1 // =========================
2 // SVQC Monster Properties
3 // =========================
6 void monster_item_spawn()
12 self.velocity = randomvec() * 175 + '0 0 325';
13 self.classname = "droppedweapon"; // hax
15 SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
18 void monster_dropitem()
20 if(!self.candrop || !self.monster_loot)
23 vector org = self.origin + ((self.mins + self.maxs) * 0.5);
28 e.monster_loot = self.monster_loot;
31 MUTATOR_CALLHOOK(MonsterDropItem);
36 e.think = monster_item_spawn;
37 e.nextthink = time + 0.3;
41 void monsters_setframe(float _frame)
43 if(self.frame == _frame)
46 self.anim_start_time = time;
48 self.SendFlags |= MSF_ANIM;
51 float monster_isvalidtarget (entity targ, entity ent)
54 return FALSE; // someone doesn't exist
57 return FALSE; // don't attack ourselves
59 traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
64 if(targ.vehicle_flags & VHF_ISVEHICLE)
65 if not((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED)
66 return FALSE; // melee attacks are useless against vehicles
68 if(time < game_starttime)
69 return FALSE; // monsters do nothing before the match has started
71 if(vlen(targ.origin - ent.origin) >= ent.target_range)
72 return FALSE; // enemy is too far away
74 if(targ.takedamage == DAMAGE_NO)
75 return FALSE; // enemy can't be damaged
77 if(targ.items & IT_INVISIBILITY)
78 return FALSE; // enemy is invisible
80 if(substring(targ.classname, 0, 10) == "onslaught_")
81 return FALSE; // don't attack onslaught targets
83 if(IS_SPEC(targ) || IS_OBSERVER(targ))
84 return FALSE; // enemy is a spectator
86 if not(targ.vehicle_flags & VHF_ISVEHICLE)
87 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
88 return FALSE; // enemy/self is dead
90 if(ent.monster_owner == targ)
91 return FALSE; // don't attack our master
93 if(targ.monster_owner == ent)
94 return FALSE; // don't attack our pet
96 if not(targ.vehicle_flags & VHF_ISVEHICLE)
97 if(targ.flags & FL_NOTARGET)
98 return FALSE; // enemy can't be targeted
100 if not(autocvar_g_monsters_typefrag)
102 return FALSE; // no typefragging!
104 if(SAME_TEAM(targ, ent))
105 return FALSE; // enemy is on our team
107 if (targ.frozen == 1 || (targ.frozen == 2 && ent.monsterid != MON_SPIDER))
108 return FALSE; // ignore frozen
110 if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT)
111 if(ent.enemy != targ)
115 makevectors (ent.angles);
116 dot = normalize (targ.origin - ent.origin) * v_forward;
125 entity FindTarget (entity ent)
127 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
129 entity head, closest_target = world;
130 head = findradius(ent.origin, ent.target_range);
132 while(head) // find the closest acceptable target to pass to
134 if(head.monster_attack)
135 if(monster_isvalidtarget(head, ent))
137 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
138 vector head_center = CENTER_OR_VIEWOFS(head);
139 vector ent_center = CENTER_OR_VIEWOFS(ent);
141 //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
144 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
145 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
146 { closest_target = head; }
148 else { closest_target = head; }
154 return closest_target;
162 if(self.enemy != other)
163 if not(other.flags & FL_MONSTER)
164 if(monster_isvalidtarget(other, self))
168 string get_monster_model_datafilename(string m, float sk, string fil)
173 m = "models/monsters/*_";
175 m = strcat(m, ftos(sk));
178 return strcat(m, ".", fil);
181 void PrecacheMonsterSounds(string f)
185 fh = fopen(f, FILE_READ);
188 while((s = fgets(fh)))
190 if(tokenize_console(s) != 3)
192 dprint("Invalid sound info line: ", s, "\n");
195 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
200 void precache_monstersounds()
202 string m = (get_monsterinfo(self.monsterid)).model;
203 float globhandle, n, i;
