X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fmonster.qh;h=146f64d405533ca59aac5636f81720f16d922157;hb=18dcd0070ab608b7788a7def821088060847fa76;hp=b345fa6fc155cc4039b47bcc122c91b1365fe062;hpb=a8e9c14803c6ee158f8183701f8e9c8601da9983;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/monsters/monster.qh b/qcsrc/common/monsters/monster.qh index b345fa6fc..146f64d40 100644 --- a/qcsrc/common/monsters/monster.qh +++ b/qcsrc/common/monsters/monster.qh @@ -1,36 +1,23 @@ #pragma once -#ifdef SVQC -#include "sv_monsters.qh" -#include -#include -#include -#include -#include -#include -#include -#endif - -#ifndef MENUQC -#include "../animdecide.qh" -#include "../anim.qh" -vector animfixfps(entity e, vector a, vector b); -#endif - // special spawn flags -const int MONSTER_RESPAWN_DEATHPOINT = 16; // re-spawn where we died -const int MONSTER_TYPE_FLY = 32; -const int MONSTER_TYPE_SWIM = 64; -const int MONSTER_SIZE_BROKEN = 128; // TODO: remove when bad models are replaced -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 -const int MONSTER_SIZE_QUAKE = 8192; +const int MONSTER_RESPAWN_DEATHPOINT = BIT(4); // re-spawn where we died +const int MONSTER_TYPE_FLY = BIT(5); +const int MONSTER_TYPE_SWIM = BIT(6); +const int MONSTER_SIZE_BROKEN = BIT(7); // TODO: remove when bad models are replaced +const int MON_FLAG_SUPERMONSTER = BIT(8); // incredibly powerful monster +const int MON_FLAG_RANGED = BIT(9); // monster shoots projectiles +const int MON_FLAG_MELEE = BIT(10); +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) monster_attackfunc; +.bool(int, entity actor, entity targ, .entity weaponentity) monster_attackfunc; +.entity monsterdef; // animations .vector anim_blockend; @@ -38,26 +25,23 @@ const int MONSTER_SIZE_QUAKE = 8192; .vector anim_melee1; .vector anim_melee2; .vector anim_melee3; -.vector anim_pain3; -.vector anim_pain4; -.vector anim_pain5; .vector anim_walk; .vector anim_spawn; CLASS(Monster, Object) - ATTRIB(Monster, monsterid, int, 0) + ATTRIB(Monster, monsterid, int, 0); /** attributes */ - ATTRIB(Monster, spawnflags, int, 0) + ATTRIB(Monster, spawnflags, int, 0); /** human readable name */ - ATTRIB(Monster, monster_name, string, "Monster") + ATTRIB(Monster, monster_name, string, "Monster"); /** short name */ - ATTRIB(Monster, netname, string, "") + ATTRIB(Monster, netname, string, ""); /** model */ - ATTRIB(Monster, m_model, entity, NULL) + 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; } @@ -65,11 +49,27 @@ 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 */ METHOD(Monster, mr_anim, bool(Monster this, entity actor)) { TC(Monster, this); return false; } ENDCLASS(Monster) + + +#ifdef SVQC +#include "sv_monsters.qh" +#include +#include +#include +#include +#include +#include +#include +#endif + +#ifdef GAMEQC +#include "../animdecide.qh" +#include "../anim.qh" +vector animfixfps(entity e, vector a, vector b); +#endif