1 // TODO: clean up this file?
5 if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
8 self.think = SUB_Remove;
9 self.nextthink = time + 0.1;
13 void monster_item_spawn()
15 self.monster_delayedattack();
18 self.velocity = randomvec() * 175 + '0 0 325';
19 self.touch = M_Item_Touch;
21 SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
24 void Monster_DropItem (string itype, string itemsize)
26 vector org = self.origin + ((self.mins + self.maxs) * 0.5);
37 case "mega": e.monster_delayedattack = spawnfunc_item_armor_large; break;
38 case "large": e.monster_delayedattack = spawnfunc_item_armor_big; break;
39 case "medium": e.monster_delayedattack = spawnfunc_item_armor_medium; break;
40 case "small": e.monster_delayedattack = spawnfunc_item_armor_small; break;
48 case "mega": e.monster_delayedattack = spawnfunc_item_health_mega; break;
49 case "large": e.monster_delayedattack = spawnfunc_item_health_large; break;
50 case "medium": e.monster_delayedattack = spawnfunc_item_health_medium; break;
51 case "small": e.monster_delayedattack = spawnfunc_item_health_small; break;
59 case "shells": e.monster_delayedattack = spawnfunc_item_shells; break;
60 case "cells": e.monster_delayedattack = spawnfunc_item_cells; break;
61 case "rockets": e.monster_delayedattack = spawnfunc_item_rockets; break;
63 case "nails": e.monster_delayedattack = spawnfunc_item_bullets; break;
70 e.monster_delayedattack = spawnfunc_item_minst_cells;
72 e.think = monster_item_spawn;
73 e.nextthink = time + 0.1;
76 void monsters_setframe(float _frame)
78 if(self.frame == _frame)
81 self.anim_start_time = time;
83 self.SendFlags |= MSF_ANIM;
86 float monster_isvalidtarget (entity targ, entity ent)
89 return FALSE; // someone doesn't exist
91 if(time < game_starttime)
92 return FALSE; // monsters do nothing before the match has started
94 WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
96 if(vlen(targ.origin - ent.origin) >= ent.target_range)
97 return FALSE; // enemy is too far away
99 if not(targ.vehicle_flags & VHF_ISVEHICLE)
100 if(trace_ent != targ)
101 return FALSE; // we can't see the enemy
103 if(targ.takedamage == DAMAGE_NO)
104 return FALSE; // enemy can't be damaged
106 if(targ.items & IT_INVISIBILITY)
107 return FALSE; // enemy is invisible
109 if(substring(targ.classname, 0, 10) == "onslaught_")
110 return FALSE; // don't attack onslaught targets
112 if(IS_SPEC(targ) || IS_OBSERVER(targ))
113 return FALSE; // enemy is a spectator
115 if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
116 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
117 return FALSE; // enemy/self is dead
119 if(targ.monster_owner == ent || ent.monster_owner == targ)
120 return FALSE; // enemy owns us, or we own them
122 if not(targ.vehicle_flags & VHF_ISVEHICLE)
123 if(targ.flags & FL_NOTARGET)
124 return FALSE; // enemy can't be targetted
126 if not(autocvar_g_monsters_typefrag)
128 return FALSE; // no typefragging!
