1 // TODO: clean up this file?
3 void() spawnfunc_item_minst_cells;
7 if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
10 self.think = SUB_Remove;
11 self.nextthink = time + 0.1;
15 void monster_item_spawn()
17 self.monster_delayedattack();
20 self.velocity = randomvec() * 175 + '0 0 325';
21 self.touch = M_Item_Touch;
23 SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
26 void Monster_DropItem (string itype, string itemsize)
28 vector org = self.origin + ((self.mins + self.maxs) * 0.5);
39 case "mega": e.monster_delayedattack = spawnfunc_item_armor_large; break;
40 case "large": e.monster_delayedattack = spawnfunc_item_armor_big; break;
41 case "medium": e.monster_delayedattack = spawnfunc_item_armor_medium; break;
42 case "small": e.monster_delayedattack = spawnfunc_item_armor_small; break;
50 case "mega": e.monster_delayedattack = spawnfunc_item_health_mega; break;
51 case "large": e.monster_delayedattack = spawnfunc_item_health_large; break;
52 case "medium": e.monster_delayedattack = spawnfunc_item_health_medium; break;
53 case "small": e.monster_delayedattack = spawnfunc_item_health_small; break;
61 case "shells": e.monster_delayedattack = spawnfunc_item_shells; break;
62 case "cells": e.monster_delayedattack = spawnfunc_item_cells; break;
63 case "rockets": e.monster_delayedattack = spawnfunc_item_rockets; break;
65 case "nails": e.monster_delayedattack = spawnfunc_item_bullets; break;
72 e.monster_delayedattack = spawnfunc_item_minst_cells;
74 e.think = monster_item_spawn;
75 e.nextthink = time + 0.1;
78 void monsters_setframe(float _frame)
80 if(self.frame == _frame)
83 self.anim_start_time = time;
85 self.SendFlags |= MSF_ANIM;
88 float monster_isvalidtarget (entity targ, entity ent)
91 return FALSE; // someone doesn't exist
93 if(time < game_starttime)
94 return FALSE; // monsters do nothing before the match has started
96 WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
98 if(vlen(targ.origin - ent.origin) >= ent.target_range)
99 return FALSE; // enemy is too far away
101 if not(targ.vehicle_flags & VHF_ISVEHICLE)
102 if(trace_ent != targ)
103 return FALSE; // we can't see the enemy
105 if(targ.takedamage == DAMAGE_NO)
106 return FALSE; // enemy can't be damaged
108 if(targ.items & IT_INVISIBILITY)
109 return FALSE; // enemy is invisible
111 if(substring(targ.classname, 0, 10) == "onslaught_")
112 return FALSE; // don't attack onslaught targets
114 if(IS_SPEC(targ) || IS_OBSERVER(targ))
115 return FALSE; // enemy is a spectator
117 if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
118 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
119 return FALSE; // enemy/self is dead
121 if(targ.monster_owner == ent || ent.monster_owner == targ)
122 return FALSE; // enemy owns us, or we own them
124 if not(targ.vehicle_flags & VHF_ISVEHICLE)
125 if(targ.flags & FL_NOTARGET)
126 return FALSE; // enemy can't be targetted
128 if not(autocvar_g_monsters_typefrag)
130 return FALSE; // no typefragging!
