1 // =========================
2 // SVQC Monster Properties
3 // =========================
8 if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
11 self.think = SUB_Remove;
12 self.nextthink = time + 0.1;
16 void monster_item_spawn()
22 self.velocity = randomvec() * 175 + '0 0 325';
23 self.touch = M_Item_Touch;
25 SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
28 void monster_dropitem()
30 if(!self.candrop || !self.monster_loot)
33 vector org = self.origin + ((self.mins + self.maxs) * 0.5);
38 e.monster_loot = self.monster_loot;
41 MUTATOR_CALLHOOK(MonsterDropItem);
44 e.think = monster_item_spawn;
45 e.nextthink = time + 0.3;
48 void monsters_setframe(float _frame)
50 if(self.frame == _frame)
53 self.anim_start_time = time;
55 self.SendFlags |= MSF_ANIM;
58 float monster_isvalidtarget (entity targ, entity ent)
61 return FALSE; // someone doesn't exist
64 return FALSE; // don't attack ourselves
66 traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
70 if(trace_ent != world)
76 if(targ.vehicle_flags & VHF_ISVEHICLE)
77 if not((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED)
78 return FALSE; // melee attacks are useless against vehicles
80 if(time < game_starttime)
81 return FALSE; // monsters do nothing before the match has started
83 if(vlen(targ.origin - ent.origin) >= ent.target_range)
84 return FALSE; // enemy is too far away
86 if(targ.takedamage == DAMAGE_NO)
87 return FALSE; // enemy can't be damaged
89 if(targ.items & IT_INVISIBILITY)
90 return FALSE; // enemy is invisible
92 if(substring(targ.classname, 0, 10) == "onslaught_")
93 return FALSE; // don't attack onslaught targets
95 if(IS_SPEC(targ) || IS_OBSERVER(targ))
96 return FALSE; // enemy is a spectator
98 if not(targ.vehicle_flags & VHF_ISVEHICLE)
99 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
100 return FALSE; // enemy/self is dead
102 if(ent.monster_owner == targ)
103 return FALSE; // don't attack our master
105 if(targ.monster_owner == ent)
106 return FALSE; // don't attack our pet
108 if not(targ.vehicle_flags & VHF_ISVEHICLE)
109 if(targ.flags & FL_NOTARGET)
110 return FALSE; // enemy can't be targeted
112 if not(autocvar_g_monsters_typefrag)
114 return FALSE; // no typefragging!
116 if not(IsDifferentTeam(targ, ent))
117 return FALSE; // enemy is on our team
119 if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT)
120 if(ent.enemy != targ)
124 makevectors (ent.angles);
125 dot = normalize (targ.origin - ent.origin) * v_forward;
134 entity FindTarget (entity ent)
136 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
138 entity head, closest_target = world;
139 head = findradius(ent.origin, ent.target_range);
141 while(head) // find the closest acceptable target to pass to
143 if(monster_isvalidtarget(head, ent))
145 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
146 vector head_center = CENTER_OR_VIEWOFS(head);
147 vector ent_center = CENTER_OR_VIEWOFS(ent);
149 //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
152 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
153 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
154 { closest_target = head; }
156 else { closest_target = head; }
162 return closest_target;
170 if(self.enemy != other)
171 if not(other.flags & FL_MONSTER)
172 if(monster_isvalidtarget(other, self))
176 void monster_sound(string msound, float sound_delay, float delaytoo)
178 if(delaytoo && time < self.msound_delay)
182 return; // sound doesn't exist
184 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTEN_NORM);
186 self.msound_delay = time + sound_delay;
189 void monster_precachesounds(entity e)
191 precache_sound(e.msound_idle);
192 precache_sound(e.msound_death);
193 precache_sound(e.msound_attack_melee);
194 precache_sound(e.msound_attack_ranged);
195 precache_sound(e.msound_sight);
196 precache_sound(e.msound_pain);
199 void monster_setupsounds(string mon)
201 if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
202 if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
203 if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
204 if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
205 if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
206 if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
209 void monster_makevectors(entity e)
213 v = CENTER_OR_VIEWOFS(e);
214 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
215 self.v_angle_x = -self.v_angle_x;
217 makevectors(self.v_angle);
220 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
222 float rdmg = damg * random();
224 if (self.health <= 0)
225 return FALSE; // attacking while dead?!
