gladiator_move_stand;
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self->monsterinfo.currentmove = &gladiator_move_stand;
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}
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}
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mframe_t gladiator_frames_walk[] = {
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mframe_t gladiator_frames_walk [] =
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{
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{ai_walk, 15, NULL},
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{ai_walk, 15, NULL},
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{ai_walk, 7, NULL},
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{ai_walk, 7, NULL},
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{ai_walk, 6, NULL},
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{ai_walk, 6, NULL},
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@ -98,16 +128,27 @@ mframe_t gladiator_frames_walk [] =
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{ai_walk, 1, NULL},
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{ai_walk, 1, NULL},
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{ai_walk, 8, NULL}
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{ai_walk, 8, NULL}
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};
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};
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mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL};
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void gladiator_walk (edict_t *self)
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mmove_t gladiator_move_walk =
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{
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{
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FRAME_walk1,
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FRAME_walk16,
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gladiator_frames_walk,
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NULL
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};
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void
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gladiator_walk(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->monsterinfo.currentmove = &gladiator_move_walk;
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self->monsterinfo.currentmove = &gladiator_move_walk;
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}
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}
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mframe_t gladiator_frames_run[] = {
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mframe_t gladiator_frames_run [] =
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{
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{ai_run, 23, NULL},
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{ai_run, 23, NULL},
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{ai_run, 14, NULL},
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{ai_run, 14, NULL},
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{ai_run, 14, NULL},
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{ai_run, 14, NULL},
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@ -115,30 +156,61 @@ mframe_t gladiator_frames_run [] =
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{ai_run, 12, NULL},
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{ai_run, 12, NULL},
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{ai_run, 13, NULL}
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{ai_run, 13, NULL}
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};
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};
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mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL};
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void gladiator_run (edict_t *self)
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mmove_t gladiator_move_run =
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{
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{
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FRAME_run1,
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FRAME_run6,
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gladiator_frames_run,
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NULL
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};
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void
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gladiator_run(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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self->monsterinfo.currentmove = &gladiator_move_stand;
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self->monsterinfo.currentmove = &gladiator_move_stand;
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}
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else
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else
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{
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self->monsterinfo.currentmove = &gladiator_move_run;
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self->monsterinfo.currentmove = &gladiator_move_run;
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}
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}
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}
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void
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void GaldiatorMelee (edict_t *self)
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GaldiatorMelee(edict_t *self)
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{
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{
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vec3_t aim;
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vec3_t aim;
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VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
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if (!self)
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if (fire_hit (self, aim, (20 + (rand() %5)), 300))
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{
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gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
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return;
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}
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if (!self)
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{
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return;
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}
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VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);
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if (fire_hit(self, aim, (20 + (rand() % 5)), 300))
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{
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gi.sound(self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
