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);
71 if(targ.vehicle_flags & VHF_ISVEHICLE)
72 if not((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED)
73 return FALSE; // melee attacks are useless against vehicles
75 if(time < game_starttime)
76 return FALSE; // monsters do nothing before the match has started
78 if(vlen(targ.origin - ent.origin) >= ent.target_range)
79 return FALSE; // enemy is too far away
81 if(targ.takedamage == DAMAGE_NO)
82 return FALSE; // enemy can't be damaged
84 if(targ.items & IT_INVISIBILITY)
85 return FALSE; // enemy is invisible
87 if(substring(targ.classname, 0, 10) == "onslaught_")
88 return FALSE; // don't attack onslaught targets
90 if(IS_SPEC(targ) || IS_OBSERVER(targ))
91 return FALSE; // enemy is a spectator
93 if not(targ.vehicle_flags & VHF_ISVEHICLE)
94 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
95 return FALSE; // enemy/self is dead
97 if(ent.monster_owner == targ)
98 return FALSE; // don't attack our master
100 if(targ.monster_owner == ent)
101 return FALSE; // don't attack our pet
103 if not(targ.vehicle_flags & VHF_ISVEHICLE)
104 if(targ.flags & FL_NOTARGET)
105 return FALSE; // enemy can't be targeted
107 if not(autocvar_g_monsters_typefrag)
109 return FALSE; // no typefragging!
111 if not(IsDifferentTeam(targ, ent))
112 return FALSE; // enemy is on our team
114 if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT)
115 if(ent.enemy != targ)
119 makevectors (ent.angles);
120 dot = normalize (targ.origin - ent.origin) * v_forward;
129 entity FindTarget (entity ent)
131 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
133 entity head, closest_target = world;
134 head = findradius(ent.origin, ent.target_range);
136 while(head) // find the closest acceptable target to pass to
138 if(head.monster_attack)
139 if(monster_isvalidtarget(head, ent))
141 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
142 vector head_center = CENTER_OR_VIEWOFS(head);
143 vector ent_center = CENTER_OR_VIEWOFS(ent);
145 //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
148 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
149 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
150 { closest_target = head; }
152 else { closest_target = head; }
158 return closest_target;
166 if(self.enemy != other)
167 if not(other.flags & FL_MONSTER)
168 if(monster_isvalidtarget(other, self))
172 string get_monster_model_datafilename(string m, float sk, string fil)
177 m = "models/monsters/*_";
179 m = strcat(m, ftos(sk));
182 return strcat(m, ".", fil);
185 void PrecacheMonsterSounds(string f)
189 fh = fopen(f, FILE_READ);
192 while((s = fgets(fh)))
194 if(tokenize_console(s) != 3)
196 dprint("Invalid sound info line: ", s, "\n");
199 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
204 void precache_monstersounds()
206 string m = (get_monsterinfo(self.monsterid)).model;
207 float globhandle, n, i;
210 globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
213 n = search_getsize(globhandle);
214 for (i = 0; i < n; ++i)
216 //print(search_getfilename(globhandle, i), "\n");
217 f = search_getfilename(globhandle, i);
218 PrecacheMonsterSounds(f);
220 search_end(globhandle);
223 void ClearMonsterSounds()
225 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
230 .string GetMonsterSoundSampleField(string type)
232 GetMonsterSoundSampleField_notFound = 0;
235 #define _MSOUND(m) case #m: return monstersound_##m;
239 GetMonsterSoundSampleField_notFound = 1;
243 float LoadMonsterSounds(string f, float first)
248 fh = fopen(f, FILE_READ);
251 dprint("Monster sound file not found: ", f, "\n");
254 while((s = fgets(fh)))
256 if(tokenize_console(s) != 3)
258 field = GetMonsterSoundSampleField(argv(0));
259 if(GetMonsterSoundSampleField_notFound)
262 strunzone(self.field);
263 self.field = strzone(strcat(argv(1), " ", argv(2)));
269 .float skin_for_monstersound;
270 void UpdateMonsterSounds()
272 entity mon = get_monsterinfo(self.monsterid);
274 if(self.skin == self.skin_for_monstersound)
276 self.skin_for_monstersound = self.skin;
277 ClearMonsterSounds();
278 //LoadMonsterSounds("sound/monsters/default.sounds", 1);
279 if(!autocvar_g_debug_defaultsounds)
280 if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
281 LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
284 void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
286 if(delaytoo && time < self.msound_delay)
288 GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
290 self.msound_delay = time + sound_delay;
293 void monster_makevectors(entity e)
297 v = CENTER_OR_VIEWOFS(e);
298 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
299 self.v_angle_x = -self.v_angle_x;
301 makevectors(self.v_angle);
304 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
306 float rdmg = damg * random();
308 if (self.health <= 0)
309 return FALSE; // attacking while dead?!
