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 if(time < game_starttime)
67 return FALSE; // monsters do nothing before the match has started
69 WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
71 if(vlen(targ.origin - ent.origin) >= ent.target_range)
72 return FALSE; // enemy is too far away
75 return FALSE; // we can't see the enemy
77 if(targ.takedamage == DAMAGE_NO)
78 return FALSE; // enemy can't be damaged
80 if(targ.items & IT_INVISIBILITY)
81 return FALSE; // enemy is invisible
83 if(substring(targ.classname, 0, 10) == "onslaught_")
84 return FALSE; // don't attack onslaught targets
86 if(IS_SPEC(targ) || IS_OBSERVER(targ))
87 return FALSE; // enemy is a spectator
89 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
90 return FALSE; // enemy/self is dead
92 if(ent.monster_owner == targ)
93 return FALSE; // don't attack our master
95 if(targ.monster_owner == ent)
96 return FALSE; // don't attack our pet
98 if(targ.flags & FL_NOTARGET)
99 return FALSE; // enemy can't be targeted
101 if not(autocvar_g_monsters_typefrag)
103 return FALSE; // no typefragging!
105 if not(IsDifferentTeam(targ, ent))
106 return FALSE; // enemy is on our team
108 if(autocvar_g_monsters_target_infront)
109 if(ent.enemy != targ)
113 makevectors (ent.angles);
114 dot = normalize (targ.origin - ent.origin) * v_forward;
123 entity FindTarget (entity ent)
125 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
127 entity head, closest_target = world;
128 head = findradius(ent.origin, ent.target_range);
130 while(head) // find the closest acceptable target to pass to
132 if(monster_isvalidtarget(head, ent))
134 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
135 vector head_center = CENTER_OR_VIEWOFS(head);
136 vector ent_center = CENTER_OR_VIEWOFS(ent);
138 //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
141 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
142 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
143 { closest_target = head; }
145 else { closest_target = head; }
151 return closest_target;
159 if(self.enemy != other)
160 if not(other.flags & FL_MONSTER)
161 if(monster_isvalidtarget(other, self))
165 void monster_sound(string msound, float sound_delay, float delaytoo)
167 if(delaytoo && time < self.msound_delay)
171 return; // sound doesn't exist
173 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTEN_NORM);
175 self.msound_delay = time + sound_delay;
178 void monster_precachesounds(entity e)
180 precache_sound(e.msound_idle);
181 precache_sound(e.msound_death);
182 precache_sound(e.msound_attack_melee);
183 precache_sound(e.msound_attack_ranged);
184 precache_sound(e.msound_sight);
185 precache_sound(e.msound_pain);
188 void monster_setupsounds(string mon)
190 if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
191 if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
192 if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
193 if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
194 if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
195 if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
198 void monster_makevectors(entity e)
202 v = CENTER_OR_VIEWOFS(e);
203 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
204 self.v_angle_x = -self.v_angle_x;
206 makevectors(self.v_angle);
209 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
211 float rdmg = damg * random();
213 if (self.health <= 0)
214 return FALSE; // attacking while dead?!
220 self.state = MONSTER_STATE_ATTACK_MELEE;
221 self.SendFlags |= MSF_MOVE;
224 monsters_setframe(anim);
226 if(anim_finished != 0)
227 self.attack_finished_single = time + anim_finished;
229 monster_makevectors(targ);
231 traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
233 if(trace_ent.takedamage)
234 Damage(trace_ent, self, self, rdmg * monster_skill, deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
239 void Monster_CheckMinibossFlag ()
241 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
244 float chance = random() * 100;
246 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
247 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
249 self.health += autocvar_g_monsters_miniboss_healthboost;
251 self.weapon = WEP_NEX;
255 float Monster_CanRespawn(entity ent)
258 if(MUTATOR_CALLHOOK(MonsterRespawn))
259 return TRUE; // enabled by a mutator
261 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
264 if not(autocvar_g_monsters_respawn)
272 if(Monster_CanRespawn(self))
274 self.monster_respawned = TRUE;
275 self.think = self.monster_spawnfunc;
276 self.nextthink = time + self.respawntime;
277 self.deadflag = DEAD_RESPAWNING;
278 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
280 self.pos1 = self.origin;
281 self.pos2 = self.angles;
283 self.event_damage = func_null;
284 self.takedamage = DAMAGE_NO;
285 setorigin(self, self.pos1);
286 self.angles = self.pos2;
287 self.health = self.max_health;
289 self.SendFlags |= MSF_MOVE;
290 self.SendFlags |= MSF_STATUS;
293 SUB_SetFade(self, time + 3, 1);
296 float Monster_CanJump (vector vel)
299 return FALSE; // already attacking
300 if not(self.flags & FL_ONGROUND)
301 return FALSE; // not on the ground
303 return FALSE; // called when dead?
