Monster: Difference between revisions
Jump to navigation
Jump to search
Important:As a general rule of thumb, monsters are usually only available in single-player mode (deathmatch 0). Some notable exceptions:
Code:Monsters in GoldSrc use the
SirYodaJedi (talk | contribs) (Yes it does) |
SirYodaJedi (talk | contribs) No edit summary |
||
Line 7: | Line 7: | ||
}} | }} | ||
{{src|3.1}} changes most "monster" terminology to "NPC", but some remnants exist, such as the [[contents flag]] for NPCs ({{ | {{src|3.1}} changes most "monster" terminology to "NPC", but some remnants exist, such as the [[contents flag]] for NPCs ({{cmd|CONTENTS_MONSTER}}), and the leftover {{ent|monster_generic}} entity. {{hls|2}} also retains the {{code|monster_}} entity classname prefix for backwards compatibility, but uses HL2's "NPC" terminology internally. | ||
{{codenote|Monsters in GoldSrc use the <code>[[CBaseMonster (GoldSrc)|CBaseMonster]]</code> C++ class, found in {{file|basemonster|h}}.}} | {{codenote|Monsters in GoldSrc use the <code>[[CBaseMonster (GoldSrc)|CBaseMonster]]</code> C++ class, found in {{file|basemonster|h}}.}} |
Revision as of 11:31, 1 May 2025
All NPCs are referred to as "monsters" in Quake, Quake II, and GoldSrc. This includes both enemy and allied NPCs. Multiplayer bots are not considered monsters, as they are players.

Source changes most "monster" terminology to "NPC", but some remnants exist, such as the contents flag for NPCs (CONTENTS_MONSTER), and the leftover monster_generic entity. Half-Life: Source also retains the monster_ entity classname prefix for backwards compatibility, but uses HL2's "NPC" terminology internally.

CBaseMonster
C++ class, found in 
basemonster.h
.