#include "../constants.qh"
#include "../teams.qh"
#include "../util.qh"
- #include "monsters.qh"
+ #include "all.qh"
#include "sv_monsters.qh"
- #include "../weapons/weapons.qh"
+ #include "../weapons/all.qh"
#include "../../server/autocvars.qh"
#include "../../server/defs.qh"
#include "../deathtypes.qh"
field = GetMonsterSoundSampleField(argv(0));
if(GetMonsterSoundSampleField_notFound)
continue;
- if(self.field)
- strunzone(self.field);
- self.field = strzone(strcat(argv(1), " ", argv(2)));
+ if (self.(field))
+ strunzone(self.(field));
+ self.(field) = strzone(strcat(argv(1), " ", argv(2)));
}
fclose(fh);
return 1;
if(delaytoo)
if(time < self.msound_delay)
return; // too early
- GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
+ GlobalSound(self.(samplefield), chan, VOICETYPE_PLAYERSOUND);
self.msound_delay = time + sound_delay;
}
makevectors(self.v_angle);
}
-float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
+float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, int deathtype, float dostop)
{
if (self.health <= 0)
return false; // attacking while dead?!
self.moveto = self.origin;
}
-void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void monsters_corpse_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
self.health -= damage;
MON_ACTION(self.monsterid, MR_DEATH);
}
-void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void monsters_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(self.frozen && deathtype != DEATH_KILL && deathtype != DEATH_NADE_ICE_FREEZE)
return;