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
63 if(time < game_starttime)
64 return FALSE; // monsters do nothing before the match has started
66 WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
68 if(vlen(targ.origin - ent.origin) >= ent.target_range)
69 return FALSE; // enemy is too far away
71 if not(targ.vehicle_flags & VHF_ISVEHICLE)
73 return FALSE; // we can't see the enemy
75 if(targ.takedamage == DAMAGE_NO)
76 return FALSE; // enemy can't be damaged
78 if(targ.items & IT_INVISIBILITY)
79 return FALSE; // enemy is invisible
81 if(substring(targ.classname, 0, 10) == "onslaught_")
82 return FALSE; // don't attack onslaught targets
84 if(IS_SPEC(targ) || IS_OBSERVER(targ))
85 return FALSE; // enemy is a spectator
87 if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
88 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
89 return FALSE; // enemy/self is dead
91 if(ent.monster_owner == targ)
92 return FALSE; // don't attack our master
94 if(targ.monster_owner == ent)
95 return FALSE; // don't attack our pet
97 if not(targ.vehicle_flags & VHF_ISVEHICLE)
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
128 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
129 if(monster_isvalidtarget(e, ent))
140 if(self.enemy != other)
141 if not(other.flags & FL_MONSTER)
142 if(monster_isvalidtarget(other, self))
146 void monster_sound(string msound, float sound_delay, float delaytoo)
148 if(delaytoo && time < self.msound_delay)
152 return; // sound doesn't exist
154 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
156 self.msound_delay = time + sound_delay;
159 void monster_precachesounds(entity e)
161 precache_sound(e.msound_idle);
162 precache_sound(e.msound_death);
163 precache_sound(e.msound_attack_melee);
164 precache_sound(e.msound_attack_ranged);
165 precache_sound(e.msound_sight);
166 precache_sound(e.msound_pain);
169 void monster_setupsounds(string mon)
171 if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
172 if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
173 if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
174 if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
175 if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
176 if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
179 float monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
181 float dot, rdmg = damg * random();
183 if (self.health <= 0)
192 self.state = MONSTER_STATE_ATTACK_MELEE;
193 self.SendFlags |= MSF_MOVE;
196 makevectors (self.angles);
197 dot = normalize (targ.origin - self.origin) * v_forward;
200 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
205 void Monster_CheckMinibossFlag ()
207 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
210 float chance = random() * 100;
212 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
213 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
215 self.health += autocvar_g_monsters_miniboss_healthboost;
217 self.weapon = WEP_NEX;
221 float Monster_CanRespawn(entity ent)
224 if(MUTATOR_CALLHOOK(MonsterRespawn))
225 return TRUE; // enabled by a mutator
227 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
230 if not(autocvar_g_monsters_respawn)
238 if(Monster_CanRespawn(self))
240 self.monster_respawned = TRUE;
241 self.think = self.monster_spawnfunc;
242 self.nextthink = time + self.respawntime;
243 self.deadflag = DEAD_RESPAWNING;
244 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
246 self.pos1 = self.origin;
247 self.pos2 = self.angles;
249 self.event_damage = func_null;
250 self.takedamage = DAMAGE_NO;
251 setorigin(self, self.pos1);
252 self.angles = self.pos2;
253 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
255 self.SendFlags |= MSF_MOVE;
256 self.SendFlags |= MSF_STATUS;
260 SUB_SetFade(self, time + 3, 1);
263 float Monster_CanJump (vector vel)
266 return FALSE; // already attacking
267 if not(self.flags & FL_ONGROUND)
268 return FALSE; // not on the ground
270 return FALSE; // called when dead?