315 self.state = MONSTER_STATE_ATTACK_MELEE;
316 self.SendFlags |= MSF_MOVE;
319 monsters_setframe(anim);
321 if(anim_finished != 0)
322 self.attack_finished_single = time + anim_finished;
324 monster_makevectors(targ);
326 traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
328 if(trace_ent.takedamage)
329 Damage(trace_ent, self, self, rdmg * monster_skill, deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
334 void Monster_CheckMinibossFlag ()
336 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
339 float chance = random() * 100;
341 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
342 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
344 self.health += autocvar_g_monsters_miniboss_healthboost;
346 self.weapon = WEP_NEX;
350 float Monster_CanRespawn(entity ent)
353 if(MUTATOR_CALLHOOK(MonsterRespawn))
354 return TRUE; // enabled by a mutator
356 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
359 if not(autocvar_g_monsters_respawn)
367 if(Monster_CanRespawn(self))
369 self.monster_respawned = TRUE;
370 self.think = self.monster_spawnfunc;
371 self.nextthink = time + self.respawntime;
372 self.deadflag = DEAD_RESPAWNING;
373 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
375 self.pos1 = self.origin;
376 self.pos2 = self.angles;
378 self.event_damage = func_null;
379 self.takedamage = DAMAGE_NO;
380 setorigin(self, self.pos1);
381 self.angles = self.pos2;
382 self.health = self.max_health;
384 self.SendFlags |= MSF_MOVE;
385 self.SendFlags |= MSF_STATUS;
388 SUB_SetFade(self, time + 3, 1);
391 float Monster_CanJump (vector vel)
394 return FALSE; // already attacking
395 if not(self.flags & FL_ONGROUND)
396 return FALSE; // not on the ground
398 return FALSE; // called when dead?
399 if(time < self.attack_finished_single)
400 return FALSE; // still attacking
402 vector old = self.velocity;
405 tracetoss(self, self);
407 if (trace_ent != self.enemy)
413 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
415 if(!Monster_CanJump(vel))
418 monsters_setframe(anm);
419 self.state = MONSTER_STATE_ATTACK_LEAP;
420 self.touch = touchfunc;
423 self.flags &= ~FL_ONGROUND;
425 self.attack_finished_single = time + anim_finished;
430 void monster_checkattack(entity e, entity targ)
437 if not(e.monster_attackfunc)
440 if(time < e.attack_finished_single)
443 if(vlen(targ.origin - e.origin) <= e.attack_range)
444 if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
446 MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
450 if(vlen(targ.origin - e.origin) > e.attack_range)
451 if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
453 MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
462 if(monster_isvalidtarget(activator, self))
463 self.enemy = activator;
467 .float last_enemycheck; // for checking enemy
468 vector monster_pickmovetarget(entity targ)
470 // enemy is always preferred target
473 makevectors(self.angles);
474 self.monster_movestate = MONSTER_MOVE_ENEMY;
475 self.last_trace = time + 1.2;
476 return self.enemy.origin;
479 switch(self.monster_moveflags)
481 case MONSTER_MOVE_OWNER:
483 self.monster_movestate = MONSTER_MOVE_OWNER;
484 self.last_trace = time + 0.3;
485 return (self.monster_owner) ? self.monster_owner.origin : self.origin;
487 case MONSTER_MOVE_SPAWNLOC:
489 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
490 self.last_trace = time + 2;
493 case MONSTER_MOVE_NOMOVE:
495 self.monster_movestate = MONSTER_MOVE_NOMOVE;
496 self.last_trace = time + 2;
500 case MONSTER_MOVE_WANDER:
503 self.monster_movestate = MONSTER_MOVE_WANDER;
504 self.last_trace = time + 2;
506 self.angles_y = rint(random() * 500);
507 makevectors(self.angles);
508 pos = self.origin + v_forward * 600;
510 if(self.flags & FL_FLY || self.flags & FL_SWIM)
511 if(self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
513 pos_z = random() * 200;
520 self.last_trace = time + 0.5;
529 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
531 fixedmakevectors(self.angles);
534 self.goalentity = find(world, targetname, self.target2);
540 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
541 self.health = max(1, self.max_health * self.revive_progress);
543 self.SendFlags |= MSF_STATUS;
545 movelib_beak_simple(stopspeed);
547 self.velocity = '0 0 0';
549 self.nextthink = time + 0.1;
551 if(self.revive_progress >= 1)
552 Unfreeze(self); // wait for next think before attacking
554 // don't bother updating angles here?
