#include <g_local.h>
Public Attributes | |
| mmove_t * | currentmove |
| int | aiflags |
| int | nextframe |
| float | scale |
| void(* | stand )(edict_t *self) |
| void(* | idle )(edict_t *self) |
| void(* | search )(edict_t *self) |
| void(* | walk )(edict_t *self) |
| void(* | run )(edict_t *self) |
| void(* | dodge )(edict_t *self, edict_t *other, float eta) |
| void(* | attack )(edict_t *self) |
| void(* | melee )(edict_t *self) |
| void(* | sight )(edict_t *self, edict_t *other) |
| qboolean(* | checkattack )(edict_t *self) |
| float | pausetime |
| float | attack_finished |
| vec3_t | saved_goal |
| float | search_time |
| float | trail_time |
| vec3_t | last_sighting |
| int | attack_state |
| int | lefty |
| float | idle_time |
| int | linkcount |
| int | power_armor_type |
| int | power_armor_power |
| int monsterinfo_t::aiflags |
Definition at line 421 of file g_local.h.
Referenced by ai_run(), FindTarget(), Killed(), M_ReactToDamage(), M_SetEffects(), medic_FindDeadMonster(), medic_idle(), medic_run(), medic_search(), monster_use(), point_combat_touch(), SP_misc_deadsoldier(), SV_movestep(), T_Damage(), and target_actor_touch().
| mmove_t* monsterinfo_t::currentmove |
Definition at line 420 of file g_local.h.
Referenced by chick_dodge(), gunner_dodge(), infantry_dodge(), medic_dodge(), and soldier_dodge().
Definition at line 430 of file g_local.h.
Referenced by check_dodge().
| float monsterinfo_t::pausetime |
Definition at line 436 of file g_local.h.
Referenced by brain_dodge(), path_corner_touch(), point_combat_touch(), and target_actor_touch().
| int monsterinfo_t::power_armor_power |
Definition at line 449 of file g_local.h.
Referenced by CheckPowerArmor().
| int monsterinfo_t::power_armor_type |
Definition at line 448 of file g_local.h.
Referenced by CheckPowerArmor(), and M_SetEffects().
Definition at line 425 of file g_local.h.
Referenced by path_corner_touch(), point_combat_touch(), and target_actor_touch().
| float monsterinfo_t::trail_time |
Definition at line 441 of file g_local.h.
Referenced by PlayerTrail_PickFirst(), and PlayerTrail_PickNext().