271 if(time < self.attack_finished_single)
272 return FALSE; // still attacking
274 vector old = self.velocity;
277 tracetoss(self, self);
279 if (trace_ent != self.enemy)
285 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
287 if(!Monster_CanJump(vel))
290 monsters_setframe(anm);
291 self.state = MONSTER_STATE_ATTACK_LEAP;
292 self.touch = touchfunc;
295 self.flags &~= FL_ONGROUND;
297 self.attack_finished_single = time + anim_finished;
302 void monster_checkattack(entity e, entity targ)
309 if not(e.monster_attackfunc)
312 if(time < e.attack_finished_single)
315 if(vlen(targ.origin - e.origin) <= e.attack_range)
316 if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
318 monster_sound(e.msound_attack_melee, 0, FALSE);
322 if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
324 monster_sound(e.msound_attack_ranged, 0, FALSE);
329 void monster_makevectors(entity e)
333 v = CENTER_OR_VIEWOFS(e);
334 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
335 self.v_angle_x = -self.v_angle_x;
337 makevectors(self.v_angle);
344 if (self.health <= 0)
347 if(!monster_isvalidtarget(activator, self))
350 self.enemy = activator;
353 float trace_path(vector from, vector to)
355 vector dir = normalize(to - from) * 15, offset = '0 0 0';
356 float trace1 = trace_fraction;
360 traceline (from+offset, to+offset, TRUE, self);
362 traceline(from-offset, to-offset, TRUE, self);
364 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
368 .float last_enemycheck; // for checking enemy
369 vector monster_pickmovetarget(entity targ)
371 // enemy is always preferred target
374 self.monster_movestate = MONSTER_MOVE_ENEMY;
375 self.last_trace = time + 1.2;
376 return self.enemy.origin;
379 switch(self.monster_moveflags)
381 case MONSTER_MOVE_OWNER:
383 self.monster_movestate = MONSTER_MOVE_OWNER;
384 self.last_trace = time + 0.3;
385 if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
386 return self.monster_owner.origin;
388 case MONSTER_MOVE_SPAWNLOC:
390 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
391 self.last_trace = time + 2;
394 case MONSTER_MOVE_NOMOVE:
396 self.monster_movestate = MONSTER_MOVE_NOMOVE;
397 self.last_trace = time + 2;
401 case MONSTER_MOVE_WANDER:
404 self.monster_movestate = MONSTER_MOVE_WANDER;
405 self.last_trace = time + 2;
407 self.angles_y = random() * 500;
408 makevectors(self.angles);
409 pos = self.origin + v_forward * 600;
411 if(self.flags & FL_FLY || self.flags & FL_SWIM)
413 pos_z = random() * 200;
420 self.last_trace = time + 0.5;
429 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
431 fixedmakevectors(self.angles);
434 self.goalentity = find(world, targetname, self.target2);
440 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
441 self.health = max(1, self.max_health * self.revive_progress);
443 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
445 movelib_beak_simple(stopspeed);
447 self.velocity = '0 0 0';
449 self.nextthink = time + 0.1;
451 if(self.revive_progress >= 1)
452 Unfreeze(self); // wait for next think before attacking
454 // don't bother updating angles here?
455 if(self.origin != self.oldorigin)
457 self.oldorigin = self.origin;
458 self.SendFlags |= MSF_MOVE;
461 return; // no moving while frozen
464 if(self.flags & FL_SWIM)
466 if(self.waterlevel < WATERLEVEL_WETFEET)
468 if(time >= self.last_trace)
470 self.last_trace = time + 0.4;
472 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
473 self.angles = '90 90 0';
476 self.velocity_y += random() * 50;
477 self.velocity_x -= random() * 50;
481 self.velocity_y -= random() * 50;
482 self.velocity_x += random() * 50;
484 self.velocity_z += random() * 150;
488 self.movetype = MOVETYPE_BOUNCE;
489 //self.velocity_z = -200;
491 self.SendFlags |= MSF_MOVE | MSF_ANG;
497 self.angles = '0 0 0';
498 self.movetype = MOVETYPE_WALK;
502 targ = self.goalentity;
504 monster_target = targ;
505 monster_speed_run = runspeed;
506 monster_speed_walk = walkspeed;
508 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)
510 runspeed = walkspeed = 0;
511 if(time >= self.spawn_time)
512 monsters_setframe(manim_idle);
513 movelib_beak_simple(stopspeed);
514 self.SendFlags |= MSF_MOVE;
518 targ = monster_target;
519 runspeed = monster_speed_run;
520 walkspeed = monster_speed_walk;
523 if(autocvar_g_monsters_teams)
524 if(IsDifferentTeam(self.monster_owner, self))
525 self.monster_owner = world;
527 if(time >= self.last_enemycheck)
529 if not(monster_isvalidtarget(self.enemy, self))
531 self.last_enemycheck = time + 2;
534 if(self.enemy && self.enemy.health < 1)
535 self.enemy = world; // enough!
