X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fmonster.qh;h=8e086a085c62218ba68ee20cc7107f933f9da320;hp=341b92e7b53849b86b5a3b830c7d4173ec7062c5;hb=64f2b309aa5be8aafb9ad2137174bb6d99aeb876;hpb=bf094df0de66898cb15780dbf136bf93b0761857 diff --git a/qcsrc/common/monsters/monster.qh b/qcsrc/common/monsters/monster.qh index 341b92e7b5..8e086a085c 100644 --- a/qcsrc/common/monsters/monster.qh +++ b/qcsrc/common/monsters/monster.qh @@ -1,36 +1,21 @@ #pragma once -#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 - // 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) // entity properties of monsterinfo: -.bool(int, entity actor, entity targ) monster_attackfunc; +.bool(int, entity actor, entity targ, .entity weaponentity) monster_attackfunc; // animations .vector anim_blockend; @@ -38,9 +23,6 @@ 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; @@ -73,3 +55,21 @@ CLASS(Monster, Object) 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