monsterinfo_t

Referenced by 'entity_name->monsterinfo.attribute'

Name

Type

Notes

aiflags

int

Controls how the monster will behave :

  • AI_STAND_GROUND-don't move

  • AI_TEMP_STAND_GROUND-stand ground for a short time (don't get too close to enemy?)
  • AI_SOUND_TARGET-look for source of a sound
  • AI_LOST_SIGHT-just lost sight of player
  • AI_PURSUIT_LAST_SEEN-
  • AI_PURSUE_NEXT-able to get to last sighting point this frame
  • AI_PURSUE_TEMP-continue to persue for a bit
  • AI_HOLD_FRAME-entity will hold the same frame (eg machine gun firing)
  • AI_GOOD_GUY-don't attack you (prisoners)
  • AI_BRUTAL-keep attacking until enemy's health < -80 (usualy stop at 0)
  • AI_NOSTEP-used by exploding box
  • AI_DUKED-monster's (pathetic) attempts to evade your shots
  • AI_COMBAT_POINT-ignores everything else until it reaches it's destination
  • AI_MEDIC-healing something (stop when the 'enemy's health > 0)
  • AI_RESURRECTING-it's ALIVE!!! (almost) show resurection effects

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 :

  • AS_STRAIGHT-moving forwards to firing position

  • AS_SLIDING-moving sideways to firing position
  • AS_MELEE-close range attack
  • AS_MISSILE-long range attack

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