// entity properties of monsterinfo:
.bool(int, entity actor, entity targ, .entity weaponentity) monster_attackfunc;
+.entity monsterdef;
// animations
.vector anim_blockend;
METHOD(Monster, mr_setup, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
/** (SERVER) logic to run every frame */
METHOD(Monster, mr_think, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
+ /** (SERVER) logic to run every frame after the monster has died */
+ METHOD(Monster, mr_deadthink, 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; }
/** (SERVER) called when monster is damaged */
#ifdef SVQC
#include "sv_monsters.qh"
-#include <server/g_damage.qh>
+#include <server/damage.qh>
#include <server/bot/api.qh>
#include <server/weapons/common.qh>
#include <server/weapons/tracing.qh>