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}
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else
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else
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gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
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{
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gi.sound(self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
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}
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}
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}
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mframe_t gladiator_frames_attack_melee [] =
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mframe_t gladiator_frames_attack_melee[] = {
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{
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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@ -157,32 +229,50 @@ mframe_t gladiator_frames_attack_melee [] =
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL}
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{ai_charge, 0, NULL}
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};
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};
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mmove_t gladiator_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run};
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void gladiator_melee(edict_t *self)
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mmove_t gladiator_move_attack_melee =
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{
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{
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FRAME_melee1,
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FRAME_melee17,
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gladiator_frames_attack_melee,
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gladiator_run
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};
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void
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gladiator_melee(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->monsterinfo.currentmove = &gladiator_move_attack_melee;
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self->monsterinfo.currentmove = &gladiator_move_attack_melee;
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}
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}
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void
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void GladiatorGun (edict_t *self)
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GladiatorGun(edict_t *self)
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{
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{
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vec3_t start;
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vec3_t start;
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vec3_t dir;
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vec3_t dir;
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vec3_t forward, right;
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vec3_t forward, right;
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AngleVectors (self->s.angles, forward, right, NULL);
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if (!self)
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start);
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{
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return;
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}
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// calc direction to where we targted
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AngleVectors(self->s.angles, forward, right, NULL);
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VectorSubtract (self->pos1, start, dir);
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G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1],
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VectorNormalize (dir);
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forward, right, start);
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monster_fire_railgun (self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
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/* calc direction to where we targted */
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VectorSubtract(self->pos1, start, dir);
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VectorNormalize(dir);
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monster_fire_railgun(self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
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}
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}
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mframe_t gladiator_frames_attack_gun [] =
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mframe_t gladiator_frames_attack_gun[] = {
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{
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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@ -193,29 +283,43 @@ mframe_t gladiator_frames_attack_gun [] =
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL}
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{ai_charge, 0, NULL}
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};
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};
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mmove_t gladiator_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run};
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void gladiator_attack(edict_t *self)
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mmove_t gladiator_move_attack_gun =
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{
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FRAME_attack1,
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FRAME_attack9,
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gladiator_frames_attack_gun,
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gladiator_run
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};
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void
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gladiator_attack(edict_t *self)
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{
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{
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float range;
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float range;
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vec3_t v;
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vec3_t v;
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// a small safe zone
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if (!self)
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VectorSubtract (self->s.origin, self->enemy->s.origin, v);
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{
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range = VectorLength(v);