206 globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
209 n = search_getsize(globhandle);
210 for (i = 0; i < n; ++i)
212 //print(search_getfilename(globhandle, i), "\n");
213 f = search_getfilename(globhandle, i);
214 PrecacheMonsterSounds(f);
216 search_end(globhandle);
219 void ClearMonsterSounds()
221 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
226 .string GetMonsterSoundSampleField(string type)
228 GetMonsterSoundSampleField_notFound = 0;
231 #define _MSOUND(m) case #m: return monstersound_##m;
235 GetMonsterSoundSampleField_notFound = 1;
239 float LoadMonsterSounds(string f, float first)
244 fh = fopen(f, FILE_READ);
247 dprint("Monster sound file not found: ", f, "\n");
250 while((s = fgets(fh)))
252 if(tokenize_console(s) != 3)
254 field = GetMonsterSoundSampleField(argv(0));
255 if(GetMonsterSoundSampleField_notFound)
258 strunzone(self.field);
259 self.field = strzone(strcat(argv(1), " ", argv(2)));
265 .float skin_for_monstersound;
266 void UpdateMonsterSounds()
268 entity mon = get_monsterinfo(self.monsterid);
270 if(self.skin == self.skin_for_monstersound)
272 self.skin_for_monstersound = self.skin;
273 ClearMonsterSounds();
274 //LoadMonsterSounds("sound/monsters/default.sounds", 1);
275 if(!autocvar_g_debug_defaultsounds)
276 if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
277 LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
280 void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
282 if(delaytoo && time < self.msound_delay)
284 GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
286 self.msound_delay = time + sound_delay;
289 void monster_makevectors(entity e)
293 v = e.origin + (e.mins + e.maxs) * 0.5;
294 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
295 self.v_angle_x = -self.v_angle_x;
297 makevectors(self.v_angle);
300 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
302 float rdmg = damg * random();
304 if (self.health <= 0)
305 return FALSE; // attacking while dead?!
311 self.state = MONSTER_STATE_ATTACK_MELEE;
312 self.SendFlags |= MSF_MOVE;
315 monsters_setframe(anim);
317 if(anim_finished != 0)
318 self.attack_finished_single = time + anim_finished;
320 monster_makevectors(targ);
322 traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
324 if(trace_ent.takedamage)
325 Damage(trace_ent, self, self, rdmg * monster_skill, deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
330 void Monster_CheckMinibossFlag ()
332 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
335 float chance = random() * 100;
337 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
338 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
340 self.health += autocvar_g_monsters_miniboss_healthboost;
342 self.weapon = WEP_NEX;
346 float Monster_CanRespawn(entity ent)
349 if(MUTATOR_CALLHOOK(MonsterRespawn))
350 return TRUE; // enabled by a mutator
352 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
355 if not(autocvar_g_monsters_respawn)
363 if(Monster_CanRespawn(self))
365 self.monster_respawned = TRUE;
366 self.think = self.monster_spawnfunc;
367 self.nextthink = time + self.respawntime;
369 self.deadflag = DEAD_RESPAWNING;
370 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
372 self.pos1 = self.origin;
373 self.pos2 = self.angles;
375 self.event_damage = func_null;
376 self.takedamage = DAMAGE_NO;
377 setorigin(self, self.pos1);
378 self.angles = self.pos2;
379 self.health = self.max_health;
381 self.SendFlags |= MSF_MOVE;
382 self.SendFlags |= MSF_STATUS;
386 if(IS_CLIENT(self.realowner))
387 if not(self.monster_respawned)
388 self.realowner.monstercount -= 1;
390 SUB_SetFade(self, time + 3, 1);
394 float Monster_CanJump (vector vel)
397 return FALSE; // already attacking
398 if not(self.flags & FL_ONGROUND)
399 return FALSE; // not on the ground
401 return FALSE; // called when dead?