555 if(self.origin != self.oldorigin)
557 self.oldorigin = self.origin;
558 self.SendFlags |= MSF_MOVE;
561 return; // no moving while frozen
564 if(self.flags & FL_SWIM)
566 if(self.waterlevel < WATERLEVEL_WETFEET)
568 if(time >= self.last_trace)
570 self.fish_wasdrowning = TRUE;
571 self.last_trace = time + 0.4;
573 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
574 self.angles = '90 90 0';
577 self.velocity_y += random() * 50;
578 self.velocity_x -= random() * 50;
582 self.velocity_y -= random() * 50;
583 self.velocity_x += random() * 50;
585 self.velocity_z += random() * 150;
589 self.movetype = MOVETYPE_BOUNCE;
590 //self.velocity_z = -200;
592 self.SendFlags |= MSF_MOVE | MSF_ANG;
596 else if(self.fish_wasdrowning)
598 self.fish_wasdrowning = FALSE;
600 self.movetype = MOVETYPE_WALK;
604 targ = self.goalentity;
606 monster_target = targ;
607 monster_speed_run = runspeed;
608 monster_speed_walk = walkspeed;
610 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)
612 runspeed = walkspeed = 0;
613 if(time >= self.spawn_time)
614 monsters_setframe(manim_idle);
615 movelib_beak_simple(stopspeed);
616 if(self.oldorigin != self.origin)
618 self.oldorigin = self.origin;
619 self.SendFlags |= MSF_MOVE;
624 targ = monster_target;
625 runspeed = monster_speed_run;
626 walkspeed = monster_speed_walk;
629 if(autocvar_g_monsters_teams)
630 if(IsDifferentTeam(self.monster_owner, self))
631 self.monster_owner = world;
633 if(self.enemy && self.enemy.health < 1)
634 self.enemy = world; // enough!
636 if(time >= self.last_enemycheck)
638 if not(monster_isvalidtarget(self.enemy, self))
643 self.enemy = FindTarget(self);
645 MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
648 self.last_enemycheck = time + 0.5;
651 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
654 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
655 if(time >= self.last_trace || self.enemy) // update enemy instantly
656 self.moveto = monster_pickmovetarget(targ);
659 MonsterSound(monstersound_idle, 5, TRUE, CH_VOICE);
661 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
662 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
664 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
667 self.touch = MonsterTouch;
670 //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
673 vector real_angle = vectoangles(self.steerto) - self.angles;
675 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
678 if(self.flags & FL_SWIM)
679 turny = vlen(self.angles - self.moveto);
683 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
684 self.angles_y += turny;
687 if(self.state == MONSTER_STATE_ATTACK_MELEE)
688 self.moveto = self.origin;
690 if(self.enemy && self.enemy.vehicle)
693 if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
694 v_forward = normalize(self.moveto - self.origin);
696 self.moveto_z = self.origin_z;
698 if(vlen(self.origin - self.moveto) > 64)
700 if(self.flags & FL_FLY || self.flags & FL_SWIM)
701 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
703 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
705 if(time > self.pain_finished)
706 if(time > self.attack_finished_single)
707 if(vlen(self.velocity) > 10)