539 self.enemy = FindTarget(self);
541 monster_sound(self.msound_sight, 0, FALSE);
544 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
547 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
548 if(time >= self.last_trace || self.enemy) // update enemy instantly
549 self.moveto = monster_pickmovetarget(targ);
552 monster_sound(self.msound_idle, 5, TRUE);
554 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
555 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
557 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
560 self.touch = MonsterTouch;
563 //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
566 vector real_angle = vectoangles(self.steerto) - self.angles;
568 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
571 if(self.flags & FL_SWIM)
572 turny = vlen(self.angles - self.moveto);
576 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
577 self.angles_y += turny;
580 if(self.state == MONSTER_STATE_ATTACK_MELEE)
581 self.moveto = self.origin;
583 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
585 if not(self.flags & FL_FLY || self.flags & FL_SWIM)
586 self.moveto_z = self.origin_z;
588 float l = vlen(self.moveto - self.origin);
589 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
590 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
592 if(self.flags & FL_FLY || self.flags & FL_SWIM)
593 v_forward = normalize(self.moveto - self.origin);
595 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
596 if(self.flags & FL_ONGROUND)
597 movelib_jump_simple(100);
599 if(vlen(self.origin - self.moveto) > 64)
601 if(self.flags & FL_FLY || self.flags & FL_SWIM)
602 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
604 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
605 if(time > self.pain_finished)
606 if(time > self.attack_finished_single)
607 if(vlen(self.velocity) > 0)
608 monsters_setframe((self.enemy) ? manim_run : manim_walk);
610 monsters_setframe(manim_idle);
614 entity e = find(world, targetname, self.target2);
616 self.target2 = e.target2;
618 self.target2 = e.target;
620 movelib_beak_simple(stopspeed);
621 if(time > self.attack_finished_single)
622 if(time > self.pain_finished)
623 if (vlen(self.velocity) <= 30)
624 monsters_setframe(manim_idle);
627 monster_checkattack(self, self.enemy);
629 if(self.angles != self.oldangles)
631 self.oldangles = self.angles;
632 self.SendFlags |= MSF_ANG;
635 if(self.origin != self.oldorigin)
637 self.oldorigin = self.origin;
638 self.SendFlags |= MSF_MOVE;
642 void monster_dead_think()
644 self.think = monster_dead_think;
645 self.nextthink = time + 0.3; // don't need to update so often now
647 self.deadflag = DEAD_DEAD;
649 if(time >= self.ltime)
655 self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
658 void monsters_setstatus()
660 self.stat_monsters_total = monsters_total;
661 self.stat_monsters_killed = monsters_killed;
664 void Monster_Appear()
666 self.enemy = activator;
667 self.spawnflags &~= MONSTERFLAG_APPEAR;
668 self.monster_spawnfunc();
671 float Monster_CheckAppearFlags(entity ent)
673 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
676 ent.think = func_null;
678 ent.use = Monster_Appear;
679 ent.flags = FL_MONSTER; // set so this monster can get butchered
684 void monsters_reset()
686 setorigin(self, self.pos1);
687 self.angles = self.pos2;
689 self.health = self.max_health;
690 self.velocity = '0 0 0';
692 self.goalentity = world;
693 self.attack_finished_single = 0;
694 self.moveto = self.origin;
696 WaypointSprite_UpdateHealth(self.sprite, self.health);
699 float monster_send(entity to, float sf)
701 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
702 WriteByte(MSG_ENTITY, sf);
705 WriteByte(MSG_ENTITY, self.monsterid);
707 WriteCoord(MSG_ENTITY, self.origin_x);
708 WriteCoord(MSG_ENTITY, self.origin_y);
709 WriteCoord(MSG_ENTITY, self.origin_z);
711 WriteAngle(MSG_ENTITY, self.angles_x);
712 WriteAngle(MSG_ENTITY, self.angles_y);
714 WriteByte(MSG_ENTITY, self.skin);
715 WriteByte(MSG_ENTITY, self.team);
720 WriteShort(MSG_ENTITY, rint(self.angles_x));
721 WriteShort(MSG_ENTITY, rint(self.angles_y));
726 WriteShort(MSG_ENTITY, rint(self.origin_x));
727 WriteShort(MSG_ENTITY, rint(self.origin_y));
728 WriteShort(MSG_ENTITY, rint(self.origin_z));
730 WriteShort(MSG_ENTITY, rint(self.velocity_x));
731 WriteShort(MSG_ENTITY, rint(self.velocity_y));
732 WriteShort(MSG_ENTITY, rint(self.velocity_z));
734 WriteShort(MSG_ENTITY, rint(self.angles_y));
739 WriteCoord(MSG_ENTITY, self.anim_start_time);
740 WriteByte(MSG_ENTITY, self.frame);
745 WriteByte(MSG_ENTITY, self.skin);
747 WriteByte(MSG_ENTITY, self.team);
749 WriteByte(MSG_ENTITY, self.deadflag);
752 WriteByte(MSG_ENTITY, 0);
754 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
760 void monster_link(void() spawnproc)
762 Net_LinkEntity(self, TRUE, 0, monster_send);
763 self.think = spawnproc;
764 self.nextthink = time;
767 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
769 self.health -= damage;
771 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
773 if(self.health <= -100) // 100 health until gone?
