X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fmonster.qh;h=aba9c9aa9b66713607aa3f2c4d02412744b82e51;hb=6c3f2ebbfc14b92d5e608e902d4e94e0867cb50b;hp=2685e2fbced75be78c0402980f5a5acea84f9294;hpb=8f08a117d2eada0c38cb1d07a0798daf192dd666;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/monsters/monster.qh b/qcsrc/common/monsters/monster.qh index 2685e2fbc..aba9c9aa9 100644 --- a/qcsrc/common/monsters/monster.qh +++ b/qcsrc/common/monsters/monster.qh @@ -12,9 +12,11 @@ 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) +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; @@ -36,9 +38,9 @@ CLASS(Monster, Object) /** 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; } @@ -46,8 +48,6 @@ CLASS(Monster, Object) 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 */