5 const int MR_SETUP = 1; // (SERVER) setup monster data
6 const int MR_THINK = 2; // (SERVER) logic to run every frame
7 const int MR_DEATH = 3; // (SERVER) called when monster dies
8 const int MR_PRECACHE = 4; // (BOTH) precaches models/sounds used by this monster
11 entity get_monsterinfo(float id);
13 // special spawn flags
14 const int MONSTER_RESPAWN_DEATHPOINT = 16; // re-spawn where we died
15 const int MONSTER_TYPE_FLY = 32;
16 const int MONSTER_TYPE_SWIM = 64;
17 const int MONSTER_SIZE_BROKEN = 128; // TODO: remove when bad models are replaced
18 const int MON_FLAG_SUPERMONSTER = 256; // incredibly powerful monster
19 const int MON_FLAG_RANGED = 512; // monster shoots projectiles
20 const int MON_FLAG_MELEE = 1024;
22 // entity properties of monsterinfo:
23 .float monsterid; // MON_...
24 .string netname; // short name
25 .string monster_name; // human readable name
26 .float(float) monster_func; // m_...
27 .string mdl; // currently a copy of the model
28 .string model; // full name of model
30 .vector mins, maxs; // monster hitbox size
32 // other useful macros
33 #define MON_ACTION(monstertype,mrequest) (get_monsterinfo(monstertype)).monster_func(mrequest)
34 #define M_NAME(monstertype) (get_monsterinfo(monstertype)).monster_name
36 // =====================
37 // Monster Registration
38 // =====================
40 float m_null(float dummy);
41 void register_monster(float id, float(float) func, float monsterflags, vector min_s, vector max_s, string modelname, string shortname, string mname);
42 void register_monsters_done();
44 const int MON_MAXCOUNT = 24;
45 const int MON_FIRST = 1;
49 #define REGISTER_MONSTER_2(id,func,monsterflags,min_s,max_s,modelname,shortname,mname) \
52 void RegisterMonsters_##id() \
54 MON_LAST = (id = MON_FIRST + MON_COUNT); \
56 register_monster(id,func,monsterflags,min_s,max_s,modelname,shortname,mname); \
58 ACCUMULATE_FUNCTION(RegisterMonsters, RegisterMonsters_##id)
60 #define REGISTER_MONSTER(id,func,monsterflags,min_s,max_s,modelname,shortname,mname) \
61 REGISTER_MONSTER_2(MON_##id,m_null,monsterflags,min_s,max_s,modelname,shortname,mname)
63 #define REGISTER_MONSTER(id,func,monsterflags,min_s,max_s,modelname,shortname,mname) \
64 REGISTER_MONSTER_2(MON_##id,func,monsterflags,min_s,max_s,modelname,shortname,mname)
69 #undef REGISTER_MONSTER
70 ACCUMULATE_FUNCTION(RegisterMonsters, register_monsters_done);