#include "../registry.qh" #ifndef MONSTERS_ALL_H #define MONSTERS_ALL_H void RegisterMonsters(); const int MON_MAXCOUNT = 24; entity monster_info[MON_MAXCOUNT], monster_info_first, monster_info_last; entity get_monsterinfo(float id); int MON_COUNT; const int MON_FIRST = 1; #define MON_LAST (MON_FIRST + MON_COUNT - 1) /** If you register a new monster, make sure to add it to all.inc */ #define REGISTER_MONSTER(id, class) REGISTER(RegisterMonsters, MON, monster_info, MON_COUNT, id, monsterid, NEW(class)) #include "monster.qh" #define REGISTER_MONSTER_SIMPLE(id, monsterflags, min_s, max_s, modelname, shortname, mname) \ REGISTER_MONSTER(id, Monster) { \ this.netname = shortname; \ this.monster_name = mname; \ this.mdl = modelname; \ this.spawnflags = monsterflags; \ this.mins = min_s; \ this.maxs = max_s; \ this.model = strzone(strcat("models/monsters/", modelname)); \ } \ REGISTER_INIT(MON, id) REGISTER_REGISTRY(RegisterMonsters) #include "../util.qh" // monster requests const int MR_SETUP = 1; // (SERVER) setup monster data 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 // 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; // entity properties of monsterinfo: .string netname; // short name .string mdl; // currently a copy of the model .string model; // full name of model .int spawnflags; .vector mins, maxs; // monster hitbox size // other useful macros #define MON_ACTION(monstertype,mrequest) (get_monsterinfo(monstertype)).monster_func(mrequest) #define M_NAME(monstertype) (get_monsterinfo(monstertype)).monster_name #endif