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/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/

// Created on 13.11.2003 by RST.
// $Id: M_Gladiator.java,v 1.2 2004-07-08 15:58:44 hzi Exp $

package jake2.game;

import jake2.util.*;
import jake2.util.*;

public class M_Gladiator extends Game {

	//	This file generated by ModelGen - Do NOT Modify

	public final static int FRAME_stand1= 0;
	public final static int FRAME_stand2= 1;
	public final static int FRAME_stand3= 2;
	public final static int FRAME_stand4= 3;
	public final static int FRAME_stand5= 4;
	public final static int FRAME_stand6= 5;
	public final static int FRAME_stand7= 6;
	public final static int FRAME_walk1= 7;
	public final static int FRAME_walk2= 8;
	public final static int FRAME_walk3= 9;
	public final static int FRAME_walk4= 10;
	public final static int FRAME_walk5= 11;
	public final static int FRAME_walk6= 12;
	public final static int FRAME_walk7= 13;
	public final static int FRAME_walk8= 14;
	public final static int FRAME_walk9= 15;
	public final static int FRAME_walk10= 16;
	public final static int FRAME_walk11= 17;
	public final static int FRAME_walk12= 18;
	public final static int FRAME_walk13= 19;
	public final static int FRAME_walk14= 20;
	public final static int FRAME_walk15= 21;
	public final static int FRAME_walk16= 22;
	public final static int FRAME_run1= 23;
	public final static int FRAME_run2= 24;
	public final static int FRAME_run3= 25;
	public final static int FRAME_run4= 26;
	public final static int FRAME_run5= 27;
	public final static int FRAME_run6= 28;
	public final static int FRAME_melee1= 29;
	public final static int FRAME_melee2= 30;
	public final static int FRAME_melee3= 31;
	public final static int FRAME_melee4= 32;
	public final static int FRAME_melee5= 33;
	public final static int FRAME_melee6= 34;
	public final static int FRAME_melee7= 35;
	public final static int FRAME_melee8= 36;
	public final static int FRAME_melee9= 37;
	public final static int FRAME_melee10= 38;
	public final static int FRAME_melee11= 39;
	public final static int FRAME_melee12= 40;
	public final static int FRAME_melee13= 41;
	public final static int FRAME_melee14= 42;
	public final static int FRAME_melee15= 43;
	public final static int FRAME_melee16= 44;
	public final static int FRAME_melee17= 45;
	public final static int FRAME_attack1= 46;
	public final static int FRAME_attack2= 47;
	public final static int FRAME_attack3= 48;
	public final static int FRAME_attack4= 49;
	public final static int FRAME_attack5= 50;
	public final static int FRAME_attack6= 51;
	public final static int FRAME_attack7= 52;
	public final static int FRAME_attack8= 53;
	public final static int FRAME_attack9= 54;
	public final static int FRAME_pain1= 55;
	public final static int FRAME_pain2= 56;
	public final static int FRAME_pain3= 57;
	public final static int FRAME_pain4= 58;
	public final static int FRAME_pain5= 59;
	public final static int FRAME_pain6= 60;
	public final static int FRAME_death1= 61;
	public final static int FRAME_death2= 62;
	public final static int FRAME_death3= 63;
	public final static int FRAME_death4= 64;
	public final static int FRAME_death5= 65;
	public final static int FRAME_death6= 66;
	public final static int FRAME_death7= 67;
	public final static int FRAME_death8= 68;
	public final static int FRAME_death9= 69;
	public final static int FRAME_death10= 70;
	public final static int FRAME_death11= 71;
	public final static int FRAME_death12= 72;
	public final static int FRAME_death13= 73;
	public final static int FRAME_death14= 74;
	public final static int FRAME_death15= 75;
	public final static int FRAME_death16= 76;
	public final static int FRAME_death17= 77;
	public final static int FRAME_death18= 78;
	public final static int FRAME_death19= 79;
	public final static int FRAME_death20= 80;
	public final static int FRAME_death21= 81;
	public final static int FRAME_death22= 82;
	public final static int FRAME_painup1= 83;
	public final static int FRAME_painup2= 84;
	public final static int FRAME_painup3= 85;
	public final static int FRAME_painup4= 86;
	public final static int FRAME_painup5= 87;
	public final static int FRAME_painup6= 88;
	public final static int FRAME_painup7= 89;

	public final static float MODEL_SCALE= 1.000000f;