304 if(time < self.attack_finished_single)
305 return FALSE; // still attacking
307 vector old = self.velocity;
310 tracetoss(self, self);
312 if (trace_ent != self.enemy)
318 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
320 if(!Monster_CanJump(vel))
323 monsters_setframe(anm);
324 self.state = MONSTER_STATE_ATTACK_LEAP;
325 self.touch = touchfunc;
328 self.flags &= ~FL_ONGROUND;
330 self.attack_finished_single = time + anim_finished;
335 void monster_checkattack(entity e, entity targ)
342 if not(e.monster_attackfunc)
345 if(time < e.attack_finished_single)
348 if(vlen(targ.origin - e.origin) <= e.attack_range)
349 if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
351 monster_sound(e.msound_attack_melee, 0, FALSE);
355 if(vlen(targ.origin - e.origin) > e.attack_range)
356 if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
358 monster_sound(e.msound_attack_ranged, 0, FALSE);
367 if (self.health <= 0)
370 if(!monster_isvalidtarget(activator, self))
373 self.enemy = activator;
377 .float last_enemycheck; // for checking enemy
378 vector monster_pickmovetarget(entity targ)
380 // enemy is always preferred target
383 self.monster_movestate = MONSTER_MOVE_ENEMY;
384 self.last_trace = time + 1.2;
385 return self.enemy.origin;
388 switch(self.monster_moveflags)
390 case MONSTER_MOVE_OWNER:
392 self.monster_movestate = MONSTER_MOVE_OWNER;
393 self.last_trace = time + 0.3;
394 if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
395 return self.monster_owner.origin;
397 case MONSTER_MOVE_SPAWNLOC:
399 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
400 self.last_trace = time + 2;
403 case MONSTER_MOVE_NOMOVE:
405 self.monster_movestate = MONSTER_MOVE_NOMOVE;
406 self.last_trace = time + 2;
410 case MONSTER_MOVE_WANDER:
413 self.monster_movestate = MONSTER_MOVE_WANDER;
414 self.last_trace = time + 2;
416 self.angles_y = random() * 500;
417 makevectors(self.angles);
418 pos = self.origin + v_forward * 600;
420 if(self.flags & FL_FLY || self.flags & FL_SWIM)
422 pos_z = random() * 200;
429 self.last_trace = time + 0.5;
438 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
440 fixedmakevectors(self.angles);
443 self.goalentity = find(world, targetname, self.target2);
449 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
450 self.health = max(1, self.max_health * self.revive_progress);
452 self.SendFlags |= MSF_STATUS;
454 movelib_beak_simple(stopspeed);
456 self.velocity = '0 0 0';
458 self.nextthink = time + 0.1;
460 if(self.revive_progress >= 1)
461 Unfreeze(self); // wait for next think before attacking
463 // don't bother updating angles here?
