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57
src/dlls/monster_plugin.h
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57
src/dlls/monster_plugin.h
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//
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// monster_plugin.h
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//
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#ifndef MONSTER_PLUGIN_H
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#define MONSTER_PLUGIN_H
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typedef struct
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{
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char *name;
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bool need_to_precache;
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} monster_type_t;
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class CMBaseMonster;
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typedef struct
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{
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int monster_index;
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edict_t *monster_pent;
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bool killed;
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int respawn_index;
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CMBaseMonster *pMonster;
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} monster_t;
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#define MAX_MONSTER_ENTS 200
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extern monster_t monsters[MAX_MONSTER_ENTS];
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#define MAX_MONSTER_COUNT 20
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typedef struct {
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Vector origin;
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float angle_min, angle_max;
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float delay;
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unsigned char monster[MAX_MONSTER_COUNT];
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int monster_count;
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float respawn_time;
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bool need_to_respawn;
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} monster_spawnpoint_t;
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#define MAX_MONSTERS 100
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extern monster_spawnpoint_t monster_spawnpoint[MAX_MONSTERS];
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extern DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball
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extern DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud
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extern DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion
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extern DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model
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extern DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for the initial blood
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extern DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for splattered blood
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extern DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam
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extern DLL_GLOBAL const char *g_pModelNameLaser;
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extern DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot
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#endif
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