402 if(time < self.attack_finished_single)
403 return FALSE; // still attacking
405 vector old = self.velocity;
408 tracetoss(self, self);
410 if (trace_ent != self.enemy)
416 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
418 if(!Monster_CanJump(vel))
421 monsters_setframe(anm);
422 self.state = MONSTER_STATE_ATTACK_LEAP;
423 self.touch = touchfunc;
426 self.flags &= ~FL_ONGROUND;
428 self.attack_finished_single = time + anim_finished;
433 void monster_checkattack(entity e, entity targ)
440 if not(e.monster_attackfunc)
443 if(time < e.attack_finished_single)
446 if(vlen(targ.origin - e.origin) <= e.attack_range)
447 if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
449 MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
453 if(vlen(targ.origin - e.origin) > e.attack_range)
454 if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
456 MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
465 if(monster_isvalidtarget(activator, self))
466 self.enemy = activator;
470 .float last_enemycheck; // for checking enemy
471 vector monster_pickmovetarget(entity targ)
473 // enemy is always preferred target
476 makevectors(self.angles);
477 self.monster_movestate = MONSTER_MOVE_ENEMY;
478 self.last_trace = time + 1.2;
479 return self.enemy.origin;
482 switch(self.monster_moveflags)
484 case MONSTER_MOVE_OWNER:
486 self.monster_movestate = MONSTER_MOVE_OWNER;
487 self.last_trace = time + 0.3;
488 return (self.monster_owner) ? self.monster_owner.origin : self.origin;
490 case MONSTER_MOVE_SPAWNLOC:
492 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
493 self.last_trace = time + 2;
496 case MONSTER_MOVE_NOMOVE:
498 self.monster_movestate = MONSTER_MOVE_NOMOVE;
499 self.last_trace = time + 2;
503 case MONSTER_MOVE_WANDER:
506 self.monster_movestate = MONSTER_MOVE_WANDER;
507 self.last_trace = time + 2;
509 self.angles_y = rint(random() * 500);
510 makevectors(self.angles);
511 pos = self.origin + v_forward * 600;
513 if(self.flags & FL_FLY || self.flags & FL_SWIM)
514 if(self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
516 pos_z = random() * 200;
523 self.last_trace = time + 0.5;
532 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
534 fixedmakevectors(self.angles);
537 self.goalentity = find(world, targetname, self.target2);
543 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
544 self.health = max(1, self.max_health * self.revive_progress);
546 self.SendFlags |= MSF_STATUS;
548 movelib_beak_simple(stopspeed);
550 monsters_setframe(manim_idle);
553 self.nextthink = time + self.ticrate;
555 if(self.revive_progress >= 1)
556 Unfreeze(self); // wait for next think before attacking
558 // don't bother updating angles here?
559 if(self.origin != self.oldorigin)
561 self.oldorigin = self.origin;
562 self.SendFlags |= MSF_MOVE;
565 return; // no moving while frozen
568 if(self.flags & FL_SWIM)
570 if(self.waterlevel < WATERLEVEL_WETFEET)
572 if(time >= self.last_trace)
574 self.fish_wasdrowning = TRUE;
575 self.last_trace = time + 0.4;
577 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
578 self.angles = '90 90 0';
581 self.velocity_y += random() * 50;
582 self.velocity_x -= random() * 50;
586 self.velocity_y -= random() * 50;
587 self.velocity_x += random() * 50;
589 self.velocity_z += random() * 150;
593 self.movetype = MOVETYPE_BOUNCE;
594 //self.velocity_z = -200;
596 self.SendFlags |= MSF_MOVE | MSF_ANG;
600 else if(self.fish_wasdrowning)
602 self.fish_wasdrowning = FALSE;
604 self.movetype = MOVETYPE_WALK;
608 targ = self.goalentity;
610 monster_target = targ;
611 monster_speed_run = runspeed;
612 monster_speed_walk = walkspeed;
614 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)
616 runspeed = walkspeed = 0;
617 if(time >= self.spawn_time)
618 monsters_setframe(manim_idle);
619 movelib_beak_simple(stopspeed);
620 if(self.oldorigin != self.origin)
622 self.oldorigin = self.origin;
623 self.SendFlags |= MSF_MOVE;
628 targ = monster_target;
629 runspeed = monster_speed_run;
630 walkspeed = monster_speed_walk;
633 if(autocvar_g_monsters_teams)
634 if(DIFF_TEAM(self.monster_owner, self))
635 self.monster_owner = world;
637 if(self.enemy && self.enemy.health < 1)
638 self.enemy = world; // enough!