231 self.state = MONSTER_STATE_ATTACK_MELEE;
232 self.SendFlags |= MSF_MOVE;
235 monsters_setframe(anim);
237 if(anim_finished != 0)
238 self.attack_finished_single = time + anim_finished;
240 monster_makevectors(targ);
242 traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
244 if(trace_ent.takedamage)
245 Damage(trace_ent, self, self, rdmg * monster_skill, deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
250 void Monster_CheckMinibossFlag ()
252 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
255 float chance = random() * 100;
257 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
258 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
260 self.health += autocvar_g_monsters_miniboss_healthboost;
262 self.weapon = WEP_NEX;
266 float Monster_CanRespawn(entity ent)
269 if(MUTATOR_CALLHOOK(MonsterRespawn))
270 return TRUE; // enabled by a mutator
272 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
275 if not(autocvar_g_monsters_respawn)
283 if(Monster_CanRespawn(self))
285 self.monster_respawned = TRUE;
286 self.think = self.monster_spawnfunc;
287 self.nextthink = time + self.respawntime;
288 self.deadflag = DEAD_RESPAWNING;
289 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
291 self.pos1 = self.origin;
292 self.pos2 = self.angles;
294 self.event_damage = func_null;
295 self.takedamage = DAMAGE_NO;
296 setorigin(self, self.pos1);
297 self.angles = self.pos2;
298 self.health = self.max_health;
300 self.SendFlags |= MSF_MOVE;
301 self.SendFlags |= MSF_STATUS;
304 SUB_SetFade(self, time + 3, 1);
307 float Monster_CanJump (vector vel)
310 return FALSE; // already attacking
311 if not(self.flags & FL_ONGROUND)
312 return FALSE; // not on the ground
314 return FALSE; // called when dead?
315 if(time < self.attack_finished_single)
316 return FALSE; // still attacking
318 vector old = self.velocity;
321 tracetoss(self, self);
323 if (trace_ent != self.enemy)
329 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
331 if(!Monster_CanJump(vel))
334 monsters_setframe(anm);
335 self.state = MONSTER_STATE_ATTACK_LEAP;
336 self.touch = touchfunc;
339 self.flags &= ~FL_ONGROUND;
341 self.attack_finished_single = time + anim_finished;
346 void monster_checkattack(entity e, entity targ)
353 if not(e.monster_attackfunc)
356 if(time < e.attack_finished_single)
359 if(vlen(targ.origin - e.origin) <= e.attack_range)
360 if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
362 monster_sound(e.msound_attack_melee, 0, FALSE);
366 if(vlen(targ.origin - e.origin) > e.attack_range)
367 if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
369 monster_sound(e.msound_attack_ranged, 0, FALSE);
378 if(monster_isvalidtarget(activator, self))
379 self.enemy = activator;
383 .float last_enemycheck; // for checking enemy
384 vector monster_pickmovetarget(entity targ)
386 // enemy is always preferred target
389 makevectors(self.angles);
390 self.monster_movestate = MONSTER_MOVE_ENEMY;
391 self.last_trace = time + 1.2;
392 return self.enemy.origin;
395 switch(self.monster_moveflags)
397 case MONSTER_MOVE_OWNER:
399 self.monster_movestate = MONSTER_MOVE_OWNER;
400 self.last_trace = time + 0.3;
401 if(self.monster_owner)
402 return self.monster_owner.origin;
404 case MONSTER_MOVE_SPAWNLOC:
406 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
407 self.last_trace = time + 2;
410 case MONSTER_MOVE_NOMOVE:
412 self.monster_movestate = MONSTER_MOVE_NOMOVE;
413 self.last_trace = time + 2;
417 case MONSTER_MOVE_WANDER:
420 self.monster_movestate = MONSTER_MOVE_WANDER;
421 self.last_trace = time + 2;
423 self.angles_y = random() * 500;
424 makevectors(self.angles);
425 pos = self.origin + v_forward * 600;
427 if(self.flags & FL_FLY || self.flags & FL_SWIM)
429 pos_z = random() * 200;
436 self.last_trace = time + 0.5;
445 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
447 fixedmakevectors(self.angles);
450 self.goalentity = find(world, targetname, self.target2);
456 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
457 self.health = max(1, self.max_health * self.revive_progress);
459 self.SendFlags |= MSF_STATUS;
461 movelib_beak_simple(stopspeed);
463 self.velocity = '0 0 0';
465 self.nextthink = time + 0.1;
467 if(self.revive_progress >= 1)
468 Unfreeze(self); // wait for next think before attacking
470 // don't bother updating angles here?
