4 const int MONSTER_RESPAWN_DEATHPOINT = BIT(4); // re-spawn where we died
5 const int MONSTER_TYPE_FLY = BIT(5);
6 const int MONSTER_TYPE_SWIM = BIT(6);
7 const int MONSTER_SIZE_BROKEN = BIT(7); // TODO: remove when bad models are replaced
8 const int MON_FLAG_SUPERMONSTER = BIT(8); // incredibly powerful monster
9 const int MON_FLAG_RANGED = BIT(9); // monster shoots projectiles
10 const int MON_FLAG_MELEE = BIT(10);
11 const int MON_FLAG_CRUSH = BIT(11); // monster can be stomped in special modes
12 const int MON_FLAG_RIDE = BIT(12); // monster can be ridden in special modes
13 const int MONSTER_SIZE_QUAKE = BIT(13);
14 const int MONSTER_TYPE_PASSIVE = BIT(14); // doesn't target or chase enemies
15 const int MONSTER_TYPE_UNDEAD = BIT(15); // monster is by most definitions a zombie (doesn't fully die unless gibbed)
16 const int MON_FLAG_HIDDEN = BIT(16);
18 // entity properties of monsterinfo:
19 .bool(int, entity actor, entity targ, .entity weaponentity) monster_attackfunc;
22 .vector anim_blockend;
23 .vector anim_blockstart;
30 CLASS(Monster, Object)
31 ATTRIB(Monster, monsterid, int, 0);
33 ATTRIB(Monster, spawnflags, int, 0);
34 /** human readable name */
35 ATTRIB(Monster, monster_name, string, "Monster");
37 ATTRIB(Monster, netname, string, "");
39 ATTRIB(Monster, m_model, entity);
41 ATTRIB(Monster, mins, vector, '-0 -0 -0');
43 ATTRIB(Monster, maxs, vector, '0 0 0');
45 /** (SERVER) setup monster data */
46 METHOD(Monster, mr_setup, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
47 /** (SERVER) logic to run every frame */
48 METHOD(Monster, mr_think, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
49 /** (SERVER) called when monster dies */
50 METHOD(Monster, mr_death, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
51 /** (BOTH) precaches models/sounds used by this monster */
52 METHOD(Monster, mr_precache, bool(Monster this)) { TC(Monster, this); return false; }
53 /** (SERVER) called when monster is damaged */
54 METHOD(Monster, mr_pain, float(Monster this, entity actor, float damage_take, entity attacker, float deathtype)) { TC(Monster, this); return damage_take; }
55 /** (BOTH?) sets animations for monster */
56 METHOD(Monster, mr_anim, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
62 #include "sv_monsters.qh"
63 #include <server/g_damage.qh>
64 #include <server/bot/api.qh>
65 #include <server/weapons/common.qh>
66 #include <server/weapons/tracing.qh>
67 #include <server/weapons/weaponsystem.qh>
68 #include <common/mutators/mutator/waypoints/waypointsprites.qh>
69 #include <lib/warpzone/server.qh>
73 #include "../animdecide.qh"
75 vector animfixfps(entity e, vector a, vector b);