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#include <u.h>#include <libc.h>#include <stdio.h>#include "../dat.h"#include "../fns.h"#include "m_gladiator.h"  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;  void gladiator_idle (edict_t *self){	gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);} void gladiator_sight (edict_t *self, edict_t */*other*/){	gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);} void gladiator_search (edict_t *self){	gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);} void gladiator_cleaver_swing (edict_t *self){	gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);} mframe_t gladiator_frames_stand [] ={	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};mmove_t gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL}; void gladiator_stand (edict_t *self){	self->monsterinfo.currentmove = &gladiator_move_stand;}  mframe_t gladiator_frames_walk [] ={	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};mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL}; void gladiator_walk (edict_t *self){	self->monsterinfo.currentmove = &gladiator_move_walk;}  mframe_t gladiator_frames_run [] ={	ai_run, 23,	NULL,	ai_run, 14,	NULL,	ai_run, 14,	NULL,	ai_run, 21,	NULL,	ai_run, 12,	NULL,	ai_run, 13,	NULL};mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL}; void gladiator_run (edict_t *self){	if (self->monsterinfo.aiflags & AI_STAND_GROUND)		self->monsterinfo.currentmove = &gladiator_move_stand;	else		self->monsterinfo.currentmove = &gladiator_move_run;}  void GaldiatorMelee (edict_t *self){	vec3_t	aim; 	VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);	if (fire_hit (self, aim, (20 + (rand() %5)), 300))		gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);	else		gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);} mframe_t gladiator_frames_attack_melee [] ={	ai_charge, 0, NULL,	ai_charge, 0, NULL,	ai_charge, 0, NULL,	ai_charge, 0, NULL,	ai_charge, 0, gladiator_cleaver_swing,	ai_charge, 0, NULL,	ai_charge, 0, GaldiatorMelee,	ai_charge, 0, NULL,	ai_charge, 0, NULL,	ai_charge, 0, NULL,	ai_charge, 0, gladiator_cleaver_swing,	ai_charge, 0, NULL,	ai_charge, 0, NULL,	ai_charge, 0, GaldiatorMelee,	ai_charge, 0, NULL,	ai_charge, 0, NULL,	ai_charge, 0, NULL};mmove_t gladiator_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run}; void gladiator_melee(edict_t *self){	self->monsterinfo.currentmove = &gladiator_move_attack_melee;}  void GladiatorGun (edict_t *self){	vec3_t	start;	vec3_t	dir;	vec3_t	forward, right; 	AngleVectors (self->s.angles, forward, right, NULL);	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start); 	// calc direction to where we targted	VectorSubtract (self->pos1, start, dir);	VectorNormalize (dir); 	monster_fire_railgun (self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);} mframe_t gladiator_frames_attack_gun [] ={	ai_charge, 0, NULL,	ai_charge, 0, NULL,	ai_charge, 0, NULL,	ai_charge, 0, GladiatorGun,	ai_charge, 0, NULL,	ai_charge, 0, NULL,	ai_charge, 0, NULL,	ai_charge, 0, NULL,	ai_charge, 0, NULL};mmove_t gladiator_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run}; void gladiator_attack(edict_t *self){	float	range;	vec3_t	v; 	// a small safe zone	VectorSubtract (self->s.origin, self->enemy->s.origin, v);	range = VectorLength(v);	if (range <= (MELEE_DISTANCE + 32))		return; 	// charge up the railgun	gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);	VectorCopy (self->enemy->s.origin, self->pos1);	//save for aiming the shot	self->pos1[2] += self->enemy->viewheight;	self->monsterinfo.currentmove = &gladiator_move_attack_gun;}  mframe_t gladiator_frames_pain [] ={	ai_move, 0, NULL,	ai_move, 0, NULL,	ai_move, 0, NULL,	ai_move, 0, NULL,	ai_move, 0, NULL,	ai_move, 0, NULL};mmove_t gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run}; mframe_t gladiator_frames_pain_air [] ={	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};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*/){ 	if (self->health < (self->max_health / 2))		self->s.skinnum = 1; 	if (level.time < self->pain_debounce_time)	{		if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain))			self->monsterinfo.currentmove = &gladiator_move_pain_air;		return;	} 	self->pain_debounce_time = level.time + 3; 	if (qrandom() < 0.5)		gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);	else		gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); 	if (skill->value == 3)		return;		// no pain anims in nightmare 	if (self->velocity[2] > 100)		self->monsterinfo.currentmove = &gladiator_move_pain_air;	else		self->monsterinfo.currentmove = &gladiator_move_pain;	}  void gladiator_dead (edict_t *self){	VectorSet (self->mins, -16, -16, -24);	VectorSet (self->maxs, 16, 16, -8);	self->movetype = MOVETYPE_TOSS;	self->svflags |= SVF_DEADMONSTER;	self->nextthink = 0;	gi.linkentity (self);} 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,	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};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*/){	int		n; // check for gib	if (self->health <= self->gib_health)	{		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 < 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;		return;	} 	if (self->deadflag == DEAD_DEAD)		return; // regular death	gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);	self->deadflag = DEAD_DEAD;	self->takedamage = DAMAGE_YES; 	self->monsterinfo.currentmove = &gladiator_move_death;}  /*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight*/void SP_monster_gladiator (edict_t *self){	if (deathmatch->value)	{		G_FreeEdict (self);		return;	}  	sound_pain1 = gi.soundindex ("gladiator/pain.wav");		sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav");		sound_die = gi.soundindex ("gladiator/glddeth2.wav");		sound_gun = gi.soundindex ("gladiator/railgun.wav");	sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav");	sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav");	sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav");	sound_idle = gi.soundindex ("gladiator/gldidle1.wav");	sound_search = gi.soundindex ("gladiator/gldsrch1.wav");	sound_sight = gi.soundindex ("gladiator/sight.wav"); 	self->movetype = MOVETYPE_STEP;	self->solid = SOLID_BBOX;	self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2");	VectorSet (self->mins, -32, -32, -24);	VectorSet (self->maxs, 32, 32, 64); 	self->health = 400;	self->gib_health = -175;	self->mass = 400; 	self->pain = gladiator_pain;	self->die = gladiator_die; 	self->monsterinfo.stand = gladiator_stand;	self->monsterinfo.walk = gladiator_walk;	self->monsterinfo.run = gladiator_run;	self->monsterinfo.dodge = NULL;	self->monsterinfo.attack = gladiator_attack;	self->monsterinfo.melee = gladiator_melee;	self->monsterinfo.sight = gladiator_sight;	self->monsterinfo.idle = gladiator_idle;	self->monsterinfo.search = gladiator_search; 	gi.linkentity (self);	self->monsterinfo.currentmove = &gladiator_move_stand;	self->monsterinfo.scale = MODEL_SCALE; 	walkmonster_start (self);}

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