640 if(time >= self.last_enemycheck)
642 if not(monster_isvalidtarget(self.enemy, self))
647 self.enemy = FindTarget(self);
649 MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
652 self.last_enemycheck = time + 0.5;
655 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
658 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
659 if(time >= self.last_trace || self.enemy) // update enemy instantly
660 self.moveto = monster_pickmovetarget(targ);
663 MonsterSound(monstersound_idle, 5, TRUE, CH_VOICE);
665 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
666 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
668 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
671 self.touch = MonsterTouch;
674 //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
677 vector real_angle = vectoangles(self.steerto) - self.angles;
679 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
682 if(self.flags & FL_SWIM)
683 turny = vlen(self.angles - self.moveto);
687 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
688 self.angles_y += turny;
691 if(self.state == MONSTER_STATE_ATTACK_MELEE)
692 self.moveto = self.origin;
694 if(self.enemy && self.enemy.vehicle)
697 if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
698 v_forward = normalize(self.moveto - self.origin);
700 self.moveto_z = self.origin_z;
702 if(vlen(self.origin - self.moveto) > 64)
704 if(self.flags & FL_FLY || self.flags & FL_SWIM)
705 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
707 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
709 if(time > self.pain_finished)
710 if(time > self.attack_finished_single)
711 if(vlen(self.velocity) > 10)
712 monsters_setframe((self.enemy) ? manim_run : manim_walk);
714 monsters_setframe(manim_idle);
718 entity e = find(world, targetname, self.target2);
720 self.target2 = e.target2;
722 self.target2 = e.target;
724 movelib_beak_simple(stopspeed);
725 if(time > self.attack_finished_single)
726 if(time > self.pain_finished)
727 if (vlen(self.velocity) <= 30)
728 monsters_setframe(manim_idle);
731 monster_checkattack(self, self.enemy);
733 if(self.angles != self.oldangles)
735 self.oldangles = self.angles;
736 self.SendFlags |= MSF_ANG;
739 if(self.origin != self.oldorigin)
741 self.oldorigin = self.origin;
742 self.SendFlags |= MSF_MOVE;
746 void monster_dead_think()
748 self.think = monster_dead_think;
749 self.nextthink = time + self.ticrate;
751 self.deadflag = DEAD_DEAD;
754 if(time >= self.ltime)
760 if(self.oldorigin != self.origin)
762 self.oldorigin = self.origin;
763 self.SendFlags |= MSF_MOVE;
767 void monsters_setstatus()
769 self.stat_monsters_total = monsters_total;
770 self.stat_monsters_killed = monsters_killed;
773 void Monster_Appear()
775 self.enemy = activator;
776 self.spawnflags &= ~MONSTERFLAG_APPEAR;
777 self.monster_spawnfunc();
780 float Monster_CheckAppearFlags(entity ent)
782 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
785 ent.think = func_null;
787 ent.use = Monster_Appear;
788 ent.flags = FL_MONSTER; // set so this monster can get butchered
793 void monsters_reset()
795 setorigin(self, self.pos1);
796 self.angles = self.pos2;
798 Unfreeze(self); // remove any icy remains
800 self.health = self.max_health;
801 self.velocity = '0 0 0';
803 self.goalentity = world;
804 self.attack_finished_single = 0;
805 self.moveto = self.origin;
807 self.SendFlags |= MSF_STATUS;
810 float monster_send(entity to, float sf)
812 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
813 WriteByte(MSG_ENTITY, sf);
816 WriteByte(MSG_ENTITY, self.monsterid);
818 WriteCoord(MSG_ENTITY, self.origin_x);
819 WriteCoord(MSG_ENTITY, self.origin_y);
820 WriteCoord(MSG_ENTITY, self.origin_z);