130 if not(IsDifferentTeam(targ, ent))
131 return FALSE; // enemy is on our team
136 entity FindTarget (entity ent)
138 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
141 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
142 if(monster_isvalidtarget(e, ent))
153 if(self.enemy != other)
154 if not(other.flags & FL_MONSTER)
155 if(monster_isvalidtarget(other, self))
159 void monster_sound(string msound, float sound_delay, float delaytoo)
161 if(delaytoo && time < self.msound_delay)
165 return; // sound doesn't exist
167 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
169 self.msound_delay = time + sound_delay;
172 void monster_precachesounds(entity e)
174 precache_sound(e.msound_idle);
175 precache_sound(e.msound_death);
176 precache_sound(e.msound_attack_melee);
177 precache_sound(e.msound_attack_ranged);
178 precache_sound(e.msound_sight);
179 precache_sound(e.msound_pain);
182 void monster_setupsounds(string mon)
184 if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
185 if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
186 if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
187 if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
188 if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
189 if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
192 void monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
194 float dot, rdmg = damg * random();
196 if (self.health <= 0)
205 self.state = MONSTER_STATE_ATTACK_MELEE;
206 self.SendFlags |= MSF_MOVE;
209 makevectors (self.angles);
210 dot = normalize (targ.origin - self.origin) * v_forward;
213 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
216 void Monster_CheckDropCvars (string mon)
219 return; // forced off
224 dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
225 dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
227 monster_dropitem = dropitem;
228 monster_dropsize = dropsize;
229 MUTATOR_CALLHOOK(MonsterDropItem);
230 dropitem = monster_dropitem;
231 dropsize = monster_dropsize;
233 if(autocvar_g_monsters_forcedrop)
234 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
235 else if(dropitem != "")
236 Monster_DropItem(dropitem, dropsize);
238 Monster_DropItem("armor", "medium");
241 void Monster_CheckMinibossFlag ()
243 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
246 float chance = random() * 100;
248 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
249 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
251 self.health += autocvar_g_monsters_miniboss_healthboost;
252 self.flags |= MONSTERFLAG_MINIBOSS;
254 self.weapon = WEP_NEX;
258 float Monster_CanRespawn(entity ent)
261 if(MUTATOR_CALLHOOK(MonsterRespawn))
262 return TRUE; // enabled by a mutator
264 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
267 if not(autocvar_g_monsters_respawn)
275 if(Monster_CanRespawn(self))
277 self.monster_respawned = TRUE;
278 self.think = self.monster_spawnfunc;
279 self.nextthink = time + self.respawntime;
280 self.deadflag = DEAD_RESPAWNING;
281 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
283 self.pos1 = self.origin;
284 self.pos2 = self.angles;
286 self.event_damage = func_null;
287 self.takedamage = DAMAGE_NO;
288 setorigin(self, self.pos1);
289 self.angles = self.pos2;
290 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
292 self.SendFlags |= MSF_MOVE;
293 self.SendFlags |= MSF_STATUS;
297 SUB_SetFade(self, time + 3, 1);
300 float Monster_CanJump (vector vel)
303 return FALSE; // already attacking
304 if not(self.flags & FL_ONGROUND)
305 return FALSE; // not on the ground
307 return FALSE; // called when dead?
308 if(time < self.attack_finished_single)
309 return FALSE; // still attacking
311 vector old = self.velocity;
314 tracetoss(self, self);
316 if (trace_ent != self.enemy)
322 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
324 if(!Monster_CanJump(vel))
327 monsters_setframe(anm);
328 self.state = MONSTER_STATE_ATTACK_LEAP;
329 self.touch = touchfunc;
332 self.flags &~= FL_ONGROUND;
334 self.attack_finished_single = time + anim_finished;
339 float GenericCheckAttack ()
341 // checking attack while dead?
342 if (self.health <= 0)
345 // reset delays when we have no enemy
348 self.monster_delayedattack = func_null;