132 if not(IsDifferentTeam(targ, ent))
133 return FALSE; // enemy is on our team
135 if(autocvar_g_monsters_target_infront)
136 if(ent.enemy != targ)
140 makevectors (ent.angles);
141 dot = normalize (targ.origin - ent.origin) * v_forward;
150 entity FindTarget (entity ent)
152 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
155 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
156 if(monster_isvalidtarget(e, ent))
167 if(self.enemy != other)
168 if not(other.flags & FL_MONSTER)
169 if(monster_isvalidtarget(other, self))
173 void monster_sound(string msound, float sound_delay, float delaytoo)
175 if(delaytoo && time < self.msound_delay)
179 return; // sound doesn't exist
181 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
183 self.msound_delay = time + sound_delay;
186 void monster_precachesounds(entity e)
188 precache_sound(e.msound_idle);
189 precache_sound(e.msound_death);
190 precache_sound(e.msound_attack_melee);
191 precache_sound(e.msound_attack_ranged);
192 precache_sound(e.msound_sight);
193 precache_sound(e.msound_pain);
196 void monster_setupsounds(string mon)
198 if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
199 if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
200 if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
201 if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
202 if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
203 if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
206 void monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
208 float dot, rdmg = damg * random();
210 if (self.health <= 0)
219 self.state = MONSTER_STATE_ATTACK_MELEE;
220 self.SendFlags |= MSF_MOVE;
223 makevectors (self.angles);
224 dot = normalize (targ.origin - self.origin) * v_forward;
227 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
230 void Monster_CheckDropCvars (string mon)
233 return; // forced off
238 dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
239 dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
241 monster_dropitem = dropitem;
242 monster_dropsize = dropsize;
243 MUTATOR_CALLHOOK(MonsterDropItem);
244 dropitem = monster_dropitem;
245 dropsize = monster_dropsize;
247 if(autocvar_g_monsters_forcedrop)
248 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
249 else if(dropitem != "")
250 Monster_DropItem(dropitem, dropsize);
252 Monster_DropItem("armor", "medium");
255 void Monster_CheckMinibossFlag ()
257 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
260 float chance = random() * 100;
262 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
263 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
265 self.health += autocvar_g_monsters_miniboss_healthboost;
266 self.flags |= MONSTERFLAG_MINIBOSS;
268 self.weapon = WEP_NEX;
272 float Monster_CanRespawn(entity ent)
275 if(MUTATOR_CALLHOOK(MonsterRespawn))
276 return TRUE; // enabled by a mutator
278 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
281 if not(autocvar_g_monsters_respawn)
289 if(Monster_CanRespawn(self))
291 self.monster_respawned = TRUE;
292 self.think = self.monster_spawnfunc;
293 self.nextthink = time + self.respawntime;
294 self.deadflag = DEAD_RESPAWNING;
295 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
297 self.pos1 = self.origin;
298 self.pos2 = self.angles;
300 self.event_damage = func_null;
301 self.takedamage = DAMAGE_NO;
302 setorigin(self, self.pos1);
303 self.angles = self.pos2;
304 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
306 self.SendFlags |= MSF_MOVE;
307 self.SendFlags |= MSF_STATUS;
311 SUB_SetFade(self, time + 3, 1);
314 float Monster_CanJump (vector vel)
317 return FALSE; // already attacking
318 if not(self.flags & FL_ONGROUND)
319 return FALSE; // not on the ground
321 return FALSE; // called when dead?
322 if(time < self.attack_finished_single)
323 return FALSE; // still attacking
325 vector old = self.velocity;
328 tracetoss(self, self);
330 if (trace_ent != self.enemy)
336 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
338 if(!Monster_CanJump(vel))
341 monsters_setframe(anm);
342 self.state = MONSTER_STATE_ATTACK_LEAP;
343 self.touch = touchfunc;
346 self.flags &~= FL_ONGROUND;
348 self.attack_finished_single = time + anim_finished;
353 void monster_checkattack(entity e, entity targ)
