Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
monster.qc
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1#include "monster.qh"
2
3#ifdef SVQC
6
8{
10 return;
11 entity e = spawn();
12 e.noalign = true; // don't drop to floor
13 e = spawnmonster(e, this.pokenade_type, MON_Null, this.realowner, this.realowner, this.origin, false, false, 1);
14 if(!e)
15 return; // monster failed to be spawned
16
19 e.monster_skill = MONSTER_SKILL_INSANE;
20}
21#endif // SVQC
22#ifdef MENUQC
23METHOD(MonsterNade, describe, string(MonsterNade this))
24{
25 TC(MonsterNade, this);
27 PAR(_("The %s detonates after a short delay, spawning one of the five monster types."), COLORED_NAME(this));
28 return PAGE_TEXT;
29}
30#endif // MENUQC
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define COLORED_NAME(this)
Definition color.qh:195
float time
vector origin
#define spawn
#define TC(T, sym)
Definition _all.inc:82
void nade_monster_boom(entity this)
Definition monster.qc:7
float autocvar_g_nades_pokenade_monster_lifetime
Definition monster.qh:9
#define METHOD(cname, name, prototype)
Definition oo.qh:269
#define PAGE_TEXT
Definition string.qh:643
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
Definition string.qh:649
#define PAGE_TEXT_INIT()
Definition string.qh:642
float autocvar_g_monsters
Definition sv_monsters.qh:5
const int MONSTER_SKILL_INSANE
string pokenade_type
Definition sv_nades.qh:48
entity spawnmonster(entity e, string monster, Monster monster_id, entity spawnedby, entity own, vector orig, bool respwn, bool removeifinvalid, int moveflag)
Definition sv_spawn.qc:14
entity realowner