105 returns(this.
m_name, icon_path_from_menuskin(this.m_icon));
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
ATTRIB(Monster, m_model, entity)
model
string m_name
human readable name
virtual void mr_deadthink()
(SERVER) logic to run every frame after the monster has died
virtual void mr_death()
(SERVER) called when monster dies
virtual void mr_setup()
(SERVER) setup monster data
virtual void mr_anim()
(BOTH?) sets animations for monster
virtual void mr_pain()
(SERVER) called when monster is damaged
virtual void mr_think()
(SERVER) logic to run every frame
const int MON_FLAG_CRUSH
monster can be stomped in special modes
const int MONSTER_TYPE_PASSIVE
doesn't target or chase enemies
const int MONSTER_TYPE_FLY
const int MON_FLAG_RANGED
monster shoots projectiles
const int MONSTER_RESPAWN_DEATHPOINT
re-spawn where we died
const int MON_FLAG_RIDE
monster can be ridden in special modes
const int MONSTER_TYPE_UNDEAD
monster is by most definitions a zombie (doesn't fully die unless gibbed)
const int MON_FLAG_HIDDEN
const int MON_FLAG_SUPERMONSTER
incredibly powerful monster
const int MONSTER_TYPE_SWIM
const int MONSTER_SIZE_QUAKE
vector animfixfps(entity e, vector a, vector b)
#define METHOD(cname, name, prototype)