359 e.monster_delayedattack = func_null;
364 if not(e.monster_attackfunc)
367 if(e.monster_delayedattack && e.delay != -1)
372 e.monster_delayedattack();
377 if(time < e.attack_finished_single)
380 if(vlen(targ.origin - e.origin) <= e.attack_range)
381 if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
383 monster_sound(e.msound_attack_melee, 0, FALSE);
387 if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
389 monster_sound(e.msound_attack_ranged, 0, FALSE);
394 void monster_makevectors(entity e)
398 v = e.origin + (e.mins + e.maxs) * 0.5;
399 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
400 self.v_angle_x = -self.v_angle_x;
402 makevectors(self.v_angle);
409 if (self.health <= 0)
412 if(!monster_isvalidtarget(activator, self))
415 self.enemy = activator;
418 float trace_path(vector from, vector to)
420 vector dir = normalize(to - from) * 15, offset = '0 0 0';
421 float trace1 = trace_fraction;
425 traceline (from+offset, to+offset, TRUE, self);
427 traceline(from-offset, to-offset, TRUE, self);
429 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
433 vector monster_pickmovetarget(entity targ)
435 // enemy is always preferred target
438 self.monster_movestate = MONSTER_MOVE_ENEMY;
439 self.last_trace = time + 0.1;
440 return self.enemy.origin;
443 switch(self.monster_moveflags)
445 case MONSTER_MOVE_OWNER:
447 self.monster_movestate = MONSTER_MOVE_OWNER;
448 self.last_trace = time + 0.3;
449 if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
450 return self.monster_owner.origin;
452 case MONSTER_MOVE_SPAWNLOC:
454 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
455 self.last_trace = time + 2;
458 case MONSTER_MOVE_NOMOVE:
460 self.monster_movestate = MONSTER_MOVE_NOMOVE;
461 self.last_trace = time + 2;
465 case MONSTER_MOVE_WANDER:
468 self.monster_movestate = MONSTER_MOVE_WANDER;
469 self.last_trace = time + 2;
471 self.angles_y = random() * 500;
472 makevectors(self.angles);
473 pos = self.origin + v_forward * 600;
475 if(self.flags & FL_FLY || self.flags & FL_SWIM)
477 pos_z = random() * 200;
484 self.last_trace = time + 0.5;
493 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
496 self.goalentity = find(world, targetname, self.target2);
502 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
503 self.health = max(1, self.max_health * self.revive_progress);
505 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
507 movelib_beak_simple(stopspeed);
509 self.velocity = '0 0 0';
511 self.nextthink = time + 0.1;
513 if(self.revive_progress >= 1)
514 Unfreeze(self); // wait for next think before attacking
516 self.SendFlags |= MSF_MOVE;
518 return; // no moving while frozen
521 if(self.flags & FL_SWIM)
523 if(self.waterlevel < WATERLEVEL_WETFEET)
525 if(time >= self.last_trace)
527 self.last_trace = time + 0.4;
529 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
530 self.angles = '90 90 0';
533 self.velocity_y += random() * 50;
534 self.velocity_x -= random() * 50;
538 self.velocity_y -= random() * 50;
539 self.velocity_x += random() * 50;
541 self.velocity_z += random() * 150;
545 self.movetype = MOVETYPE_BOUNCE;
546 //self.velocity_z = -200;
548 self.SendFlags |= MSF_MOVE | MSF_ANG;
554 self.angles = '0 0 0';
555 self.movetype = MOVETYPE_WALK;
559 targ = self.goalentity;
561 monster_target = targ;
562 monster_speed_run = runspeed;
563 monster_speed_walk = walkspeed;
565 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)
567 runspeed = walkspeed = 0;
568 if(time >= self.spawn_time)
569 monsters_setframe(manim_idle);
570 movelib_beak_simple(stopspeed);
571 self.SendFlags |= MSF_MOVE;
575 targ = monster_target;
576 runspeed = monster_speed_run;
577 walkspeed = monster_speed_walk;
579 if(IsDifferentTeam(self.monster_owner, self))
580 self.monster_owner = world;
582 if not(monster_isvalidtarget(self.enemy, self))
583 self.enemy = world; // check enemy each think frame?
587 self.enemy = FindTarget(self);
589 monster_sound(self.msound_sight, 0, FALSE);
592 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
595 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
596 if(time >= self.last_trace || self.enemy) // update enemy instantly
597 self.moveto = monster_pickmovetarget(targ);
