X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fmonster.qh;h=146f64d405533ca59aac5636f81720f16d922157;hb=18dcd0070ab608b7788a7def821088060847fa76;hp=5572fe9102d05a1a07174cfc5255a143784e30ce;hpb=87bec07409c336c956a798556064c6819ad40a4d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/monsters/monster.qh b/qcsrc/common/monsters/monster.qh index 5572fe910..146f64d40 100644 --- a/qcsrc/common/monsters/monster.qh +++ b/qcsrc/common/monsters/monster.qh @@ -12,9 +12,12 @@ const int MON_FLAG_CRUSH = BIT(11); // monster can be stomped in special modes const int MON_FLAG_RIDE = BIT(12); // monster can be ridden in special modes const int MONSTER_SIZE_QUAKE = BIT(13); const int MONSTER_TYPE_PASSIVE = BIT(14); // doesn't target or chase enemies +const int MONSTER_TYPE_UNDEAD = BIT(15); // monster is by most definitions a zombie (doesn't fully die unless gibbed) +const int MON_FLAG_HIDDEN = BIT(16); // entity properties of monsterinfo: .bool(int, entity actor, entity targ, .entity weaponentity) monster_attackfunc; +.entity monsterdef; // animations .vector anim_blockend; @@ -36,9 +39,9 @@ CLASS(Monster, Object) /** model */ ATTRIB(Monster, m_model, entity); /** hitbox size */ - ATTRIB(Monster, mins, vector, '-0 -0 -0'); + ATTRIB(Monster, m_mins, vector, '-0 -0 -0'); /** hitbox size */ - ATTRIB(Monster, maxs, vector, '0 0 0'); + ATTRIB(Monster, m_maxs, vector, '0 0 0'); /** (SERVER) setup monster data */ METHOD(Monster, mr_setup, bool(Monster this, entity actor)) { TC(Monster, this); return false; } @@ -46,8 +49,6 @@ CLASS(Monster, Object) METHOD(Monster, mr_think, bool(Monster this, entity actor)) { TC(Monster, this); return false; } /** (SERVER) called when monster dies */ METHOD(Monster, mr_death, bool(Monster this, entity actor)) { TC(Monster, this); return false; } - /** (BOTH) precaches models/sounds used by this monster */ - METHOD(Monster, mr_precache, bool(Monster this)) { TC(Monster, this); return false; } /** (SERVER) called when monster is damaged */ METHOD(Monster, mr_pain, float(Monster this, entity actor, float damage_take, entity attacker, float deathtype)) { TC(Monster, this); return damage_take; } /** (BOTH?) sets animations for monster */