708 monsters_setframe((self.enemy) ? manim_run : manim_walk);
710 monsters_setframe(manim_idle);
714 entity e = find(world, targetname, self.target2);
716 self.target2 = e.target2;
718 self.target2 = e.target;
720 movelib_beak_simple(stopspeed);
721 if(time > self.attack_finished_single)
722 if(time > self.pain_finished)
723 if (vlen(self.velocity) <= 30)
724 monsters_setframe(manim_idle);
727 monster_checkattack(self, self.enemy);
729 if(self.angles != self.oldangles)
731 self.oldangles = self.angles;
732 self.SendFlags |= MSF_ANG;
735 if(self.origin != self.oldorigin)
737 self.oldorigin = self.origin;
738 self.SendFlags |= MSF_MOVE;
742 void monster_dead_think()
744 self.think = monster_dead_think;
745 self.nextthink = time + self.ticrate;
747 self.deadflag = DEAD_DEAD;
750 if(time >= self.ltime)
756 if(self.oldorigin != self.origin)
758 self.oldorigin = self.origin;
759 self.SendFlags |= MSF_MOVE;
763 void monsters_setstatus()
765 self.stat_monsters_total = monsters_total;
766 self.stat_monsters_killed = monsters_killed;
769 void Monster_Appear()
771 self.enemy = activator;
772 self.spawnflags &= ~MONSTERFLAG_APPEAR;
773 self.monster_spawnfunc();
776 float Monster_CheckAppearFlags(entity ent)
778 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
781 ent.think = func_null;
783 ent.use = Monster_Appear;
784 ent.flags = FL_MONSTER; // set so this monster can get butchered
789 void monsters_reset()
791 setorigin(self, self.pos1);
792 self.angles = self.pos2;
794 self.health = self.max_health;
795 self.velocity = '0 0 0';
797 self.goalentity = world;
798 self.attack_finished_single = 0;
799 self.moveto = self.origin;
801 self.SendFlags |= MSF_STATUS;
804 float monster_send(entity to, float sf)
806 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
807 WriteByte(MSG_ENTITY, sf);
810 WriteByte(MSG_ENTITY, self.monsterid);
812 WriteCoord(MSG_ENTITY, self.origin_x);
813 WriteCoord(MSG_ENTITY, self.origin_y);
814 WriteCoord(MSG_ENTITY, self.origin_z);
816 WriteAngle(MSG_ENTITY, self.angles_x);
817 WriteAngle(MSG_ENTITY, self.angles_y);
819 WriteByte(MSG_ENTITY, self.skin);
820 WriteByte(MSG_ENTITY, self.team);
825 WriteShort(MSG_ENTITY, rint(self.angles_x));
826 WriteShort(MSG_ENTITY, rint(self.angles_y));
831 WriteShort(MSG_ENTITY, rint(self.origin_x));
832 WriteShort(MSG_ENTITY, rint(self.origin_y));
833 WriteShort(MSG_ENTITY, rint(self.origin_z));
835 WriteShort(MSG_ENTITY, rint(self.velocity_x));
836 WriteShort(MSG_ENTITY, rint(self.velocity_y));
837 WriteShort(MSG_ENTITY, rint(self.velocity_z));
839 WriteShort(MSG_ENTITY, rint(self.angles_y));
844 WriteCoord(MSG_ENTITY, self.anim_start_time);
845 WriteByte(MSG_ENTITY, self.frame);
850 WriteByte(MSG_ENTITY, self.skin);
852 WriteByte(MSG_ENTITY, self.team);
854 WriteByte(MSG_ENTITY, self.deadflag);
857 WriteByte(MSG_ENTITY, 0);
859 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
865 void monster_link(void() spawnproc)
867 Net_LinkEntity(self, TRUE, 0, monster_send);
868 self.think = spawnproc;
869 self.nextthink = time;
872 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
874 self.health -= damage;
876 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
878 if(self.health <= -100) // 100 health until gone?