464 if(self.origin != self.oldorigin)
466 self.oldorigin = self.origin;
467 self.SendFlags |= MSF_MOVE;
470 return; // no moving while frozen
473 if(self.flags & FL_SWIM)
475 if(self.waterlevel < WATERLEVEL_WETFEET)
477 if(time >= self.last_trace)
479 self.last_trace = time + 0.4;
481 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
482 self.angles = '90 90 0';
485 self.velocity_y += random() * 50;
486 self.velocity_x -= random() * 50;
490 self.velocity_y -= random() * 50;
491 self.velocity_x += random() * 50;
493 self.velocity_z += random() * 150;
497 self.movetype = MOVETYPE_BOUNCE;
498 //self.velocity_z = -200;
500 self.SendFlags |= MSF_MOVE | MSF_ANG;
506 self.angles = '0 0 0';
507 self.movetype = MOVETYPE_WALK;
511 targ = self.goalentity;
513 monster_target = targ;
514 monster_speed_run = runspeed;
515 monster_speed_walk = walkspeed;
517 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)
519 runspeed = walkspeed = 0;
520 if(time >= self.spawn_time)
521 monsters_setframe(manim_idle);
522 movelib_beak_simple(stopspeed);
523 self.SendFlags |= MSF_MOVE;
527 targ = monster_target;
528 runspeed = monster_speed_run;
529 walkspeed = monster_speed_walk;
532 if(autocvar_g_monsters_teams)
533 if(IsDifferentTeam(self.monster_owner, self))
534 self.monster_owner = world;
536 if(self.enemy && self.enemy.health < 1)
537 self.enemy = world; // enough!
539 if(time >= self.last_enemycheck)
541 if not(monster_isvalidtarget(self.enemy, self))
546 self.enemy = FindTarget(self);
548 monster_sound(self.msound_sight, 0, FALSE);
551 self.last_enemycheck = time + 2;
554 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
557 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
558 if(time >= self.last_trace || self.enemy) // update enemy instantly
559 self.moveto = monster_pickmovetarget(targ);
562 monster_sound(self.msound_idle, 5, TRUE);
564 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
565 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
567 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
570 self.touch = MonsterTouch;
573 //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
576 vector real_angle = vectoangles(self.steerto) - self.angles;
578 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
581 if(self.flags & FL_SWIM)
582 turny = vlen(self.angles - self.moveto);
586 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
587 self.angles_y += turny;
590 if(self.state == MONSTER_STATE_ATTACK_MELEE)
591 self.moveto = self.origin;
593 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
595 if not(self.flags & FL_FLY || self.flags & FL_SWIM)
596 self.moveto_z = self.origin_z;
598 if(self.flags & FL_FLY || self.flags & FL_SWIM)
599 v_forward = normalize(self.moveto - self.origin);
601 if(vlen(self.origin - self.moveto) > 64)
603 if(self.flags & FL_FLY || self.flags & FL_SWIM)
604 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
606 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
607 if(time > self.pain_finished)
608 if(time > self.attack_finished_single)
609 if(vlen(self.velocity) > 0)
610 monsters_setframe((self.enemy) ? manim_run : manim_walk);
612 monsters_setframe(manim_idle);
616 entity e = find(world, targetname, self.target2);
618 self.target2 = e.target2;
620 self.target2 = e.target;
622 movelib_beak_simple(stopspeed);
623 if(time > self.attack_finished_single)
624 if(time > self.pain_finished)
625 if (vlen(self.velocity) <= 30)
626 monsters_setframe(manim_idle);
629 monster_checkattack(self, self.enemy);
631 if(self.angles != self.oldangles)
633 self.oldangles = self.angles;
634 self.SendFlags |= MSF_ANG;
637 if(self.origin != self.oldorigin)
639 self.oldorigin = self.origin;
640 self.SendFlags |= MSF_MOVE;
644 void monster_dead_think()
646 self.think = monster_dead_think;
647 self.nextthink = time + 0.3; // don't need to update so often now
649 self.deadflag = DEAD_DEAD;
651 if(time >= self.ltime)
657 self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
660 void monsters_setstatus()