471 if(self.origin != self.oldorigin)
473 self.oldorigin = self.origin;
474 self.SendFlags |= MSF_MOVE;
477 return; // no moving while frozen
480 if(self.flags & FL_SWIM)
482 if(self.waterlevel < WATERLEVEL_WETFEET)
484 if(time >= self.last_trace)
486 self.last_trace = time + 0.4;
488 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
489 self.angles = '90 90 0';
492 self.velocity_y += random() * 50;
493 self.velocity_x -= random() * 50;
497 self.velocity_y -= random() * 50;
498 self.velocity_x += random() * 50;
500 self.velocity_z += random() * 150;
504 self.movetype = MOVETYPE_BOUNCE;
505 //self.velocity_z = -200;
507 self.SendFlags |= MSF_MOVE | MSF_ANG;
513 self.angles = '0 0 0';
514 self.movetype = MOVETYPE_WALK;
518 targ = self.goalentity;
520 monster_target = targ;
521 monster_speed_run = runspeed;
522 monster_speed_walk = walkspeed;
524 if(MUTATOR_CALLHOOK(MonsterMove) || gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
526 runspeed = walkspeed = 0;
527 if(time >= self.spawn_time)
528 monsters_setframe(manim_idle);
529 movelib_beak_simple(stopspeed);
530 if(self.oldorigin != self.origin)
532 self.oldorigin = self.origin;
533 self.SendFlags |= MSF_MOVE;
538 targ = monster_target;
539 runspeed = monster_speed_run;
540 walkspeed = monster_speed_walk;
543 if(autocvar_g_monsters_teams)
544 if(IsDifferentTeam(self.monster_owner, self))
545 self.monster_owner = world;
547 if(self.enemy && self.enemy.health < 1)
548 self.enemy = world; // enough!
550 if(time >= self.last_enemycheck)
552 if not(monster_isvalidtarget(self.enemy, self))
557 self.enemy = FindTarget(self);
559 monster_sound(self.msound_sight, 0, FALSE);
562 self.last_enemycheck = time + 2;
565 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
568 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
569 if(time >= self.last_trace || self.enemy) // update enemy instantly
570 self.moveto = monster_pickmovetarget(targ);
573 monster_sound(self.msound_idle, 5, TRUE);
575 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
576 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
578 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
581 self.touch = MonsterTouch;
584 //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
587 vector real_angle = vectoangles(self.steerto) - self.angles;
589 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
592 if(self.flags & FL_SWIM)
593 turny = vlen(self.angles - self.moveto);
597 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
598 self.angles_y += turny;
601 if(self.state == MONSTER_STATE_ATTACK_MELEE)
602 self.moveto = self.origin;
604 if(self.enemy && self.enemy.vehicle)
607 if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
608 v_forward = normalize(self.moveto - self.origin);
610 self.moveto_z = self.origin_z;
612 if(vlen(self.origin - self.moveto) > 64)
614 if(self.flags & FL_FLY || self.flags & FL_SWIM)
615 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
617 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
619 if(time > self.pain_finished)
620 if(time > self.attack_finished_single)
621 if(vlen(self.velocity) > 10)
622 monsters_setframe((self.enemy) ? manim_run : manim_walk);
624 monsters_setframe(manim_idle);
628 entity e = find(world, targetname, self.target2);
630 self.target2 = e.target2;
632 self.target2 = e.target;
634 movelib_beak_simple(stopspeed);
635 if(time > self.attack_finished_single)
636 if(time > self.pain_finished)
637 if (vlen(self.velocity) <= 30)
638 monsters_setframe(manim_idle);
641 monster_checkattack(self, self.enemy);
643 if(self.angles != self.oldangles)
645 self.oldangles = self.angles;
646 self.SendFlags |= MSF_ANG;
649 if(self.origin != self.oldorigin)
651 self.oldorigin = self.origin;
652 self.SendFlags |= MSF_MOVE;
656 void monster_dead_think()
658 self.think = monster_dead_think;
659 self.nextthink = time + 0.3; // don't need to update so often now
661 self.deadflag = DEAD_DEAD;
664 if(time >= self.ltime)
670 if(self.oldorigin != self.origin)