775 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
777 self.think = SUB_Remove;
778 self.nextthink = time + 0.1;
784 self.think = monster_dead_think;
785 self.nextthink = self.ticrate;
786 self.ltime = time + 5;
790 WaypointSprite_Kill(self.sprite);
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;
848 WaypointSprite_UpdateHealth(self.sprite, self.health);
850 self.dmg_time = time;
852 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
853 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
855 self.velocity += force * self.damageforcescale;
857 if(deathtype != DEATH_DROWN)
859 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
861 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
863 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
870 // Update one more time to avoid waypoint fading without emptying healthbar
871 WaypointSprite_UpdateHealth(self.sprite, 0);
874 if(deathtype == DEATH_KILL)
875 self.candrop = FALSE; // killed by mobkill command
878 activator = attacker;
881 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
885 frag_attacker = attacker;
887 MUTATOR_CALLHOOK(MonsterDies);
889 if(self.health <= -100) // check if we're already gibbed
891 Violence_GibSplash(self, 1, 0.5, attacker);
893 self.think = SUB_Remove;
894 self.nextthink = time + 0.1;
898 self.SendFlags |= MSF_STATUS;
903 self.think = monster_think;
904 self.nextthink = self.ticrate;
906 MON_ACTION(self.monsterid, MR_THINK);
911 MON_ACTION(self.monsterid, MR_SETUP);
913 if not(self.monster_respawned)
914 Monster_CheckMinibossFlag();
916 self.max_health = self.health;
917 self.pain_finished = self.nextthink;
918 self.anim_start_time = time;
922 setorigin(self, self.origin + '0 0 20');
923 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
924 setorigin(self, trace_endpos);
927 if not(self.monster_respawned)
929 self.skin = rint(random() * 4);
931 self.pos1 = self.origin;
933 monster_setupsounds(self.netname);
935 monster_precachesounds(self);
938 self.monster_attack = TRUE; // we can have monster enemies in team games
940 if(autocvar_g_monsters_healthbars)
942 WaypointSprite_Spawn(strzone(strdecolorize(self.monster_name)), 0, 600, self, '0 0 1' * (self.maxs_z + 15), world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));
943 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
944 WaypointSprite_UpdateHealth(self.sprite, self.health);
947 monster_sound(self.msound_spawn, 0, FALSE);
949 MUTATOR_CALLHOOK(MonsterSpawn);
951 self.think = monster_think;
952 self.nextthink = time + self.ticrate;
954 self.SendFlags = MSF_SETUP;
957 float monster_initialize(float mon_id, float nodrop)
959 if not(autocvar_g_monsters)
963 entity mon = get_monsterinfo(mon_id);
965 // support for quake style removing monsters based on skill
966 if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
967 if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
968 if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
969 if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
970 if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
972 if(self.monster_name == "")
973 self.monster_name = M_NAME(mon_id);
975 if(self.team && !teamplay)
978 self.flags = FL_MONSTER;
980 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
981 if not(self.monster_respawned)
987 self.netname = mon.netname;
989 setsize(self, min_s, max_s);
990 self.takedamage = DAMAGE_AIM;
991 self.bot_attack = TRUE;
992 self.iscreature = TRUE;
993 self.teleportable = TRUE;
994 self.damagedbycontents = TRUE;
995 self.monsterid = mon_id;
996 self.damageforcescale = 0;
997 self.event_damage = monsters_damage;
998 self.touch = MonsterTouch;
999 self.use = monster_use;
1000 self.solid = SOLID_BBOX;
1001 self.movetype = MOVETYPE_WALK;
1002 self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1003 monsters_spawned += 1;
1005 self.velocity = '0 0 0';
1006 self.moveto = self.origin;
1007 self.pos2 = self.angles;
1008 self.reset = monsters_reset;
1009 self.candrop = TRUE;
1010 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1011 self.oldtarget2 = self.target2;
1012 self.deadflag = DEAD_NO;
1013 self.noalign = nodrop;
1014 self.spawn_time = time;
1016 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1018 if(mon.spawnflags & MONSTER_TYPE_SWIM)
1019 self.flags |= FL_SWIM;
1021 if(mon.spawnflags & MONSTER_TYPE_FLY)
1023 self.flags |= FL_FLY;
1024 self.movetype = MOVETYPE_FLY;
1030 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1033 if not(self.attack_range)
1034 self.attack_range = 120;
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);