822 WriteAngle(MSG_ENTITY, self.angles_x);
823 WriteAngle(MSG_ENTITY, self.angles_y);
825 WriteByte(MSG_ENTITY, self.skin);
826 WriteByte(MSG_ENTITY, self.team);
831 WriteShort(MSG_ENTITY, rint(self.angles_x));
832 WriteShort(MSG_ENTITY, rint(self.angles_y));
837 WriteShort(MSG_ENTITY, rint(self.origin_x));
838 WriteShort(MSG_ENTITY, rint(self.origin_y));
839 WriteShort(MSG_ENTITY, rint(self.origin_z));
841 WriteShort(MSG_ENTITY, rint(self.velocity_x));
842 WriteShort(MSG_ENTITY, rint(self.velocity_y));
843 WriteShort(MSG_ENTITY, rint(self.velocity_z));
845 WriteShort(MSG_ENTITY, rint(self.angles_y));
850 WriteCoord(MSG_ENTITY, self.anim_start_time);
851 WriteByte(MSG_ENTITY, self.frame);
856 WriteByte(MSG_ENTITY, self.skin);
858 WriteByte(MSG_ENTITY, self.team);
860 WriteByte(MSG_ENTITY, self.deadflag);
863 WriteByte(MSG_ENTITY, 0);
865 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
871 void monster_link(void() spawnproc)
873 Net_LinkEntity(self, TRUE, 0, monster_send);
874 self.think = spawnproc;
875 self.nextthink = time;
878 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
880 self.health -= damage;
882 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
884 if(self.health <= -100) // 100 health until gone?
886 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
888 self.think = SUB_Remove;
889 self.nextthink = time + 0.1;
893 void monster_die(entity attacker)
895 self.think = monster_dead_think;
896 self.nextthink = self.ticrate;
897 self.ltime = time + 5;
899 Unfreeze(self); // remove any icy remains
900 self.health = 0; // reset by Unfreeze
904 MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
906 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
907 monsters_killed += 1;
909 if(IS_PLAYER(attacker))
910 if( autocvar_g_monsters_score_spawned ||
911 ( !(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned) )
912 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
915 if(self.candrop && self.weapon)
916 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
918 self.event_damage = monsters_corpse_damage;
919 self.solid = SOLID_CORPSE;
920 self.takedamage = DAMAGE_AIM;
922 self.movetype = MOVETYPE_TOSS;
923 self.moveto = self.origin;
924 self.touch = MonsterTouch; // reset incase monster was pouncing
925 self.reset = func_null;
927 self.attack_finished_single = 0;
929 if not(self.flags & FL_FLY)
930 self.velocity = '0 0 0';
932 self.SendFlags |= MSF_MOVE;
934 // number of monsters spawned with mobspawn command
937 MON_ACTION(self.monsterid, MR_DEATH);
940 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
942 if(self.frozen && deathtype != DEATH_KILL)
945 if(time < self.pain_finished && deathtype != DEATH_KILL)
948 if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
954 v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, damage, deathtype);
960 self.dmg_time = time;
962 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
963 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
965 self.velocity += force * self.damageforcescale;
967 if(deathtype != DEATH_DROWN)
969 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
971 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
973 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
978 if(deathtype == DEATH_KILL)
979 self.candrop = FALSE; // killed by mobkill command
982 activator = attacker;
985 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
987 monster_die(attacker);
989 frag_attacker = attacker;
991 MUTATOR_CALLHOOK(MonsterDies);
993 if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
995 Violence_GibSplash(self, 1, 0.5, attacker);
997 self.think = SUB_Remove;
998 self.nextthink = time + 0.1;