672 self.oldorigin = self.origin;
673 self.SendFlags |= MSF_MOVE;
677 void monsters_setstatus()
679 self.stat_monsters_total = monsters_total;
680 self.stat_monsters_killed = monsters_killed;
683 void Monster_Appear()
685 self.enemy = activator;
686 self.spawnflags &= ~MONSTERFLAG_APPEAR;
687 self.monster_spawnfunc();
690 float Monster_CheckAppearFlags(entity ent)
692 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
695 ent.think = func_null;
697 ent.use = Monster_Appear;
698 ent.flags = FL_MONSTER; // set so this monster can get butchered
703 void monsters_reset()
705 setorigin(self, self.pos1);
706 self.angles = self.pos2;
708 self.health = self.max_health;
709 self.velocity = '0 0 0';
711 self.goalentity = world;
712 self.attack_finished_single = 0;
713 self.moveto = self.origin;
715 self.SendFlags |= MSF_STATUS;
718 float monster_send(entity to, float sf)
720 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
721 WriteByte(MSG_ENTITY, sf);
724 WriteByte(MSG_ENTITY, self.monsterid);
726 WriteCoord(MSG_ENTITY, self.origin_x);
727 WriteCoord(MSG_ENTITY, self.origin_y);
728 WriteCoord(MSG_ENTITY, self.origin_z);
730 WriteAngle(MSG_ENTITY, self.angles_x);
731 WriteAngle(MSG_ENTITY, self.angles_y);
733 WriteByte(MSG_ENTITY, self.skin);
734 WriteByte(MSG_ENTITY, self.team);
739 WriteShort(MSG_ENTITY, rint(self.angles_x));
740 WriteShort(MSG_ENTITY, rint(self.angles_y));
745 WriteShort(MSG_ENTITY, rint(self.origin_x));
746 WriteShort(MSG_ENTITY, rint(self.origin_y));
747 WriteShort(MSG_ENTITY, rint(self.origin_z));
749 WriteShort(MSG_ENTITY, rint(self.velocity_x));
750 WriteShort(MSG_ENTITY, rint(self.velocity_y));
751 WriteShort(MSG_ENTITY, rint(self.velocity_z));
753 WriteShort(MSG_ENTITY, rint(self.angles_y));
758 WriteCoord(MSG_ENTITY, self.anim_start_time);
759 WriteByte(MSG_ENTITY, self.frame);
764 WriteByte(MSG_ENTITY, self.skin);
766 WriteByte(MSG_ENTITY, self.team);
768 WriteByte(MSG_ENTITY, self.deadflag);
771 WriteByte(MSG_ENTITY, 0);
773 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
779 void monster_link(void() spawnproc)
781 Net_LinkEntity(self, TRUE, 0, monster_send);
782 self.think = spawnproc;
783 self.nextthink = time;
786 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
788 self.health -= damage;
790 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
792 if(self.health <= -100) // 100 health until gone?
794 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
796 self.think = SUB_Remove;
797 self.nextthink = time + 0.1;
803 self.think = monster_dead_think;
804 self.nextthink = self.ticrate;
805 self.ltime = time + 5;
809 if(self.weaponentity)
811 remove(self.weaponentity);
812 self.weaponentity = world;
815 monster_sound(self.msound_death, 0, FALSE);
817 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
818 monsters_killed += 1;
820 if(self.candrop && self.weapon)
821 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
823 if(IS_CLIENT(self.realowner))
824 self.realowner.monstercount -= 1;
826 self.event_damage = monsters_corpse_damage;
827 self.solid = SOLID_CORPSE;
828 self.takedamage = DAMAGE_AIM;
830 self.movetype = MOVETYPE_TOSS;
831 self.moveto = self.origin;
832 self.touch = MonsterTouch; // reset incase monster was pouncing
834 if not(self.flags & FL_FLY)
835 self.velocity = '0 0 0';
837 self.SendFlags |= MSF_MOVE;
839 // number of monsters spawned with mobspawn command
842 MON_ACTION(self.monsterid, MR_DEATH);
845 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
847 if(self.frozen && deathtype != DEATH_KILL)
850 if(time < self.pain_finished && deathtype != DEATH_KILL)
853 if(time < self.spawnshieldtime)
856 if(deathtype != DEATH_KILL)
857 damage *= self.armorvalue;
859 if(self.weaponentity && self.weaponentity.classname == "shield")
860 self.weaponentity.health -= damage;
862 self.health -= damage;
864 self.dmg_time = time;
866 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
867 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
869 self.velocity += force * self.damageforcescale;
