7 .float() th_missile; // LordHavoc: changed from void() to float(), returns true if attacking
9 //.void(entity attacker, float damage, float damgtype, string dethtype) th_pain; // TODO Xonotic uses event_damage
10 //.void() th_die; // TODO never called directly by Xonotic
11 .entity oldenemy; // mad at this player before taking damage
12 entity newmis; // launch_spike sets this after spawning it
15 float RANGE_MELEE = 0;
20 float DMG_KNIGHT_MELEE_BASE = 0;
21 float DMG_KNIGHT_MELEE_RANDOM1 = 3;
22 float DMG_KNIGHT_MELEE_RANDOM2 = 3;
23 float DMG_KNIGHT_MELEE_RANDOM3 = 3;
26 // set to time+0.2 whenever a client fires a
27 // weapon or takes damage. Used to alert
28 // monsters that otherwise would let the player go
35 float AS_STRAIGHT = 1;
40 float SKILL4_MINALPHA = 0.4;
44 monsterwander = cvar("monsterwander");
45 // monsterwander is always on in skill 5
52 .void(vector org, float bodydamage, float armordamage, vector vel, float damgtype) bleedfunc;
53 void(vector org, float bodydamage, float armordamage, vector vel, float damgtype) genericbleedfunc;