4 bool m_null(entity thismon, int) { return false; }
5 bool m_new(entity thismon, int);
7 /** If you register a new monster, make sure to add it to all.inc */
9 ATTRIB(Monster, monsterid, int, 0)
10 ATTRIB(Monster, classname, string, "monster_info")
11 /** human readable name */
12 ATTRIB(Monster, monster_name, string, string_null)
13 ATTRIB(Monster, monster_func, bool(Monster, int), m_new)
17 const int MR_SETUP = 1; // (SERVER) setup monster data
18 .bool(Monster this) mr_setup;
19 const int MR_THINK = 2; // (SERVER) logic to run every frame
20 .bool(Monster this) mr_think;
21 const int MR_DEATH = 3; // (SERVER) called when monster dies
22 .bool(Monster this) mr_death;
23 const int MR_PRECACHE = 4; // (BOTH) precaches models/sounds used by this monster
24 .bool(Monster this) mr_precache;
25 const int MR_PAIN = 5; // (SERVER) called when monster is damaged
26 .bool(Monster this) mr_pain;
27 const int MR_ANIM = 6; // (BOTH?) sets animations for monster
28 .bool(Monster this) mr_anim;
30 // other useful macros
31 #define MON_ACTION(mon,mrequest) mon.monster_func(mon, mrequest)
32 #define _MON_ACTION(mon,mrequest) MON_ACTION(get_monsterinfo(mon), mrequest)
34 bool m_new(entity this, int req) {
35 if (req == MR_SETUP) return this.mr_setup ? this.mr_setup(this) : false;
36 if (req == MR_THINK) return this.mr_think ? this.mr_think(this) : false;
37 if (req == MR_DEATH) return this.mr_death ? this.mr_death(this) : false;
38 if (req == MR_PRECACHE) return this.mr_precache ? this.mr_precache(this) : false;
39 if (req == MR_PAIN) return this.mr_pain ? this.mr_pain(this) : false;
40 if (req == MR_ANIM) return this.mr_anim ? this.mr_anim(this) : false;