1002 self.SendFlags |= MSF_STATUS;
1005 void monster_think()
1007 self.think = monster_think;
1008 self.nextthink = self.ticrate;
1011 if(time >= self.ltime)
1013 Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
1017 MON_ACTION(self.monsterid, MR_THINK);
1020 void monster_spawn()
1022 MON_ACTION(self.monsterid, MR_SETUP);
1024 if not(self.monster_respawned)
1025 Monster_CheckMinibossFlag();
1027 self.max_health = self.health;
1028 self.pain_finished = self.nextthink;
1029 self.anim_start_time = time;
1031 if not(self.noalign)
1033 setorigin(self, self.origin + '0 0 20');
1034 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1035 setorigin(self, trace_endpos);
1038 if not(self.monster_respawned)
1040 self.skin = rint(random() * 4);
1042 if not(self.attack_range)
1043 self.attack_range = autocvar_g_monsters_attack_range;
1045 self.pos1 = self.origin;
1047 //monster_setupsounds(self.netname);
1048 precache_monstersounds();
1049 UpdateMonsterSounds();
1050 //monster_precachesounds(self);
1053 self.monster_attack = TRUE; // we can have monster enemies in team games
1055 MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
1057 self.think = monster_think;
1058 self.nextthink = time + self.ticrate;
1060 self.SendFlags |= MSF_SETUP;
1062 MUTATOR_CALLHOOK(MonsterSpawn);
1065 float monster_initialize(float mon_id, float nodrop)
1067 if not(autocvar_g_monsters)
1070 entity mon = get_monsterinfo(mon_id);
1072 // support for quake style removing monsters based on skill
1073 switch(monster_skill)
1076 case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY) return FALSE; break;
1077 case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) return FALSE; break;
1079 case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD) return FALSE; break;
1082 if(self.team && !teamplay)
1085 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
1086 if not(self.monster_respawned)
1087 monsters_total += 1;
1089 setsize(self, mon.mins, mon.maxs);
1090 self.flags = FL_MONSTER;
1091 self.takedamage = DAMAGE_AIM;
1092 self.bot_attack = TRUE;
1093 self.iscreature = TRUE;
1094 self.teleportable = TRUE;
1095 self.damagedbycontents = TRUE;
1096 self.monsterid = mon_id;
1097 self.damageforcescale = 0;
1098 self.event_damage = monsters_damage;
1099 self.touch = MonsterTouch;
1100 self.use = monster_use;
1101 self.solid = SOLID_BBOX;
1102 self.movetype = MOVETYPE_WALK;
1103 self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1105 self.velocity = '0 0 0';
1106 self.moveto = self.origin;
1107 self.pos2 = self.angles;
1108 self.reset = monsters_reset;
1109 self.netname = mon.netname;
1110 self.monster_name = M_NAME(mon_id);
1111 self.candrop = TRUE;
1112 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1113 self.oldtarget2 = self.target2;
1114 self.deadflag = DEAD_NO;
1116 self.noalign = nodrop;
1117 self.spawn_time = time;
1119 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1121 if(mon.spawnflags & MONSTER_TYPE_SWIM)
1122 self.flags |= FL_SWIM;
1124 if(mon.spawnflags & MONSTER_TYPE_FLY)
1126 self.flags |= FL_FLY;
1127 self.movetype = MOVETYPE_FLY;
1130 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1133 if not(self.ticrate)
1134 self.ticrate = autocvar_g_monsters_think_delay;
1136 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1138 if not(self.m_armor_blockpercent)
1139 self.m_armor_blockpercent = 0.5;
1141 if not(self.target_range)
1142 self.target_range = autocvar_g_monsters_target_range;
1144 if not(self.respawntime)
1145 self.respawntime = autocvar_g_monsters_respawn_delay;
1147 if not(self.monster_moveflags)
1148 self.monster_moveflags = MONSTER_MOVE_WANDER;
1150 monster_link(monster_spawn);