600 monster_sound(self.msound_idle, 5, TRUE);
602 vector angles_face = vectoangles(self.moveto - self.origin);
603 vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
604 vector enemy_face = vectoangles(self.enemy.origin - self.origin);
606 if(!(self.flags & FL_FLY || self.flags & FL_SWIM))
607 self.moveto_z = self.origin_z;
609 if(self.state != MONSTER_STATE_ATTACK_LEAP)
610 self.angles_y = angles_face_y;
612 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
615 self.touch = MonsterTouch;
618 v_forward = normalize(self.moveto - self.origin);
620 float l = vlen(self.moveto - self.origin);
621 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
622 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
624 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
625 if(self.flags & FL_ONGROUND)
626 movelib_jump_simple(100);
628 if(vlen(self.origin - self.moveto) > 64)
630 if(self.flags & FL_FLY || self.flags & FL_SWIM)
631 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
633 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
634 if(time > self.pain_finished)
635 if(time > self.attack_finished_single)
636 monsters_setframe((self.enemy) ? manim_run : manim_walk);
641 self.target2 = targ.target;
642 else if(targ.target2)
643 self.target2 = targ.target2;
646 movelib_beak_simple(stopspeed);
647 if(time > self.attack_finished_single)
648 if(time > self.pain_finished)
649 if (vlen(self.velocity) <= 30)
651 monsters_setframe(manim_idle);
653 self.angles_y = enemy_face_y;
655 self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
661 monster_checkattack(self, self.enemy);
663 self.SendFlags |= MSF_ANG;
664 self.SendFlags |= MSF_MOVE;
667 void monster_dead_think()
669 self.think = monster_dead_think;
670 self.nextthink = time + 0.3; // don't need to update so often now
672 self.deadflag = DEAD_DEAD;
674 if(time >= self.ltime)
680 self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
683 void monsters_setstatus()
685 self.stat_monsters_total = monsters_total;
686 self.stat_monsters_killed = monsters_killed;
689 void Monster_Appear()
691 self.enemy = activator;
692 self.spawnflags &~= MONSTERFLAG_APPEAR;
693 self.monster_spawnfunc();
696 float Monster_CheckAppearFlags(entity ent)
698 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
701 ent.think = func_null;
703 ent.use = Monster_Appear;
704 ent.flags = FL_MONSTER; // set so this monster can get butchered
709 void monsters_reset()
711 setorigin(self, self.pos1);
712 self.angles = self.pos2;
714 self.health = self.max_health;
715 self.velocity = '0 0 0';
717 self.goalentity = world;
718 self.attack_finished_single = 0;
719 self.moveto = self.origin;
721 WaypointSprite_UpdateHealth(self.sprite, self.health);
724 float monster_send(entity to, float sf)
726 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
727 WriteByte(MSG_ENTITY, sf);
730 WriteByte(MSG_ENTITY, self.monsterid);
732 WriteCoord(MSG_ENTITY, self.origin_x);
733 WriteCoord(MSG_ENTITY, self.origin_y);
734 WriteCoord(MSG_ENTITY, self.origin_z);
736 WriteAngle(MSG_ENTITY, self.angles_x);
737 WriteAngle(MSG_ENTITY, self.angles_y);
739 WriteByte(MSG_ENTITY, self.skin);
740 WriteByte(MSG_ENTITY, self.team);
745 WriteShort(MSG_ENTITY, rint(self.angles_x));
746 WriteShort(MSG_ENTITY, rint(self.angles_y));
751 WriteShort(MSG_ENTITY, rint(self.origin_x));
752 WriteShort(MSG_ENTITY, rint(self.origin_y));
753 WriteShort(MSG_ENTITY, rint(self.origin_z));
755 WriteShort(MSG_ENTITY, rint(self.velocity_x));
756 WriteShort(MSG_ENTITY, rint(self.velocity_y));
757 WriteShort(MSG_ENTITY, rint(self.velocity_z));
759 WriteShort(MSG_ENTITY, rint(self.angles_y));
764 WriteCoord(MSG_ENTITY, self.anim_start_time);
765 WriteByte(MSG_ENTITY, self.frame);
770 WriteByte(MSG_ENTITY, self.skin);
772 WriteByte(MSG_ENTITY, self.team);
774 WriteByte(MSG_ENTITY, self.deadflag);
777 WriteByte(MSG_ENTITY, 0);
779 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
785 void monster_link(void() spawnproc)
787 Net_LinkEntity(self, TRUE, 0, monster_send);
788 self.think = spawnproc;
789 self.nextthink = time;
792 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
794 self.health -= damage;
796 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
798 if(self.health <= -100) // 100 health until gone?
