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 void monster_makevectors(entity e)
183 v = CENTER_OR_VIEWOFS(e);
184 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
185 self.v_angle_x = -self.v_angle_x;
187 makevectors(self.v_angle);
190 float monster_melee(entity targ, float damg, float er, float deathtype, float dostop)
192 float rdmg = damg * random();
194 if (self.health <= 0)
203 self.state = MONSTER_STATE_ATTACK_MELEE;
204 self.SendFlags |= MSF_MOVE;
207 monster_makevectors(targ);
209 traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
211 if(trace_ent.takedamage)
212 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
217 void Monster_CheckMinibossFlag ()
219 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
222 float chance = random() * 100;
224 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
225 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
227 self.health += autocvar_g_monsters_miniboss_healthboost;
229 self.weapon = WEP_NEX;
233 float Monster_CanRespawn(entity ent)
236 if(MUTATOR_CALLHOOK(MonsterRespawn))
237 return TRUE; // enabled by a mutator
239 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
242 if not(autocvar_g_monsters_respawn)
250 if(Monster_CanRespawn(self))
252 self.monster_respawned = TRUE;
253 self.think = self.monster_spawnfunc;
254 self.nextthink = time + self.respawntime;
255 self.deadflag = DEAD_RESPAWNING;
256 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
258 self.pos1 = self.origin;
259 self.pos2 = self.angles;
261 self.event_damage = func_null;
262 self.takedamage = DAMAGE_NO;
263 setorigin(self, self.pos1);
264 self.angles = self.pos2;
265 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
267 self.SendFlags |= MSF_MOVE;
268 self.SendFlags |= MSF_STATUS;
271 SUB_SetFade(self, time + 3, 1);
274 float Monster_CanJump (vector vel)
277 return FALSE; // already attacking
278 if not(self.flags & FL_ONGROUND)
279 return FALSE; // not on the ground
281 return FALSE; // called when dead?
282 if(time < self.attack_finished_single)
283 return FALSE; // still attacking
285 vector old = self.velocity;
288 tracetoss(self, self);
290 if (trace_ent != self.enemy)
296 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
298 if(!Monster_CanJump(vel))
301 monsters_setframe(anm);
302 self.state = MONSTER_STATE_ATTACK_LEAP;
303 self.touch = touchfunc;
306 self.flags &~= FL_ONGROUND;
308 self.attack_finished_single = time + anim_finished;
313 void monster_checkattack(entity e, entity targ)
320 if not(e.monster_attackfunc)
323 if(time < e.attack_finished_single)
326 if(vlen(targ.origin - e.origin) <= e.attack_range)
327 if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
329 monster_sound(e.msound_attack_melee, 0, FALSE);
333 if(vlen(targ.origin - e.origin) > e.attack_range)
334 if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
336 monster_sound(e.msound_attack_ranged, 0, FALSE);
345 if (self.health <= 0)
348 if(!monster_isvalidtarget(activator, self))
351 self.enemy = activator;
354 float trace_path(vector from, vector to)
356 vector dir = normalize(to - from) * 15, offset = '0 0 0';
357 float trace1 = trace_fraction;
361 traceline (from+offset, to+offset, TRUE, self);
363 traceline(from-offset, to-offset, TRUE, self);
365 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
369 .float last_enemycheck; // for checking enemy
370 vector monster_pickmovetarget(entity targ)
372 // enemy is always preferred target
375 self.monster_movestate = MONSTER_MOVE_ENEMY;
376 self.last_trace = time + 1.2;
377 return self.enemy.origin;
380 switch(self.monster_moveflags)
382 case MONSTER_MOVE_OWNER:
384 self.monster_movestate = MONSTER_MOVE_OWNER;
385 self.last_trace = time + 0.3;
386 if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
387 return self.monster_owner.origin;
389 case MONSTER_MOVE_SPAWNLOC:
391 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
392 self.last_trace = time + 2;
395 case MONSTER_MOVE_NOMOVE:
397 self.monster_movestate = MONSTER_MOVE_NOMOVE;
398 self.last_trace = time + 2;
402 case MONSTER_MOVE_WANDER:
405 self.monster_movestate = MONSTER_MOVE_WANDER;
406 self.last_trace = time + 2;
408 self.angles_y = random() * 500;
409 makevectors(self.angles);
410 pos = self.origin + v_forward * 600;
412 if(self.flags & FL_FLY || self.flags & FL_SWIM)
414 pos_z = random() * 200;
421 self.last_trace = time + 0.5;
430 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
432 fixedmakevectors(self.angles);
435 self.goalentity = find(world, targetname, self.target2);
441 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
442 self.health = max(1, self.max_health * self.revive_progress);
444 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
446 movelib_beak_simple(stopspeed);
448 self.velocity = '0 0 0';
450 self.nextthink = time + 0.1;
452 if(self.revive_progress >= 1)
453 Unfreeze(self); // wait for next think before attacking
455 // don't bother updating angles here?