352 if(self.monster_delayedattack && self.delay != -1)
354 if(time < self.delay)
357 self.monster_delayedattack();
360 if (time < self.attack_finished_single)
363 if(self.attack_melee)
364 if(vlen(self.enemy.origin - self.origin) <= 100)
366 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
367 self.attack_melee(); // don't wait for nextthink - too slow
371 // monster doesn't have a ranged attack function, so stop here
372 if not(self.attack_ranged)
375 // see if any entities are in the way of the shot
376 if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
379 if(self.attack_ranged())
381 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
392 if (self.health <= 0)
395 if(!monster_isvalidtarget(activator, self))
398 self.enemy = activator;
401 float trace_path(vector from, vector to)
403 vector dir = normalize(to - from) * 15, offset = '0 0 0';
404 float trace1 = trace_fraction;
408 traceline (from+offset, to+offset, TRUE, self);
410 traceline(from-offset, to-offset, TRUE, self);
412 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
416 vector monster_pickmovetarget(entity targ)
418 // enemy is always preferred target
421 self.monster_movestate = MONSTER_MOVE_ENEMY;
422 self.last_trace = time + 0.1;
423 return self.enemy.origin;
426 switch(self.monster_moveflags)
428 case MONSTER_MOVE_OWNER:
430 self.monster_movestate = MONSTER_MOVE_OWNER;
431 self.last_trace = time + 0.3;
432 if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
433 return self.monster_owner.origin;
435 case MONSTER_MOVE_SPAWNLOC:
437 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
438 self.last_trace = time + 2;
441 case MONSTER_MOVE_NOMOVE:
443 self.monster_movestate = MONSTER_MOVE_NOMOVE;
444 self.last_trace = time + 2;
448 case MONSTER_MOVE_WANDER:
451 self.monster_movestate = MONSTER_MOVE_WANDER;
452 self.last_trace = time + 2;
454 self.angles_y = random() * 500;
455 makevectors(self.angles);
456 pos = self.origin + v_forward * 600;
458 if(self.flags & FL_FLY || self.flags & FL_SWIM)
460 pos_z = random() * 200;
467 self.last_trace = time + 0.5;
476 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
479 self.goalentity = find(world, targetname, self.target2);
485 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
486 self.health = max(1, self.max_health * self.revive_progress);
488 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
490 movelib_beak_simple(stopspeed);
492 self.velocity = '0 0 0';
494 self.nextthink = time + 0.1;
496 if(self.revive_progress >= 1)
497 Unfreeze(self); // wait for next think before attacking
499 self.SendFlags |= MSF_MOVE;
501 return; // no moving while frozen
504 if(self.flags & FL_SWIM)
506 if(self.waterlevel < WATERLEVEL_WETFEET)
508 if(time >= self.last_trace)
510 self.last_trace = time + 0.4;
512 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
513 self.angles = '90 90 0';
516 self.velocity_y += random() * 50;
517 self.velocity_x -= random() * 50;
521 self.velocity_y -= random() * 50;
522 self.velocity_x += random() * 50;
524 self.velocity_z += random() * 150;
528 self.movetype = MOVETYPE_BOUNCE;
529 //self.velocity_z = -200;
531 self.SendFlags |= MSF_MOVE | MSF_ANG;
537 self.angles = '0 0 0';
538 self.movetype = MOVETYPE_WALK;
542 targ = self.goalentity;
544 monster_target = targ;
545 monster_speed_run = runspeed;
546 monster_speed_walk = walkspeed;
548 if(MUTATOR_CALLHOOK(MonsterMove) || gameover || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
550 runspeed = walkspeed = 0;
551 if(time >= self.spawn_time)
552 monsters_setframe(manim_idle);
553 movelib_beak_simple(stopspeed);
554 self.SendFlags |= MSF_MOVE;
558 targ = monster_target;
559 runspeed = monster_speed_run;
560 walkspeed = monster_speed_walk;
562 if(IsDifferentTeam(self.monster_owner, self))
563 self.monster_owner = world;
565 if not(monster_isvalidtarget(self.enemy, self))
566 self.enemy = world; // check enemy each think frame?
570 self.enemy = FindTarget(self);
572 monster_sound(self.msound_sight, 0, FALSE);
575 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
578 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
579 if(time >= self.last_trace || self.enemy) // update enemy instantly
580 self.moveto = monster_pickmovetarget(targ);