800 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
802 self.think = SUB_Remove;
803 self.nextthink = time + 0.1;
807 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
809 if(self.frozen && deathtype != DEATH_KILL)
812 if(time < self.pain_finished && deathtype != DEATH_KILL)
815 if(time < self.spawnshieldtime)
818 if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
819 if(monster_isvalidtarget(attacker, self))
820 self.enemy = attacker;
822 if(deathtype != DEATH_KILL)
823 damage *= self.armorvalue;
825 if(self.weaponentity && self.weaponentity.classname == "shield")
826 self.weaponentity.health -= damage;
828 self.health -= damage;
831 WaypointSprite_UpdateHealth(self.sprite, self.health);
833 self.dmg_time = time;
835 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
836 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
838 self.velocity += force * self.damageforcescale;
840 if(deathtype != DEATH_DROWN)
842 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
844 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
846 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
853 // Update one more time to avoid waypoint fading without emptying healthbar
854 WaypointSprite_UpdateHealth(self.sprite, 0);
857 if(deathtype == DEATH_KILL)
858 self.candrop = FALSE; // killed by mobkill command
861 activator = attacker;
864 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
868 frag_attacker = attacker;
870 MUTATOR_CALLHOOK(MonsterDies);
872 if(self.health <= -100) // check if we're already gibbed
874 Violence_GibSplash(self, 1, 0.5, attacker);
876 self.think = SUB_Remove;
877 self.nextthink = time + 0.1;
881 self.SendFlags |= MSF_STATUS;
884 // used to hook into monster post death functions without a mutator
885 void monster_hook_death()
887 WaypointSprite_Kill(self.sprite);
889 if(self.weaponentity)
891 remove(self.weaponentity);
892 self.weaponentity = world;
895 monster_sound(self.msound_death, 0, FALSE);
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
914 if not(self.flags & FL_FLY)
915 self.velocity = '0 0 0';
917 self.SendFlags |= MSF_MOVE;
922 // used to hook into monster post spawn functions without a mutator
923 void monster_hook_spawn()
925 if not(self.monster_respawned)
926 Monster_CheckMinibossFlag();
928 self.max_health = self.health;
929 self.pain_finished = self.nextthink;
930 self.anim_start_time = time;
934 setorigin(self, self.origin + '0 0 20');
935 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
936 setorigin(self, trace_endpos);
939 if not(self.monster_respawned)
940 self.skin = rint(random() * 4);
942 self.pos1 = self.origin;
944 monster_precachesounds(self);
947 self.monster_attack = TRUE; // we can have monster enemies in team games
949 if(autocvar_g_monsters_healthbars)
951 WaypointSprite_Spawn(strzone(strdecolorize(self.netname)), 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'));
952 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
953 WaypointSprite_UpdateHealth(self.sprite, self.health);
956 monster_sound(self.msound_spawn, 0, FALSE);
958 MUTATOR_CALLHOOK(MonsterSpawn);
960 self.SendFlags = MSF_SETUP;
963 float monster_initialize(string net_name, float mon_id,
970 if not(autocvar_g_monsters)
973 // support for quake style removing monsters based on skill
974 if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
975 if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
976 if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
977 if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
978 if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
980 if(self.netname == "")
981 self.netname = ((net_name == "") ? self.classname : net_name);
983 if(self.team && !teamplay)
986 self.flags = FL_MONSTER;
988 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
989 if not(self.monster_respawned)
992 setsize(self, min_s, max_s);
993 self.takedamage = DAMAGE_AIM;
994 self.bot_attack = TRUE;
995 self.iscreature = TRUE;
996 self.teleportable = TRUE;
997 self.damagedbycontents = TRUE;
998 self.monsterid = mon_id;
999 self.damageforcescale = 0.003;
1000 self.monster_die = dieproc;
1001 self.event_damage = monsters_damage;
1002 self.touch = MonsterTouch;
1003 self.use = monster_use;
1004 self.solid = SOLID_BBOX;
1006 self.movetype = MOVETYPE_WALK;
1007 self.delay = -1; // used in attack delay code
1008 self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1009 monsters_spawned += 1;
1011 self.velocity = '0 0 0';
1012 self.moveto = self.origin;
1013 self.pos2 = self.angles;
1014 self.reset = monsters_reset;
1015 self.candrop = TRUE;
1016 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1017 self.oldtarget2 = self.target2;
1018 self.deadflag = DEAD_NO; // UNDEAD
1019 self.noalign = nodrop;
1020 self.spawn_time = time;
1021 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1023 if not(self.attack_range)
1024 self.attack_range = 120;
1026 if not(self.ticrate)
1027 self.ticrate = autocvar_g_monsters_think_delay;
1029 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1031 if not(self.armorvalue)
1032 self.armorvalue = 1; // multiplier
1034 if not(self.target_range)
1035 self.target_range = autocvar_g_monsters_target_range;
1037 if not(self.respawntime)
1038 self.respawntime = autocvar_g_monsters_respawn_delay;
1040 if not(self.monster_moveflags)
1041 self.monster_moveflags = MONSTER_MOVE_WANDER;
1043 monster_link(spawnproc);