456 if(self.origin != self.oldorigin)
458 self.oldorigin = self.origin;
459 self.SendFlags |= MSF_MOVE;
462 return; // no moving while frozen
465 if(self.flags & FL_SWIM)
467 if(self.waterlevel < WATERLEVEL_WETFEET)
469 if(time >= self.last_trace)
471 self.last_trace = time + 0.4;
473 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
474 self.angles = '90 90 0';
477 self.velocity_y += random() * 50;
478 self.velocity_x -= random() * 50;
482 self.velocity_y -= random() * 50;
483 self.velocity_x += random() * 50;
485 self.velocity_z += random() * 150;
489 self.movetype = MOVETYPE_BOUNCE;
490 //self.velocity_z = -200;
492 self.SendFlags |= MSF_MOVE | MSF_ANG;
498 self.angles = '0 0 0';
499 self.movetype = MOVETYPE_WALK;
503 targ = self.goalentity;
505 monster_target = targ;
506 monster_speed_run = runspeed;
507 monster_speed_walk = walkspeed;
509 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)
511 runspeed = walkspeed = 0;
512 if(time >= self.spawn_time)
513 monsters_setframe(manim_idle);
514 movelib_beak_simple(stopspeed);
515 self.SendFlags |= MSF_MOVE;
519 targ = monster_target;
520 runspeed = monster_speed_run;
521 walkspeed = monster_speed_walk;
524 if(autocvar_g_monsters_teams)
525 if(IsDifferentTeam(self.monster_owner, self))
526 self.monster_owner = world;
528 if(time >= self.last_enemycheck)
530 if not(monster_isvalidtarget(self.enemy, self))
532 self.last_enemycheck = time + 2;
535 if(self.enemy && self.enemy.health < 1)
536 self.enemy = world; // enough!
540 self.enemy = FindTarget(self);
542 monster_sound(self.msound_sight, 0, FALSE);
545 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
548 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
549 if(time >= self.last_trace || self.enemy) // update enemy instantly
550 self.moveto = monster_pickmovetarget(targ);
553 monster_sound(self.msound_idle, 5, TRUE);
555 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
556 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
558 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
561 self.touch = MonsterTouch;
564 //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
567 vector real_angle = vectoangles(self.steerto) - self.angles;
569 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
572 if(self.flags & FL_SWIM)
573 turny = vlen(self.angles - self.moveto);
577 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
578 self.angles_y += turny;
581 if(self.state == MONSTER_STATE_ATTACK_MELEE)
582 self.moveto = self.origin;
584 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
586 if not(self.flags & FL_FLY || self.flags & FL_SWIM)
587 self.moveto_z = self.origin_z;
589 float l = vlen(self.moveto - self.origin);
590 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
591 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
593 if(self.flags & FL_FLY || self.flags & FL_SWIM)
594 v_forward = normalize(self.moveto - self.origin);
596 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
597 if(self.flags & FL_ONGROUND)
598 movelib_jump_simple(100);
600 if(vlen(self.origin - self.moveto) > 64)
602 if(self.flags & FL_FLY || self.flags & FL_SWIM)
603 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
605 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
606 if(time > self.pain_finished)
607 if(time > self.attack_finished_single)
608 if(vlen(self.velocity) > 0)
609 monsters_setframe((self.enemy) ? manim_run : manim_walk);
611 monsters_setframe(manim_idle);
615 entity e = find(world, targetname, self.target2);
617 self.target2 = e.target2;
619 self.target2 = e.target;
621 movelib_beak_simple(stopspeed);
622 if(time > self.attack_finished_single)
623 if(time > self.pain_finished)
624 if (vlen(self.velocity) <= 30)
625 monsters_setframe(manim_idle);
628 monster_checkattack(self, self.enemy);
630 if(self.angles != self.oldangles)
632 self.oldangles = self.angles;
633 self.SendFlags |= MSF_ANG;
636 if(self.origin != self.oldorigin)
638 self.oldorigin = self.origin;
639 self.SendFlags |= MSF_MOVE;
643 void monster_dead_think()
645 self.think = monster_dead_think;
646 self.nextthink = time + 0.3; // don't need to update so often now
648 self.deadflag = DEAD_DEAD;