880 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
882 self.think = SUB_Remove;
883 self.nextthink = time + 0.1;
889 self.think = monster_dead_think;
890 self.nextthink = self.ticrate;
891 self.ltime = time + 5;
895 MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
897 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
898 monsters_killed += 1;
900 if(self.candrop && self.weapon)
901 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
903 if(IS_CLIENT(self.realowner))
904 self.realowner.monstercount -= 1;
906 self.event_damage = monsters_corpse_damage;
907 self.solid = SOLID_CORPSE;
908 self.takedamage = DAMAGE_AIM;
910 self.movetype = MOVETYPE_TOSS;
911 self.moveto = self.origin;
912 self.touch = MonsterTouch; // reset incase monster was pouncing
913 self.reset = func_null;
915 self.attack_finished_single = 0;
917 if not(self.flags & FL_FLY)
918 self.velocity = '0 0 0';
920 self.SendFlags |= MSF_MOVE;
922 // number of monsters spawned with mobspawn command
925 MON_ACTION(self.monsterid, MR_DEATH);
928 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
930 if(self.frozen && deathtype != DEATH_KILL)
933 if(time < self.pain_finished && deathtype != DEATH_KILL)
936 if(time < self.spawnshieldtime)
942 v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, damage);
948 self.dmg_time = time;
950 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
951 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
953 self.velocity += force * self.damageforcescale;
955 if(deathtype != DEATH_DROWN)
957 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
959 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
961 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
966 if(deathtype == DEATH_KILL)
967 self.candrop = FALSE; // killed by mobkill command
970 activator = attacker;
973 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
977 frag_attacker = attacker;
979 MUTATOR_CALLHOOK(MonsterDies);
981 if(self.health <= -100) // check if we're already gibbed
983 Violence_GibSplash(self, 1, 0.5, attacker);
985 self.think = SUB_Remove;
986 self.nextthink = time + 0.1;
990 self.SendFlags |= MSF_STATUS;
995 self.think = monster_think;
996 self.nextthink = self.ticrate;
998 MON_ACTION(self.monsterid, MR_THINK);
1001 void monster_spawn()
1003 MON_ACTION(self.monsterid, MR_SETUP);
1005 if not(self.monster_respawned)
1006 Monster_CheckMinibossFlag();
1008 self.max_health = self.health;
1009 self.pain_finished = self.nextthink;
1010 self.anim_start_time = time;
1012 if not(self.noalign)
1014 setorigin(self, self.origin + '0 0 20');
1015 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1016 setorigin(self, trace_endpos);
1019 if not(self.monster_respawned)
1021 self.skin = rint(random() * 4);
1023 if not(self.attack_range)
1024 self.attack_range = autocvar_g_monsters_attack_range;
1026 self.pos1 = self.origin;
1028 //monster_setupsounds(self.netname);
1029 precache_monstersounds();
1030 UpdateMonsterSounds();
1031 //monster_precachesounds(self);
1034 self.monster_attack = TRUE; // we can have monster enemies in team games
1036 MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
1038 self.think = monster_think;
1039 self.nextthink = time + self.ticrate;
1041 self.SendFlags |= MSF_SETUP;
1043 MUTATOR_CALLHOOK(MonsterSpawn);
1046 float monster_initialize(float mon_id, float nodrop)
1048 if not(autocvar_g_monsters)
1051 entity mon = get_monsterinfo(mon_id);
1053 // support for quake style removing monsters based on skill
1054 switch(monster_skill)
1057 case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY) return FALSE; break;
1058 case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) return FALSE; break;
1060 case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD) return FALSE; break;
1063 if(self.team && !teamplay)
1066 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
1067 if not(self.monster_respawned)
1068 monsters_total += 1;
1070 setsize(self, mon.mins, mon.maxs);
1071 self.flags = FL_MONSTER;
1072 self.takedamage = DAMAGE_AIM;
1073 self.bot_attack = TRUE;
1074 self.iscreature = TRUE;
1075 self.teleportable = TRUE;
1076 self.damagedbycontents = TRUE;
1077 self.monsterid = mon_id;
1078 self.damageforcescale = 0;
1079 self.event_damage = monsters_damage;
1080 self.touch = MonsterTouch;
1081 self.use = monster_use;
1082 self.solid = SOLID_BBOX;
1083 self.movetype = MOVETYPE_WALK;
1084 self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1086 self.velocity = '0 0 0';
1087 self.moveto = self.origin;
1088 self.pos2 = self.angles;
1089 self.reset = monsters_reset;
1090 self.netname = mon.netname;
1091 self.monster_name = M_NAME(mon_id);
1092 self.candrop = TRUE;
1093 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1094 self.oldtarget2 = self.target2;
1095 self.deadflag = DEAD_NO;
1097 self.noalign = nodrop;
1098 self.spawn_time = time;
1100 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1102 if(mon.spawnflags & MONSTER_TYPE_SWIM)
1103 self.flags |= FL_SWIM;
1105 if(mon.spawnflags & MONSTER_TYPE_FLY)
1107 self.flags |= FL_FLY;
1108 self.movetype = MOVETYPE_FLY;
1111 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1114 if not(self.ticrate)
1115 self.ticrate = autocvar_g_monsters_think_delay;
1117 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1119 if not(self.m_armor_blockpercent)
1120 self.m_armor_blockpercent = 0.5;
1122 if not(self.target_range)
1123 self.target_range = autocvar_g_monsters_target_range;
1125 if not(self.respawntime)
1126 self.respawntime = autocvar_g_monsters_respawn_delay;
1128 if not(self.monster_moveflags)
1129 self.monster_moveflags = MONSTER_MOVE_WANDER;
1131 monster_link(monster_spawn);