583 monster_sound(self.msound_idle, 5, TRUE);
585 vector angles_face = vectoangles(self.moveto - self.origin);
586 vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
587 vector enemy_face = vectoangles(self.enemy.origin - self.origin);
589 if(!(self.flags & FL_FLY || self.flags & FL_SWIM))
590 self.moveto_z = self.origin_z;
592 if(self.state != MONSTER_STATE_ATTACK_LEAP)
594 self.angles_y = angles_face_y;
595 self.v_angle = self.angles;
598 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
601 self.touch = MonsterTouch;
604 v_forward = normalize(self.moveto - self.origin);
606 float l = vlen(self.moveto - self.origin);
607 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
608 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
610 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
611 if(self.flags & FL_ONGROUND)
612 movelib_jump_simple(100);
614 if(vlen(self.origin - self.moveto) > 64)
616 if(self.flags & FL_FLY || self.flags & FL_SWIM)
617 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
619 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
620 if(time > self.pain_finished)
621 if(time > self.attack_finished_single)
622 monsters_setframe((self.enemy) ? manim_run : manim_walk);
627 self.target2 = targ.target;
628 else if(targ.target2)
629 self.target2 = targ.target2;
632 movelib_beak_simple(stopspeed);
633 if(time > self.attack_finished_single)
634 if(time > self.pain_finished)
635 if (vlen(self.velocity) <= 30)
637 monsters_setframe(manim_idle);
639 self.angles_y = enemy_face_y;
641 self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
646 if(self.enemy && self.checkattack)
649 self.SendFlags |= MSF_ANG;
650 self.SendFlags |= MSF_MOVE;
653 void monster_dead_think()
655 self.think = monster_dead_think;
656 self.nextthink = time + 0.3; // don't need to update so often now
658 self.deadflag = DEAD_DEAD;
660 if(time >= self.ltime)
666 self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
669 void monsters_setstatus()
671 self.stat_monsters_total = monsters_total;
672 self.stat_monsters_killed = monsters_killed;
675 void Monster_Appear()
677 self.enemy = activator;
678 self.spawnflags &~= MONSTERFLAG_APPEAR;
679 self.monster_spawnfunc();
682 float Monster_CheckAppearFlags(entity ent)
684 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
687 ent.think = func_null;
689 ent.use = Monster_Appear;
690 ent.flags = FL_MONSTER; // set so this monster can get butchered
695 void monsters_reset()
697 setorigin(self, self.pos1);
698 self.angles = self.pos2;
700 self.health = self.max_health;
701 self.velocity = '0 0 0';
703 self.goalentity = world;
704 self.attack_finished_single = 0;
705 self.moveto = self.origin;
707 WaypointSprite_UpdateHealth(self.sprite, self.health);
710 float monster_send(entity to, float sf)
712 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
713 WriteByte(MSG_ENTITY, sf);
716 WriteByte(MSG_ENTITY, self.monsterid);
718 WriteCoord(MSG_ENTITY, self.origin_x);
719 WriteCoord(MSG_ENTITY, self.origin_y);
720 WriteCoord(MSG_ENTITY, self.origin_z);
722 WriteAngle(MSG_ENTITY, self.angles_x);
723 WriteAngle(MSG_ENTITY, self.angles_y);
725 WriteByte(MSG_ENTITY, self.skin);
730 WriteShort(MSG_ENTITY, rint(self.angles_x));
731 WriteShort(MSG_ENTITY, rint(self.angles_y));
736 WriteShort(MSG_ENTITY, rint(self.origin_x));
737 WriteShort(MSG_ENTITY, rint(self.origin_y));
738 WriteShort(MSG_ENTITY, rint(self.origin_z));
740 WriteShort(MSG_ENTITY, rint(self.velocity_x));
741 WriteShort(MSG_ENTITY, rint(self.velocity_y));
742 WriteShort(MSG_ENTITY, rint(self.velocity_z));
744 WriteShort(MSG_ENTITY, rint(self.angles_y));
749 WriteCoord(MSG_ENTITY, self.anim_start_time);
750 WriteByte(MSG_ENTITY, self.frame);
755 WriteByte(MSG_ENTITY, self.skin);
757 WriteByte(MSG_ENTITY, self.team);
759 WriteByte(MSG_ENTITY, self.deadflag);
762 WriteByte(MSG_ENTITY, 0);
764 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
770 void monster_link(void() spawnproc)
772 Net_LinkEntity(self, TRUE, 0, monster_send);
773 self.think = spawnproc;
774 self.nextthink = time;
777 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
779 self.health -= damage;
781 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
783 if(self.health <= -100) // 100 health until gone?