650 if(time >= self.ltime)
656 self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
659 void monsters_setstatus()
661 self.stat_monsters_total = monsters_total;
662 self.stat_monsters_killed = monsters_killed;
665 void Monster_Appear()
667 self.enemy = activator;
668 self.spawnflags &~= MONSTERFLAG_APPEAR;
669 self.monster_spawnfunc();
672 float Monster_CheckAppearFlags(entity ent)
674 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
677 ent.think = func_null;
679 ent.use = Monster_Appear;
680 ent.flags = FL_MONSTER; // set so this monster can get butchered
685 void monsters_reset()
687 setorigin(self, self.pos1);
688 self.angles = self.pos2;
690 self.health = self.max_health;
691 self.velocity = '0 0 0';
693 self.goalentity = world;
694 self.attack_finished_single = 0;
695 self.moveto = self.origin;
697 WaypointSprite_UpdateHealth(self.sprite, self.health);
700 float monster_send(entity to, float sf)
702 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
703 WriteByte(MSG_ENTITY, sf);
706 WriteByte(MSG_ENTITY, self.monsterid);
708 WriteCoord(MSG_ENTITY, self.origin_x);
709 WriteCoord(MSG_ENTITY, self.origin_y);
710 WriteCoord(MSG_ENTITY, self.origin_z);
712 WriteAngle(MSG_ENTITY, self.angles_x);
713 WriteAngle(MSG_ENTITY, self.angles_y);
715 WriteByte(MSG_ENTITY, self.skin);
716 WriteByte(MSG_ENTITY, self.team);
721 WriteShort(MSG_ENTITY, rint(self.angles_x));
722 WriteShort(MSG_ENTITY, rint(self.angles_y));
727 WriteShort(MSG_ENTITY, rint(self.origin_x));
728 WriteShort(MSG_ENTITY, rint(self.origin_y));
729 WriteShort(MSG_ENTITY, rint(self.origin_z));
731 WriteShort(MSG_ENTITY, rint(self.velocity_x));
732 WriteShort(MSG_ENTITY, rint(self.velocity_y));
733 WriteShort(MSG_ENTITY, rint(self.velocity_z));
735 WriteShort(MSG_ENTITY, rint(self.angles_y));
740 WriteCoord(MSG_ENTITY, self.anim_start_time);
741 WriteByte(MSG_ENTITY, self.frame);
746 WriteByte(MSG_ENTITY, self.skin);
748 WriteByte(MSG_ENTITY, self.team);
750 WriteByte(MSG_ENTITY, self.deadflag);
753 WriteByte(MSG_ENTITY, 0);
755 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
761 void monster_link(void() spawnproc)
763 Net_LinkEntity(self, TRUE, 0, monster_send);
764 self.think = spawnproc;
765 self.nextthink = time;
768 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
770 self.health -= damage;
772 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
774 if(self.health <= -100) // 100 health until gone?
776 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
778 self.think = SUB_Remove;
779 self.nextthink = time + 0.1;
785 self.think = monster_dead_think;
786 self.nextthink = self.ticrate;
787 self.ltime = time + 5;
791 WaypointSprite_Kill(self.sprite);
793 if(self.weaponentity)
795 remove(self.weaponentity);
796 self.weaponentity = world;
799 monster_sound(self.msound_death, 0, FALSE);
801 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
802 monsters_killed += 1;
804 if(self.candrop && self.weapon)
805 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
807 if(IS_CLIENT(self.realowner))
808 self.realowner.monstercount -= 1;
810 self.event_damage = monsters_corpse_damage;
811 self.solid = SOLID_CORPSE;
812 self.takedamage = DAMAGE_AIM;
814 self.movetype = MOVETYPE_TOSS;
815 self.moveto = self.origin;
816 self.touch = MonsterTouch; // reset incase monster was pouncing
818 if not(self.flags & FL_FLY)
819 self.velocity = '0 0 0';
821 self.SendFlags |= MSF_MOVE;
823 // number of monsters spawned with mobspawn command
826 MON_ACTION(self.monsterid, MR_DEATH);
829 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
831 if(self.frozen && deathtype != DEATH_KILL)
834 if(time < self.pain_finished && deathtype != DEATH_KILL)
837 if(time < self.spawnshieldtime)
840 if(deathtype != DEATH_KILL)
841 damage *= self.armorvalue;
843 if(self.weaponentity && self.weaponentity.classname == "shield")
844 self.weaponentity.health -= damage;
846 self.health -= damage;
849 WaypointSprite_UpdateHealth(self.sprite, self.health);
851 self.dmg_time = time;
853 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
854 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
856 self.velocity += force * self.damageforcescale;
