7 .float() th_missile; // LordHavoc: changed from void() to float(), returns true if attacking
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9 //.void(entity attacker, float damage, float damgtype, string dethtype) th_pain; // TODO Voretournament uses event_damage
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10 //.void() th_die; // TODO never called directly by Voretournament
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11 .entity oldenemy; // mad at this player before taking damage
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12 entity newmis; // launch_spike sets this after spawning it
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15 float RANGE_MELEE = 0;
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16 float RANGE_NEAR = 1;
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17 float RANGE_MID = 2;
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18 float RANGE_FAR = 3;
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20 float DMG_KNIGHT_MELEE_BASE = 0;
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21 float DMG_KNIGHT_MELEE_RANDOM1 = 3;
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22 float DMG_KNIGHT_MELEE_RANDOM2 = 3;
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23 float DMG_KNIGHT_MELEE_RANDOM3 = 3;
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25 .float show_hostile;
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26 // set to time+0.2 whenever a client fires a
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27 // weapon or takes damage. Used to alert
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28 // monsters that otherwise would let the player go
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33 .float attack_state;
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35 float AS_STRAIGHT = 1;
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36 float AS_SLIDING = 2;
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38 float AS_MISSILE = 4;
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40 float SKILL4_MINALPHA = 0.4;
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42 float monsterwander;
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44 monsterwander = cvar("monsterwander");
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45 // monsterwander is always on in skill 5
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47 monsterwander = TRUE;
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52 .void(vector org, float bodydamage, float armordamage, vector vel, float damgtype) bleedfunc;
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53 void(vector org, float bodydamage, float armordamage, vector vel, float damgtype) genericbleedfunc;
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