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if (range <= (MELEE_DISTANCE + 32))
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return;
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return;
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}
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// charge up the railgun
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/* a small safe zone */
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gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
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VectorSubtract(self->s.origin, self->enemy->s.origin, v);
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VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
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range = VectorLength(v);
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if (range <= (MELEE_DISTANCE + 32))
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{
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return;
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}
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/* charge up the railgun */
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gi.sound(self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
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VectorCopy(self->enemy->s.origin, self->pos1); /* save for aiming the shot */
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self->pos1[2] += self->enemy->viewheight;
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self->pos1[2] += self->enemy->viewheight;
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self->monsterinfo.currentmove = &gladiator_move_attack_gun;
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self->monsterinfo.currentmove = &gladiator_move_attack_gun;
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}
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}
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mframe_t gladiator_frames_pain[] = {
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mframe_t gladiator_frames_pain [] =
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{
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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@ -223,10 +327,16 @@ mframe_t gladiator_frames_pain [] =
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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{ai_move, 0, NULL}
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};
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};
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mmove_t gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run};
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mframe_t gladiator_frames_pain_air [] =
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mmove_t gladiator_move_pain =
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{
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{
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FRAME_pain1,
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FRAME_pain6,
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gladiator_frames_pain,
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gladiator_run
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};
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mframe_t gladiator_frames_pain_air[] = {
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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||||||
|
@ -235,51 +345,83 @@ mframe_t gladiator_frames_pain_air [] =
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 0, NULL}
|
{ai_move, 0, NULL}
|
||||||
};
|
};
|
||||||
mmove_t gladiator_move_pain_air = {FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run};
|
|
||||||
|
|
||||||
void gladiator_pain (edict_t *self, edict_t *other, float kick, int damage)
|
mmove_t gladiator_move_pain_air =
|
||||||
{
|
{
|
||||||
|
FRAME_painup1,
|
||||||
|
FRAME_painup7,
|
||||||
|
gladiator_frames_pain_air,
|
||||||
|
gladiator_run
|
||||||
|
};
|
||||||
|
|
||||||
|
void
|
||||||
|
gladiator_pain(edict_t *self, edict_t *other /* unused */,
|
||||||
|
float kick /* unused */, int damage)
|
||||||
|
{
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (self->health < (self->max_health / 2))
|
if (self->health < (self->max_health / 2))
|
||||||
|
{
|
||||||
self->s.skinnum = 1;
|
self->s.skinnum = 1;
|
||||||
|
}
|
||||||
|
|
||||||
if (level.time < self->pain_debounce_time)
|
if (level.time < self->pain_debounce_time)
|
||||||
{
|
{
|
||||||
if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain))
|
if ((self->velocity[2] > 100) &&
|
||||||
|
(self->monsterinfo.currentmove == &gladiator_move_pain))
|
||||||
|
{
|
||||||
self->monsterinfo.currentmove = &gladiator_move_pain_air;
|
self->monsterinfo.currentmove = &gladiator_move_pain_air;
|
||||||
|
}
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
self->pain_debounce_time = level.time + 3;
|
self->pain_debounce_time = level.time + 3;
|
||||||
|
|
||||||
if (random() < 0.5)
|
if (random() < 0.5)
|
||||||
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
{
|
||||||
|
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
||||||
|
}
|
||||||
else
|
else
|
||||||
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
{
|
||||||
|
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
||||||
|
}
|
||||||
|
|
||||||
if (skill->value == 3)
|
if (skill->value == 3)
|
||||||
return; // no pain anims in nightmare
|
{
|
||||||
|
return; /* no pain anims in nightmare */
|
||||||
|
}
|
||||||
|
|
||||||
if (self->velocity[2] > 100)
|
if (self->velocity[2] > 100)
|
||||||
|
{
|
||||||
self->monsterinfo.currentmove = &gladiator_move_pain_air;
|
self->monsterinfo.currentmove = &gladiator_move_pain_air;
|
||||||
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
self->monsterinfo.currentmove = &gladiator_move_pain;
|
self->monsterinfo.currentmove = &gladiator_move_pain;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void
|
||||||
void gladiator_dead (edict_t *self)
|
gladiator_dead(edict_t *self)
|
||||||
{
|
{
|
||||||
VectorSet (self->mins, -16, -16, -24);
|
if (!self)
|
||||||
VectorSet (self->maxs, 16, 16, -8);
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
VectorSet(self->mins, -16, -16, -24);
|
||||||
|
VectorSet(self->maxs, 16, 16, -8);
|
||||||
self->movetype = MOVETYPE_TOSS;
|
self->movetype = MOVETYPE_TOSS;
|
||||||
self->svflags |= SVF_DEADMONSTER;
|
self->svflags |= SVF_DEADMONSTER;
|
||||||
self->nextthink = 0;
|
self->nextthink = 0;
|
||||||
gi.linkentity (self);
|
gi.linkentity(self);
|
||||||
}
|
}
|
||||||
|
|
||||||
mframe_t gladiator_frames_death [] =
|
mframe_t gladiator_frames_death[] = {
|
||||||
{
|
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
|
@ -303,64 +445,96 @@ mframe_t gladiator_frames_death [] =
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 0, NULL}
|
{ai_move, 0, NULL}
|
||||||
};
|
};
|
||||||
mmove_t gladiator_move_death = {FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead};
|
|
||||||
|
|
||||||