662 self.stat_monsters_total = monsters_total;
663 self.stat_monsters_killed = monsters_killed;
666 void Monster_Appear()
668 self.enemy = activator;
669 self.spawnflags &= ~MONSTERFLAG_APPEAR;
670 self.monster_spawnfunc();
673 float Monster_CheckAppearFlags(entity ent)
675 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
678 ent.think = func_null;
680 ent.use = Monster_Appear;
681 ent.flags = FL_MONSTER; // set so this monster can get butchered
686 void monsters_reset()
688 setorigin(self, self.pos1);
689 self.angles = self.pos2;
691 self.health = self.max_health;
692 self.velocity = '0 0 0';
694 self.goalentity = world;
695 self.attack_finished_single = 0;
696 self.moveto = self.origin;
698 self.SendFlags |= MSF_STATUS;
701 float monster_send(entity to, float sf)
703 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
704 WriteByte(MSG_ENTITY, sf);
707 WriteByte(MSG_ENTITY, self.monsterid);
709 WriteCoord(MSG_ENTITY, self.origin_x);
710 WriteCoord(MSG_ENTITY, self.origin_y);
711 WriteCoord(MSG_ENTITY, self.origin_z);
713 WriteAngle(MSG_ENTITY, self.angles_x);
714 WriteAngle(MSG_ENTITY, self.angles_y);
716 WriteByte(MSG_ENTITY, self.skin);
717 WriteByte(MSG_ENTITY, self.team);
722 WriteShort(MSG_ENTITY, rint(self.angles_x));
723 WriteShort(MSG_ENTITY, rint(self.angles_y));
728 WriteShort(MSG_ENTITY, rint(self.origin_x));
729 WriteShort(MSG_ENTITY, rint(self.origin_y));
730 WriteShort(MSG_ENTITY, rint(self.origin_z));
732 WriteShort(MSG_ENTITY, rint(self.velocity_x));
733 WriteShort(MSG_ENTITY, rint(self.velocity_y));
734 WriteShort(MSG_ENTITY, rint(self.velocity_z));
736 WriteShort(MSG_ENTITY, rint(self.angles_y));
741 WriteCoord(MSG_ENTITY, self.anim_start_time);
742 WriteByte(MSG_ENTITY, self.frame);
747 WriteByte(MSG_ENTITY, self.skin);
749 WriteByte(MSG_ENTITY, self.team);
751 WriteByte(MSG_ENTITY, self.deadflag);
754 WriteByte(MSG_ENTITY, 0);
756 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
762 void monster_link(void() spawnproc)
764 Net_LinkEntity(self, TRUE, 0, monster_send);
765 self.think = spawnproc;
766 self.nextthink = time;
769 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
771 self.health -= damage;
773 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
775 if(self.health <= -100) // 100 health until gone?
777 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
779 self.think = SUB_Remove;
780 self.nextthink = time + 0.1;
786 self.think = monster_dead_think;
787 self.nextthink = self.ticrate;
788 self.ltime = time + 5;
792 if(self.weaponentity)
794 remove(self.weaponentity);
795 self.weaponentity = world;
798 monster_sound(self.msound_death, 0, FALSE);
800 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
801 monsters_killed += 1;
803 if(self.candrop && self.weapon)
804 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
806 if(IS_CLIENT(self.realowner))
807 self.realowner.monstercount -= 1;
809 self.event_damage = monsters_corpse_damage;
810 self.solid = SOLID_CORPSE;
811 self.takedamage = DAMAGE_AIM;
813 self.movetype = MOVETYPE_TOSS;
814 self.moveto = self.origin;
815 self.touch = MonsterTouch; // reset incase monster was pouncing
817 if not(self.flags & FL_FLY)
818 self.velocity = '0 0 0';
820 self.SendFlags |= MSF_MOVE;
822 // number of monsters spawned with mobspawn command
825 MON_ACTION(self.monsterid, MR_DEATH);
828 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
830 if(self.frozen && deathtype != DEATH_KILL)
833 if(time < self.pain_finished && deathtype != DEATH_KILL)
836 if(time < self.spawnshieldtime)
839 if(deathtype != DEATH_KILL)
840 damage *= self.armorvalue;
842 if(self.weaponentity && self.weaponentity.classname == "shield")
843 self.weaponentity.health -= damage;
845 self.health -= damage;
847 self.dmg_time = time;
849 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
850 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
852 self.velocity += force * self.damageforcescale;
854 if(deathtype != DEATH_DROWN)
856 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
