Referenced by 'entity_name->monsterinfo.attribute'
|
Name |
Type |
Notes |
|
aiflags |
int |
Controls how the monster will behave :
|
|
attack_finished |
float |
time when attack will be finished (prevents further attacks before monster is ready) |
|
attack_state |
int |
attack method the monster is using :
|
|
currentmove |
mmove_t * |
current set of frames cycling between |
|
idle_time |
float |
time until which the idle animation should be played |
|
last_sighting |
vec3_t |
last point where the player was seen |
|
lefty |
int |
if and attack_state is AS_SLIDING, the monster will go left otherwise it'll go right. this is swapped each time |
|
linkcount |
int |
changed by gi.linkentity? |
|
nextframe |
int |
next frame to display |
|
pausetime |
float |
time to stop at a particular path_corner |
|
power_armor_power |
int |
energy the armor has left |
|
power_armor_type |
int |
type of power armor:POWER_ARMOR_NONE, POWER_ARMOR_SCREEN, POWER_ARMOR_SHIELD2 |
|
saved_goal |
vec3_t |
if the monster can't get to where it wants to this frame, that position is saved here |
|
scale |
float |
adjusts the running speed of the monster |
|
search_time |
float |
time to keep looking for player |
|
trail_time |
float |
timestamp of last section of player's trail found |
|
attack |
void |
ranged attack (optional) |
|
checkattack |
qboolean |
function called to see if the monster will attack this frame |
|
dodge |
void |
!!INCOMING!! so just duck 'cos they wouldn't aim for your feet, would they? (optional) |
|
idle |
void |
animation to 'spice up' the standing around (optional) |
|
melee |
void |
close-up attack (optional) |
|
run |
void |
has an enemy, getting ready to attack |
|
search |
void |
searching for player animation (optional) |
|
sight |
void |
just spotted someone (optional) |
|
stand |
void |
function to call when just standing around |
|
walk |
void |
moving towards movetarget |