void gladiator_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
mmove_t gladiator_move_death =
|
||||||
|
{
|
||||||
|
FRAME_death1,
|
||||||
|
FRAME_death22,
|
||||||
|
gladiator_frames_death,
|
||||||
|
gladiator_dead
|
||||||
|
};
|
||||||
|
|
||||||
|
void
|
||||||
|
gladiator_die(edict_t *self, edict_t *inflictor /* unused */,
|
||||||
|
edict_t *attacker /* unused */, int damage /*unused */,
|
||||||
|
vec3_t point)
|
||||||
{
|
{
|
||||||
int n;
|
int n;
|
||||||
|
|
||||||
// check for gib
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* check for gib */
|
||||||
if (self->health <= self->gib_health)
|
if (self->health <= self->gib_health)
|
||||||
{
|
{
|
||||||
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
|
gi.sound(self, CHAN_VOICE, gi.soundindex( "misc/udeath.wav"), 1, ATTN_NORM, 0);
|
||||||
for (n= 0; n < 2; n++)
|
|
||||||
ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
|
for (n = 0; n < 2; n++)
|
||||||
for (n= 0; n < 4; n++)
|
{
|
||||||
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
|
ThrowGib(self, "models/objects/gibs/bone/tris.md2",
|
||||||
ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
|
damage, GIB_ORGANIC);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (n = 0; n < 4; n++)
|
||||||
|
{
|
||||||
|
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2",
|
||||||
|
damage, GIB_ORGANIC);
|
||||||
|
}
|
||||||
|
|
||||||
|
ThrowHead(self, "models/objects/gibs/head2/tris.md2",
|
||||||
|
damage, GIB_ORGANIC);
|
||||||
self->deadflag = DEAD_DEAD;
|
self->deadflag = DEAD_DEAD;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (self->deadflag == DEAD_DEAD)
|
if (self->deadflag == DEAD_DEAD)
|
||||||
|
{
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
// regular death
|
/* regular death */
|
||||||
gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
|
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
|
||||||
self->deadflag = DEAD_DEAD;
|
self->deadflag = DEAD_DEAD;
|
||||||
self->takedamage = DAMAGE_YES;
|
self->takedamage = DAMAGE_YES;
|
||||||
|
|
||||||
self->monsterinfo.currentmove = &gladiator_move_death;
|
self->monsterinfo.currentmove = &gladiator_move_death;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
/*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
|
* QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
|
||||||
*/
|
*/
|
||||||
void SP_monster_gladiator (edict_t *self)
|
void
|
||||||
|
SP_monster_gladiator(edict_t *self)
|
||||||
{
|
{
|
||||||
if (deathmatch->value)
|
if (!self)
|
||||||
{
|
{
|
||||||
G_FreeEdict (self);
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (deathmatch->value)
|
||||||
|
{
|
||||||
|
G_FreeEdict(self);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
sound_pain1 = gi.soundindex ("gladiator/pain.wav");
|
sound_pain1 = gi.soundindex("gladiator/pain.wav");
|
||||||
sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav");
|
sound_pain2 = gi.soundindex("gladiator/gldpain2.wav");
|
||||||
sound_die = gi.soundindex ("gladiator/glddeth2.wav");
|
sound_die = gi.soundindex("gladiator/glddeth2.wav");
|
||||||
sound_gun = gi.soundindex ("gladiator/railgun.wav");
|
sound_gun = gi.soundindex("gladiator/railgun.wav");
|
||||||
sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav");
|
sound_cleaver_swing = gi.soundindex("gladiator/melee1.wav");
|
||||||
sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav");
|
sound_cleaver_hit = gi.soundindex("gladiator/melee2.wav");
|
||||||
sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav");
|
sound_cleaver_miss = gi.soundindex("gladiator/melee3.wav");
|
||||||
sound_idle = gi.soundindex ("gladiator/gldidle1.wav");
|
sound_idle = gi.soundindex("gladiator/gldidle1.wav");
|
||||||
sound_search = gi.soundindex ("gladiator/gldsrch1.wav");
|
sound_search = gi.soundindex("gladiator/gldsrch1.wav");
|
||||||
sound_sight = gi.soundindex ("gladiator/sight.wav");
|
sound_sight = gi.soundindex("gladiator/sight.wav");
|
||||||
|
|
||||||
self->movetype = MOVETYPE_STEP;
|
self->movetype = MOVETYPE_STEP;
|
||||||
self->solid = SOLID_BBOX;
|
self->solid = SOLID_BBOX;
|
||||||
self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2");
|
self->s.modelindex = gi.modelindex("models/monsters/gladiatr/tris.md2");
|
||||||
VectorSet (self->mins, -32, -32, -24);
|
VectorSet(self->mins, -32, -32, -24);
|
||||||
VectorSet (self->maxs, 32, 32, 64);
|
VectorSet(self->maxs, 32, 32, 64);
|
||||||
|
|
||||||
self->health = 400;
|
self->health = 400;
|
||||||
self->gib_health = -175;
|
self->gib_health = -175;
|
||||||
|
@ -379,10 +553,10 @@ void SP_monster_gladiator (edict_t *self)
|
||||||
self->monsterinfo.idle = gladiator_idle;
|
self->monsterinfo.idle = gladiator_idle;
|
||||||
self->monsterinfo.search = gladiator_search;
|
self->monsterinfo.search = gladiator_search;
|
||||||
|
|
||||||
gi.linkentity (self);
|
gi.linkentity(self);
|
||||||
self->monsterinfo.currentmove = &gladiator_move_stand;
|
self->monsterinfo.currentmove = &gladiator_move_stand;
|
||||||
self->monsterinfo.scale = MODEL_SCALE;
|
self->monsterinfo.scale = MODEL_SCALE;
|
||||||
|
|
||||||
walkmonster_start (self);
|
walkmonster_start(self);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1,25 +1,28 @@
|
||||||
/*
|
/*
|
||||||
Copyright (C) 1997-2001 Id Software, Inc.
|
* Copyright (C) 1997-2001 Id Software, Inc.
|
||||||
|
*
|
||||||
This program is free software; you can redistribute it and/or
|
* This program is free software; you can redistribute it and/or modify
|
||||||
modify it under the terms of the GNU General Public License
|
* it under the terms of the GNU General Public License as published by
|
||||||
as published by the Free Software Foundation; either version 2
|
* the Free Software Foundation; either version 2 of the License, or (at
|
||||||
of the License, or (at your option) any later version.
|
* your option) any later version.
|
||||||
|
*
|
||||||
This program is distributed in the hope that it will be useful,
|
* This program is distributed in the hope that it will be useful, but
|
||||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||||
|
*
|
||||||
See the GNU General Public License for more details.
|
* See the GNU General Public License for more details.
|
||||||
|
*
|
||||||
You should have received a copy of the GNU General Public License
|
* You should have received a copy of the GNU General Public License
|
||||||
along with this program; if not, write to the Free Software
|
* along with this program; if not, write to the Free Software
|
||||||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
|
||||||
|
* 02111-1307, USA.
|
||||||
*/
|
*
|
||||||
// G:\quake2\baseq2\models/monsters/gladiatr
|
* =======================================================================
|
||||||
|
*
|
||||||
// This file generated by ModelGen - Do NOT Modify
|
* Gladiator animations.
|
||||||
|
*
|
||||||
|
* =======================================================================
|
||||||
|
*/
|
||||||
|
|
||||||
#define FRAME_stand1 0
|
#define FRAME_stand1 0
|
||||||
#define FRAME_stand2 1
|
#define FRAME_stand2 1
|
||||||
|
|
Loading…
Reference in a new issue