-#include "../registry.qh"
-
#ifndef MONSTERS_ALL_H
#define MONSTERS_ALL_H
const int MR_THINK = 2; // (SERVER) logic to run every frame
const int MR_DEATH = 3; // (SERVER) called when monster dies
const int MR_PRECACHE = 4; // (BOTH) precaches models/sounds used by this monster
+const int MR_PAIN = 5; // (SERVER) called when monster is damaged
+const int MR_ANIM = 6; // (BOTH?) sets animations for monster
// special spawn flags
const int MONSTER_RESPAWN_DEATHPOINT = 16; // re-spawn where we died
const int MON_FLAG_SUPERMONSTER = 256; // incredibly powerful monster
const int MON_FLAG_RANGED = 512; // monster shoots projectiles
const int MON_FLAG_MELEE = 1024;
+const int MON_FLAG_CRUSH = 2048; // monster can be stomped in special modes
+const int MON_FLAG_RIDE = 4096; // monster can be ridden in special modes
// entity properties of monsterinfo:
.string netname; // short name
.string model; // full name of model
.int spawnflags;
.vector mins, maxs; // monster hitbox size
+.bool(int) monster_attackfunc;
+
+// animations
+.vector anim_blockend;
+.vector anim_blockstart;
+.vector anim_melee1;
+.vector anim_melee2;
+.vector anim_melee3;
+.vector anim_pain3;
+.vector anim_pain4;
+.vector anim_pain5;
+.vector anim_walk;
+.vector anim_spawn;
// other useful macros
#define MON_ACTION(monstertype,mrequest) (get_monsterinfo(monstertype)).monster_func(mrequest)
-#define M_NAME(monstertype) (get_monsterinfo(monstertype)).monster_name
#endif