	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;

	static EntThinkAdapter gladiator_idle= new EntThinkAdapter() {
		public boolean think(edict_t self) {

			gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
			return true;
		}
	};
	static EntInteractAdapter gladiator_sight= new EntInteractAdapter() {
		public boolean interact(edict_t self, edict_t other) {

			gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
			return true;
		}
	};

	static EntThinkAdapter gladiator_search= new EntThinkAdapter() {
		public boolean think(edict_t self) {

			gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
			return true;
		}
	};

	static EntThinkAdapter gladiator_cleaver_swing= new EntThinkAdapter() {
		public boolean think(edict_t self) {

			gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
			return true;
		}
	};

	static mframe_t gladiator_frames_stand[]=
		new mframe_t[] {
			new mframe_t(GameAIAdapters.ai_stand, 0, null),
			new mframe_t(GameAIAdapters.ai_stand, 0, null),
			new mframe_t(GameAIAdapters.ai_stand, 0, null),
			new mframe_t(GameAIAdapters.ai_stand, 0, null),
			new mframe_t(GameAIAdapters.ai_stand, 0, null),
			new mframe_t(GameAIAdapters.ai_stand, 0, null),
			new mframe_t(GameAIAdapters.ai_stand, 0, null)};
	static mmove_t gladiator_move_stand=
		new mmove_t(FRAME_stand1, FRAME_stand7, gladiator_frames_stand, null);

	static EntThinkAdapter gladiator_stand= new EntThinkAdapter() {
		public boolean think(edict_t self) {

			self.monsterinfo.currentmove= gladiator_move_stand;
			return true;
		}
	};

	static mframe_t gladiator_frames_walk[]=
		new mframe_t[] {
			new mframe_t(GameAIAdapters.ai_walk, 15, null),
			new mframe_t(GameAIAdapters.ai_walk, 7, null),
			new mframe_t(GameAIAdapters.ai_walk, 6, null),
			new mframe_t(GameAIAdapters.ai_walk, 5, null),
			new mframe_t(GameAIAdapters.ai_walk, 2, null),
			new mframe_t(GameAIAdapters.ai_walk, 0, null),
			new mframe_t(GameAIAdapters.ai_walk, 2, null),
			new mframe_t(GameAIAdapters.ai_walk, 8, null),
			new mframe_t(GameAIAdapters.ai_walk, 12, null),
			new mframe_t(GameAIAdapters.ai_walk, 8, null),
			new mframe_t(GameAIAdapters.ai_walk, 5, null),
			new mframe_t(GameAIAdapters.ai_walk, 5, null),
			new mframe_t(GameAIAdapters.ai_walk, 2, null),
			new mframe_t(GameAIAdapters.ai_walk, 2, null),
			new mframe_t(GameAIAdapters.ai_walk, 1, null),
			new mframe_t(GameAIAdapters.ai_walk, 8, null)};
	static mmove_t gladiator_move_walk=
		new mmove_t(FRAME_walk1, FRAME_walk16, gladiator_frames_walk, null);

	static EntThinkAdapter gladiator_walk= new EntThinkAdapter() {
		public boolean think(edict_t self) {

			self.monsterinfo.currentmove= gladiator_move_walk;

			return true;
		}
	};

	static mframe_t gladiator_frames_run[]=
		new mframe_t[] {
			new mframe_t(GameAIAdapters.ai_run, 23, null),
			new mframe_t(GameAIAdapters.ai_run, 14, null),
			new mframe_t(GameAIAdapters.ai_run, 14, null),
			new mframe_t(GameAIAdapters.ai_run, 21, null),
			new mframe_t(GameAIAdapters.ai_run, 12, null),
			new mframe_t(GameAIAdapters.ai_run, 13, null)};
	static mmove_t gladiator_move_run=
		new mmove_t(FRAME_run1, FRAME_run6, gladiator_frames_run, null);

	static EntThinkAdapter gladiator_run= new EntThinkAdapter() {
		public boolean think(edict_t self) {

			if ((self.monsterinfo.aiflags & AI_STAND_GROUND) != 0)
				self.monsterinfo.currentmove= gladiator_move_stand;
			else
				self.monsterinfo.currentmove= gladiator_move_run;

			return true;
		}
	};

	static EntThinkAdapter GaldiatorMelee= new EntThinkAdapter() {
		public boolean think(edict_t self) {

			float[] aim= { 0, 0, 0 };