858 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
860 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
865 if(deathtype == DEATH_KILL)
866 self.candrop = FALSE; // killed by mobkill command
869 activator = attacker;
872 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
876 frag_attacker = attacker;
878 MUTATOR_CALLHOOK(MonsterDies);
880 if(self.health <= -100) // check if we're already gibbed
882 Violence_GibSplash(self, 1, 0.5, attacker);
884 self.think = SUB_Remove;
885 self.nextthink = time + 0.1;
889 self.SendFlags |= MSF_STATUS;
894 self.think = monster_think;
895 self.nextthink = self.ticrate;
897 MON_ACTION(self.monsterid, MR_THINK);
902 MON_ACTION(self.monsterid, MR_SETUP);
904 if not(self.monster_respawned)
905 Monster_CheckMinibossFlag();
907 self.max_health = self.health;
908 self.pain_finished = self.nextthink;
909 self.anim_start_time = time;
913 setorigin(self, self.origin + '0 0 20');
914 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
915 setorigin(self, trace_endpos);
918 if not(self.monster_respawned)
920 self.skin = rint(random() * 4);
922 if not(self.attack_range)
923 self.attack_range = autocvar_g_monsters_attack_range;
925 self.pos1 = self.origin;
927 monster_setupsounds(self.netname);
929 monster_precachesounds(self);
932 self.monster_attack = TRUE; // we can have monster enemies in team games
934 monster_sound(self.msound_spawn, 0, FALSE);
936 MUTATOR_CALLHOOK(MonsterSpawn);
938 self.think = monster_think;
939 self.nextthink = time + self.ticrate;
941 self.SendFlags |= MSF_SETUP;
944 float monster_initialize(float mon_id, float nodrop)
946 if not(autocvar_g_monsters)
950 entity mon = get_monsterinfo(mon_id);
952 // support for quake style removing monsters based on skill
953 switch(monster_skill)
955 case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY) return FALSE; break;
956 case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) return FALSE; break;
957 case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD) return FALSE; break;
958 case 4: if(self.spawnflags & MONSTERSKILL_NOTINSANE) return FALSE; break;
959 case 5: if(self.spawnflags & MONSTERSKILL_NOTNIGHTMARE) return FALSE; break;
962 if(self.monster_name == "")
963 self.monster_name = M_NAME(mon_id);
965 if(self.team && !teamplay)
968 self.flags = FL_MONSTER;
970 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
971 if not(self.monster_respawned)
977 self.netname = mon.netname;
979 setsize(self, min_s, max_s);
980 self.takedamage = DAMAGE_AIM;
981 self.bot_attack = TRUE;
982 self.iscreature = TRUE;
983 self.teleportable = TRUE;
984 self.damagedbycontents = TRUE;
985 self.monsterid = mon_id;
986 self.damageforcescale = 0;
987 self.event_damage = monsters_damage;
988 self.touch = MonsterTouch;
989 self.use = monster_use;
990 self.solid = SOLID_BBOX;
991 self.movetype = MOVETYPE_WALK;
992 self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
993 monsters_spawned += 1;
995 self.velocity = '0 0 0';
996 self.moveto = self.origin;
997 self.pos2 = self.angles;
998 self.reset = monsters_reset;
1000 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1001 self.oldtarget2 = self.target2;
1002 self.deadflag = DEAD_NO;
1003 self.noalign = nodrop;
1004 self.spawn_time = time;
1006 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1008 if(mon.spawnflags & MONSTER_TYPE_SWIM)
1009 self.flags |= FL_SWIM;
1011 if(mon.spawnflags & MONSTER_TYPE_FLY)
1013 self.flags |= FL_FLY;
1014 self.movetype = MOVETYPE_FLY;
1020 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1023 if not(self.ticrate)
1024 self.ticrate = autocvar_g_monsters_think_delay;
1026 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1028 if not(self.armorvalue)
1029 self.armorvalue = 1; // multiplier
1031 if not(self.target_range)
1032 self.target_range = autocvar_g_monsters_target_range;
1034 if not(self.respawntime)
1035 self.respawntime = autocvar_g_monsters_respawn_delay;
1037 if not(self.monster_moveflags)
1038 self.monster_moveflags = MONSTER_MOVE_WANDER;
1040 monster_link(monster_spawn);