858 if(deathtype != DEATH_DROWN)
860 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
862 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
864 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
871 // Update one more time to avoid waypoint fading without emptying healthbar
872 WaypointSprite_UpdateHealth(self.sprite, 0);
875 if(deathtype == DEATH_KILL)
876 self.candrop = FALSE; // killed by mobkill command
879 activator = attacker;
882 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
886 frag_attacker = attacker;
888 MUTATOR_CALLHOOK(MonsterDies);
890 if(self.health <= -100) // check if we're already gibbed
892 Violence_GibSplash(self, 1, 0.5, attacker);
894 self.think = SUB_Remove;
895 self.nextthink = time + 0.1;
899 self.SendFlags |= MSF_STATUS;
904 self.think = monster_think;
905 self.nextthink = self.ticrate;
907 MON_ACTION(self.monsterid, MR_THINK);
912 MON_ACTION(self.monsterid, MR_SETUP);
914 if not(self.monster_respawned)
915 Monster_CheckMinibossFlag();
917 self.max_health = self.health;
918 self.pain_finished = self.nextthink;
919 self.anim_start_time = time;
923 setorigin(self, self.origin + '0 0 20');
924 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
925 setorigin(self, trace_endpos);
928 if not(self.monster_respawned)
930 self.skin = rint(random() * 4);
932 if not(self.attack_range)
933 self.attack_range = autocvar_g_monsters_attack_range;
935 self.pos1 = self.origin;
937 monster_setupsounds(self.netname);
939 monster_precachesounds(self);
942 self.monster_attack = TRUE; // we can have monster enemies in team games
944 if(autocvar_g_monsters_healthbars)
946 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'));
947 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
948 WaypointSprite_UpdateHealth(self.sprite, self.health);
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)
972 case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY) return FALSE; break;
973 case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) return FALSE; break;
974 case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD) return FALSE; break;
975 case 4: if(self.spawnflags & MONSTERSKILL_NOTINSANE) return FALSE; break;
976 case 5: if(self.spawnflags & MONSTERSKILL_NOTNIGHTMARE) return FALSE; break;
979 if(self.monster_name == "")
980 self.monster_name = M_NAME(mon_id);
982 if(self.team && !teamplay)
985 self.flags = FL_MONSTER;
987 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
988 if not(self.monster_respawned)
994 self.netname = mon.netname;
996 setsize(self, min_s, max_s);
997 self.takedamage = DAMAGE_AIM;
998 self.bot_attack = TRUE;
999 self.iscreature = TRUE;
1000 self.teleportable = TRUE;
1001 self.damagedbycontents = TRUE;
1002 self.monsterid = mon_id;
1003 self.damageforcescale = 0;
1004 self.event_damage = monsters_damage;
1005 self.touch = MonsterTouch;
1006 self.use = monster_use;
1007 self.solid = SOLID_BBOX;
1008 self.movetype = MOVETYPE_WALK;
1009 self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1010 monsters_spawned += 1;
1012 self.velocity = '0 0 0';
1013 self.moveto = self.origin;
1014 self.pos2 = self.angles;
1015 self.reset = monsters_reset;
1016 self.candrop = TRUE;
1017 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1018 self.oldtarget2 = self.target2;
1019 self.deadflag = DEAD_NO;
1020 self.noalign = nodrop;
1021 self.spawn_time = time;
1023 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1025 if(mon.spawnflags & MONSTER_TYPE_SWIM)
1026 self.flags |= FL_SWIM;
1028 if(mon.spawnflags & MONSTER_TYPE_FLY)
1030 self.flags |= FL_FLY;
1031 self.movetype = MOVETYPE_FLY;
1037 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1040 if not(self.ticrate)
1041 self.ticrate = autocvar_g_monsters_think_delay;
1043 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1045 if not(self.armorvalue)
1046 self.armorvalue = 1; // multiplier
1048 if not(self.target_range)
1049 self.target_range = autocvar_g_monsters_target_range;
1051 if not(self.respawntime)
1052 self.respawntime = autocvar_g_monsters_respawn_delay;
1054 if not(self.monster_moveflags)
1055 self.monster_moveflags = MONSTER_MOVE_WANDER;
1057 monster_link(monster_spawn);