7 const int MR_SETUP = 1; // (SERVER) setup monster data
8 const int MR_THINK = 2; // (SERVER) logic to run every frame
9 const int MR_DEATH = 3; // (SERVER) called when monster dies
10 const int MR_PRECACHE = 4; // (BOTH) precaches models/sounds used by this monster
11 const int MR_PAIN = 5; // (SERVER) called when monster is damaged
12 const int MR_ANIM = 6; // (BOTH?) sets animations for monster
15 entity get_monsterinfo(float id);
17 // special spawn flags
18 const int MONSTER_RESPAWN_DEATHPOINT = 16; // re-spawn where we died
19 const int MONSTER_TYPE_FLY = 32;
20 const int MONSTER_TYPE_SWIM = 64;
21 const int MONSTER_SIZE_BROKEN = 128; // TODO: remove when bad models are replaced
22 const int MON_FLAG_SUPERMONSTER = 256; // incredibly powerful monster
23 const int MON_FLAG_RANGED = 512; // monster shoots projectiles
24 const int MON_FLAG_MELEE = 1024;
26 // entity properties of monsterinfo
27 .float monsterid; // MON_...
28 .string netname; // short name
29 .string monster_name; // human readable name
30 .float(float) monster_func; // M_...
31 .float(float attack_type) monster_attackfunc; // attack function
32 .string mdl; // currently a copy of the model
33 .string model; // full name of model
35 .vector mins, maxs; // monster hitbox size
38 .vector anim_blockend;
39 .vector anim_blockstart;
49 // other useful macros
50 #define MON_ACTION(monstertype,mrequest) (get_monsterinfo(monstertype)).monster_func(mrequest)
52 // =====================
53 // Monster Registration
54 // =====================
56 float m_null(float dummy);
57 void register_monster(float id, float(float) func, float(float) attackfunc, float monsterflags, vector min_s, vector max_s, string modelname, string shortname, string mname);
58 void register_monsters_done();
60 const int MON_MAXCOUNT = 24; // increase as necessary, limit is infinite, but keep loops small!
61 const int MON_FIRST = 1;
65 #define REGISTER_MONSTER_2(id,func,attackfunc,monsterflags,min_s,max_s,modelname,shortname,mname) \
68 float attackfunc(float); \
69 void RegisterMonsters_##id() \
71 MON_LAST = (id = MON_FIRST + MON_COUNT); \
73 register_monster(id,func,attackfunc,monsterflags,min_s,max_s,modelname,shortname,mname); \
75 ACCUMULATE_FUNCTION(RegisterMonsters, RegisterMonsters_##id)
77 #define REGISTER_MONSTER(id,func,attackfunc,monsterflags,min_s,max_s,modelname,shortname,mname) \
78 REGISTER_MONSTER_2(MON_##id,func,attackfunc,monsterflags,min_s,max_s,modelname,shortname,mname)
80 #define REGISTER_MONSTER(id,func,attackfunc,monsterflags,min_s,max_s,modelname,shortname,mname) \
81 REGISTER_MONSTER_2(MON_##id,func,m_null,monsterflags,min_s,max_s,modelname,shortname,mname)
83 #define REGISTER_MONSTER(id,func,attackfunc,monsterflags,min_s,max_s,modelname,shortname,mname) \
84 REGISTER_MONSTER_2(MON_##id,m_null,m_null,monsterflags,min_s,max_s,modelname,shortname,mname)
89 #undef REGISTER_MONSTER
90 ACCUMULATE_FUNCTION(RegisterMonsters, register_monsters_done);