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)
+const int MON_FLAG_HIDDEN = BIT(16);
// 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;
/** model */
ATTRIB(Monster, m_model, entity);
/** hitbox size */
- ATTRIB(Monster, mins, vector, '-0 -0 -0');
+ ATTRIB(Monster, m_mins, vector, '-0 -0 -0');
/** hitbox size */
- ATTRIB(Monster, maxs, vector, '0 0 0');
+ ATTRIB(Monster, m_maxs, vector, '0 0 0');
/** (SERVER) setup monster data */
METHOD(Monster, mr_setup, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
METHOD(Monster, mr_think, 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; }
- /** (BOTH) precaches models/sounds used by this monster */
- METHOD(Monster, mr_precache, bool(Monster this)) { TC(Monster, this); return false; }
/** (SERVER) called when monster is damaged */
METHOD(Monster, mr_pain, float(Monster this, entity actor, float damage_take, entity attacker, float deathtype)) { TC(Monster, this); return damage_take; }
/** (BOTH?) sets animations for monster */