785 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
787 self.think = SUB_Remove;
788 self.nextthink = time + 0.1;
792 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
794 if(self.frozen && deathtype != DEATH_KILL)
797 if(time < self.pain_finished && deathtype != DEATH_KILL)
800 if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
801 if(monster_isvalidtarget(attacker, self))
802 self.enemy = attacker;
804 if(deathtype != DEATH_KILL)
805 damage *= self.armorvalue;
807 if(self.weaponentity && self.weaponentity.classname == "shield")
808 self.weaponentity.health -= damage;
810 self.health -= damage;
813 WaypointSprite_UpdateHealth(self.sprite, self.health);
815 self.dmg_time = time;
817 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
818 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
820 self.velocity += force * self.damageforcescale;
822 if(deathtype != DEATH_DROWN)
824 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
826 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
828 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
835 // Update one more time to avoid waypoint fading without emptying healthbar
836 WaypointSprite_UpdateHealth(self.sprite, 0);
839 if(deathtype == DEATH_KILL)
840 self.candrop = FALSE; // killed by mobkill command
843 activator = attacker;
846 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
850 frag_attacker = attacker;
852 MUTATOR_CALLHOOK(MonsterDies);
854 if(self.health <= -100) // check if we're already gibbed
856 Violence_GibSplash(self, 1, 0.5, attacker);
858 self.think = SUB_Remove;
859 self.nextthink = time + 0.1;
863 self.SendFlags |= MSF_STATUS;
866 // used to hook into monster post death functions without a mutator
867 void monster_hook_death()
869 WaypointSprite_Kill(self.sprite);
871 if(self.weaponentity)
873 remove(self.weaponentity);
874 self.weaponentity = world;
877 monster_sound(self.msound_death, 0, FALSE);
879 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
880 monsters_killed += 1;
882 if(self.candrop && self.weapon)
883 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
885 if(IS_CLIENT(self.realowner))
886 self.realowner.monstercount -= 1;
888 self.event_damage = monsters_corpse_damage;
889 self.solid = SOLID_CORPSE;
890 self.takedamage = DAMAGE_AIM;
892 self.movetype = MOVETYPE_TOSS;
893 self.moveto = self.origin;
895 if not(self.flags & FL_FLY)
896 self.velocity = '0 0 0';
898 self.SendFlags |= MSF_MOVE;
903 // used to hook into monster post spawn functions without a mutator
904 void monster_hook_spawn()
906 if not(self.monster_respawned)
907 Monster_CheckMinibossFlag();
909 self.max_health = self.health;
910 self.pain_finished = self.nextthink;
911 self.anim_start_time = time;
915 setorigin(self, self.origin + '0 0 20');
916 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
917 setorigin(self, trace_endpos);
920 if not(self.monster_respawned)
921 self.skin = rint(random() * 4);
923 self.pos1 = self.origin;
925 monster_precachesounds(self);
928 self.monster_attack = TRUE; // we can have monster enemies in team games
930 if(autocvar_g_monsters_healthbars)
932 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'));
933 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
934 WaypointSprite_UpdateHealth(self.sprite, self.health);
937 monster_sound(self.msound_spawn, 0, FALSE);
939 MUTATOR_CALLHOOK(MonsterSpawn);
941 self.SendFlags = MSF_SETUP;
944 float monster_initialize(string net_name, float mon_id,
951 if not(autocvar_g_monsters)
954 // support for quake style removing monsters based on skill
955 if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
956 if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
957 if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
958 if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
959 if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
961 if(self.netname == "")
962 self.netname = ((net_name == "") ? self.classname : net_name);
964 if(self.team && !teamplay)
967 self.flags = FL_MONSTER;
969 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
970 if not(self.monster_respawned)
973 setsize(self, min_s, max_s);
974 self.takedamage = DAMAGE_AIM;
975 self.bot_attack = TRUE;
976 self.iscreature = TRUE;
977 self.teleportable = TRUE;
978 self.damagedbycontents = TRUE;
979 self.monsterid = mon_id;
980 self.damageforcescale = 0.003;
981 self.monster_die = dieproc;
982 self.event_damage = monsters_damage;
983 self.touch = MonsterTouch;
984 self.use = monster_use;
985 self.solid = SOLID_BBOX;
987 self.movetype = MOVETYPE_WALK;
988 self.delay = -1; // used in attack delay code
989 monsters_spawned += 1;
991 self.velocity = '0 0 0';
992 self.moveto = self.origin;
993 self.pos2 = self.angles;
994 self.reset = monsters_reset;
996 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
997 self.oldtarget2 = self.target2;
998 self.deadflag = DEAD_NO; // UNDEAD
999 self.noalign = nodrop;
1000 self.spawn_time = time;
1001 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1003 if not(self.ticrate)
1004 self.ticrate = autocvar_g_monsters_think_delay;
1006 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1008 if not(self.armorvalue)
1009 self.armorvalue = 1; // multiplier
1011 if not(self.target_range)
1012 self.target_range = autocvar_g_monsters_target_range;
1014 if not(self.respawntime)
1015 self.respawntime = autocvar_g_monsters_respawn_delay;
1017 if not(self.monster_moveflags)
1018 self.monster_moveflags = MONSTER_MOVE_WANDER;
1020 monster_link(spawnproc);