Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
monster.qh File Reference
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Classes

class  Monster

Functions

vector animfixfps (entity e, vector a, vector b)
 bool (int, entity actor, entity targ,.entity weaponentity) monster_attackfunc

Variables

vector anim_blockend
vector anim_blockstart
vector anim_melee1
vector anim_melee2
vector anim_melee3
vector anim_spawn
vector anim_walk
const int MON_FLAG_CRUSH = BIT(11)
const int MON_FLAG_HIDDEN = BIT(16)
const int MON_FLAG_MELEE = BIT(10)
const int MON_FLAG_RANGED = BIT(9)
const int MON_FLAG_RIDE = BIT(12)
const int MON_FLAG_SUPERMONSTER = BIT(8)
const int MONSTER_RESPAWN_DEATHPOINT = BIT(4)
const int MONSTER_SIZE_QUAKE = BIT(13)
const int MONSTER_TYPE_FLY = BIT(5)
const int MONSTER_TYPE_PASSIVE = BIT(14)
const int MONSTER_TYPE_SWIM = BIT(6)
const int MONSTER_TYPE_UNDEAD = BIT(15)
entity monsterdef

Function Documentation

◆ animfixfps()

vector animfixfps ( entity e,
vector a,
vector b )

Definition at line 1808 of file util.qc.

1809{
1810 // multi-frame anim: keep as-is
1811 if(a.y == 1)
1812 {
1813 float dur = frameduration(e.modelindex, a.x);
1814 if (dur <= 0 && b.y)
1815 {
1816 a = b;
1817 dur = frameduration(e.modelindex, a.x);
1818 }
1819 if (dur > 0)
1820 a.z = 1.0 / dur;
1821 }
1822 return a;
1823}

References entity(), and vector.

Referenced by animdecide_load_if_needed(), CL_WeaponEntity_SetModel(), and monsters_animoverride().

◆ bool()

bool ( int ,
entity actor,
entity targ,
.entity weaponentity )

References entity().

Variable Documentation

◆ anim_blockend

vector anim_blockend

Definition at line 27 of file monster.qh.

Referenced by M_Zombie_Defend_Block_End().

◆ anim_blockstart

vector anim_blockstart

Definition at line 28 of file monster.qh.

Referenced by M_Zombie_Defend_Block().

◆ anim_melee1

vector anim_melee1

Definition at line 29 of file monster.qh.

◆ anim_melee2

vector anim_melee2

Definition at line 30 of file monster.qh.

Referenced by M_Golem_Attack_Swing().

◆ anim_melee3

vector anim_melee3

Definition at line 31 of file monster.qh.

Referenced by M_Golem_Attack_Swing().

◆ anim_spawn

vector anim_spawn

Definition at line 33 of file monster.qh.

◆ anim_walk

vector anim_walk

Definition at line 32 of file monster.qh.

Referenced by Monster_Move(), Monster_Move_2D(), and monsters_animoverride().

◆ MON_FLAG_CRUSH

const int MON_FLAG_CRUSH = BIT(11)

Definition at line 15 of file monster.qh.

◆ MON_FLAG_HIDDEN

const int MON_FLAG_HIDDEN = BIT(16)

Definition at line 20 of file monster.qh.

Referenced by getmonsterlist(), invasion_PickMonster(), and spawnmonster().

◆ MON_FLAG_MELEE

const int MON_FLAG_MELEE = BIT(10)

Definition at line 14 of file monster.qh.

◆ MON_FLAG_RANGED

const int MON_FLAG_RANGED = BIT(9)

Definition at line 13 of file monster.qh.

Referenced by Monster_ValidTarget().

◆ MON_FLAG_RIDE

const int MON_FLAG_RIDE = BIT(12)

Definition at line 16 of file monster.qh.

◆ MON_FLAG_SUPERMONSTER

const int MON_FLAG_SUPERMONSTER = BIT(8)

Definition at line 12 of file monster.qh.

Referenced by Invasion_CheckWinner(), invasion_PickMonster(), and MUTATOR_HOOKFUNCTION().

◆ MONSTER_RESPAWN_DEATHPOINT

const int MONSTER_RESPAWN_DEATHPOINT = BIT(4)

Definition at line 8 of file monster.qh.

Referenced by Monster_Dead_Fade().

◆ MONSTER_SIZE_QUAKE

const int MONSTER_SIZE_QUAKE = BIT(13)

Definition at line 17 of file monster.qh.

Referenced by invasion_PickMonster(), and Monster_Spawn().

◆ MONSTER_TYPE_FLY

const int MONSTER_TYPE_FLY = BIT(5)

Definition at line 9 of file monster.qh.

Referenced by invasion_PickMonster(), and Monster_Spawn().

◆ MONSTER_TYPE_PASSIVE

const int MONSTER_TYPE_PASSIVE = BIT(14)

Definition at line 18 of file monster.qh.

Referenced by invasion_PickMonster(), and spawnmonster().

◆ MONSTER_TYPE_SWIM

const int MONSTER_TYPE_SWIM = BIT(6)

Definition at line 10 of file monster.qh.

Referenced by invasion_PickMonster(), and Monster_Spawn().

◆ MONSTER_TYPE_UNDEAD

const int MONSTER_TYPE_UNDEAD = BIT(15)

Definition at line 19 of file monster.qh.

Referenced by invasion_PickMonster().

◆ monsterdef