			Math3D.VectorSet(aim, MELEE_DISTANCE, self.mins[0], -4);
			if (Fire.fire_hit(self, aim, (20 + (Lib.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);
			return true;
		}
	};

	static mframe_t gladiator_frames_attack_melee[]=
		new mframe_t[] {
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, gladiator_cleaver_swing),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, GaldiatorMelee),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, gladiator_cleaver_swing),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, GaldiatorMelee),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, null)};

	static mmove_t gladiator_move_attack_melee=
		new mmove_t(
			FRAME_melee1,
			FRAME_melee17,
			gladiator_frames_attack_melee,
			gladiator_run);

	static EntThinkAdapter gladiator_melee= new EntThinkAdapter() {
		public boolean think(edict_t self) {

			self.monsterinfo.currentmove= gladiator_move_attack_melee;
			return true;
		}
	};

	static EntThinkAdapter GladiatorGun= new EntThinkAdapter() {
		public boolean think(edict_t self) {

			float[] start= { 0, 0, 0 };

			float[] dir= { 0, 0, 0 };
			float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };

			Math3D.AngleVectors(self.s.angles, forward, right, null);
			Math3D.G_ProjectSource(
				self.s.origin,
				monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1],
				forward,
				right,
				start);

			// calc direction to where we targted
			Math3D.VectorSubtract(self.pos1, start, dir);
			Math3D.VectorNormalize(dir);

			Monster.monster_fire_railgun(
				self,
				start,
				dir,
				50,
				100,
				MZ2_GLADIATOR_RAILGUN_1);

			return true;
		}
	};

	static mframe_t gladiator_frames_attack_gun[]=
		new mframe_t[] {
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, GladiatorGun),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, null),
			new mframe_t(GameAIAdapters.ai_charge, 0, null)};
	static mmove_t gladiator_move_attack_gun=
		new mmove_t(
			FRAME_attack1,
			FRAME_attack9,
			gladiator_frames_attack_gun,
			gladiator_run);

	static EntThinkAdapter gladiator_attack= new EntThinkAdapter() {
		public boolean think(edict_t self) {

			float range;
			float[] v={0,0,0};
			

			// a small safe zone
			Math3D.VectorSubtract(self.s.origin, self.enemy.s.origin, v);
			range= Math3D.VectorLength(v);
			if (range <= (MELEE_DISTANCE + 32))
				return true;

			// charge up the railgun
			gi.sound(self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
			Math3D.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;
			return true;
		}
	};

	static mframe_t gladiator_frames_pain[]=
		new mframe_t[] {
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null)};
	static mmove_t gladiator_move_pain=
		new mmove_t(
			FRAME_pain1,
			FRAME_pain6,
			gladiator_frames_pain,
			gladiator_run);

	static mframe_t gladiator_frames_pain_air[]=
		new mframe_t[] {
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null)};
	static mmove_t gladiator_move_pain_air=
		new mmove_t(
			FRAME_painup1,
			FRAME_painup7,
			gladiator_frames_pain_air,
			gladiator_run);

	static EntPainAdapter gladiator_pain= new EntPainAdapter() {
		public void 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 (Lib.random() < 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;

		}
	};

	static EntThinkAdapter gladiator_dead= new EntThinkAdapter() {
		public boolean think(edict_t self) {

			Math3D.VectorSet(self.mins, -16, -16, -24);
			Math3D.VectorSet(self.maxs, 16, 16, -8);
			self.movetype= MOVETYPE_TOSS;
			self.svflags |= SVF_DEADMONSTER;
			self.nextthink= 0;
			gi.linkentity(self);
			return true;
		}
	};

	static mframe_t gladiator_frames_death[]=
		new mframe_t[] {
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null),
			new mframe_t(GameAIAdapters.ai_move, 0, null)};
	static mmove_t gladiator_move_death=
		new mmove_t(
			FRAME_death1,
			FRAME_death22,
			gladiator_frames_death,
			gladiator_dead);

	static EntDieAdapter gladiator_die= new EntDieAdapter() {
		public void die(
			edict_t self,
			edict_t inflictor,
			edict_t attacker,
			int damage,
			float[] 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
	*/
	static void SP_monster_gladiator(edict_t self) {
		if (deathmatch.value != 0) {
			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");
		Math3D.VectorSet(self.mins, -32, -32, -24);
		Math3D.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;

		GameAIAdapters.walkmonster_start.think(self);
	}

}