871 if(deathtype != DEATH_DROWN)
873 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
875 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
877 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
882 if(deathtype == DEATH_KILL)
883 self.candrop = FALSE; // killed by mobkill command
886 activator = attacker;
889 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
893 frag_attacker = attacker;
895 MUTATOR_CALLHOOK(MonsterDies);
897 if(self.health <= -100) // check if we're already gibbed
899 Violence_GibSplash(self, 1, 0.5, attacker);
901 self.think = SUB_Remove;
902 self.nextthink = time + 0.1;
906 self.SendFlags |= MSF_STATUS;
911 self.think = monster_think;
912 self.nextthink = self.ticrate;
914 MON_ACTION(self.monsterid, MR_THINK);
919 MON_ACTION(self.monsterid, MR_SETUP);
921 if not(self.monster_respawned)
922 Monster_CheckMinibossFlag();
924 self.max_health = self.health;
925 self.pain_finished = self.nextthink;
926 self.anim_start_time = time;
930 setorigin(self, self.origin + '0 0 20');
931 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
932 setorigin(self, trace_endpos);
935 if not(self.monster_respawned)
937 self.skin = rint(random() * 4);
939 if not(self.attack_range)
940 self.attack_range = autocvar_g_monsters_attack_range;
942 self.pos1 = self.origin;
944 monster_setupsounds(self.netname);
946 monster_precachesounds(self);
949 self.monster_attack = TRUE; // we can have monster enemies in team games
951 monster_sound(self.msound_spawn, 0, FALSE);
953 MUTATOR_CALLHOOK(MonsterSpawn);
955 self.think = monster_think;
956 self.nextthink = time + self.ticrate;
958 self.SendFlags |= MSF_SETUP;
961 float monster_initialize(float mon_id, float nodrop)
963 if not(autocvar_g_monsters)
967 entity mon = get_monsterinfo(mon_id);
969 // support for quake style removing monsters based on skill
970 switch(monster_skill)
973 case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY) return FALSE; break;
974 case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) return FALSE; break;
976 case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD) return FALSE; break;
979 if(self.team && !teamplay)
982 self.flags = FL_MONSTER;
984 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
985 if not(self.monster_respawned)
991 self.netname = mon.netname;
992 self.monster_name = M_NAME(mon_id);
994 setsize(self, min_s, max_s);
995 self.takedamage = DAMAGE_AIM;
996 self.bot_attack = TRUE;
997 self.iscreature = TRUE;
998 self.teleportable = TRUE;
999 self.damagedbycontents = TRUE;
1000 self.monsterid = mon_id;
1001 self.damageforcescale = 0;
1002 self.event_damage = monsters_damage;
1003 self.touch = MonsterTouch;
1004 self.use = monster_use;
1005 self.solid = SOLID_BBOX;
1006 self.movetype = MOVETYPE_WALK;
1007 self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1008 monsters_spawned += 1;
1010 self.velocity = '0 0 0';
1011 self.moveto = self.origin;
1012 self.pos2 = self.angles;
1013 self.reset = monsters_reset;
1014 self.candrop = TRUE;
1015 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1016 self.oldtarget2 = self.target2;
1017 self.deadflag = DEAD_NO;
1019 self.noalign = nodrop;
1020 self.spawn_time = time;
1022 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1024 if(mon.spawnflags & MONSTER_TYPE_SWIM)
1025 self.flags |= FL_SWIM;
1027 if(mon.spawnflags & MONSTER_TYPE_FLY)
1029 self.flags |= FL_FLY;
1030 self.movetype = MOVETYPE_FLY;
1033 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1036 if not(self.ticrate)
1037 self.ticrate = autocvar_g_monsters_think_delay;
1039 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1041 if not(self.armorvalue)
1042 self.armorvalue = 1; // multiplier
1044 if not(self.target_range)
1045 self.target_range = autocvar_g_monsters_target_range;
1047 if not(self.respawntime)
1048 self.respawntime = autocvar_g_monsters_respawn_delay;
1050 if not(self.monster_moveflags)
1051 self.monster_moveflags = MONSTER_MOVE_WANDER;
1053 monster_link(monster_spawn);