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
133 if(autocvar_g_monsters_target_infront)
134 if(ent.enemy != targ)
138 makevectors (ent.angles);
139 dot = normalize (targ.origin - ent.origin) * v_forward;
148 entity FindTarget (entity ent)
150 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
153 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
154 if(monster_isvalidtarget(e, ent))
165 if(self.enemy != other)
166 if not(other.flags & FL_MONSTER)
167 if(monster_isvalidtarget(other, self))
171 void monster_sound(string msound, float sound_delay, float delaytoo)
173 if(delaytoo && time < self.msound_delay)
177 return; // sound doesn't exist
179 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
181 self.msound_delay = time + sound_delay;
184 void monster_precachesounds(entity e)
186 precache_sound(e.msound_idle);
187 precache_sound(e.msound_death);
188 precache_sound(e.msound_attack_melee);
189 precache_sound(e.msound_attack_ranged);
190 precache_sound(e.msound_sight);
191 precache_sound(e.msound_pain);
194 void monster_setupsounds(string mon)
196 if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
197 if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
198 if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
199 if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
200 if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
201 if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
204 void monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
206 float dot, rdmg = damg * random();
208 if (self.health <= 0)
217 self.state = MONSTER_STATE_ATTACK_MELEE;
218 self.SendFlags |= MSF_MOVE;
221 makevectors (self.angles);
222 dot = normalize (targ.origin - self.origin) * v_forward;
225 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
228 void Monster_CheckDropCvars (string mon)
231 return; // forced off
236 dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
237 dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
239 monster_dropitem = dropitem;
240 monster_dropsize = dropsize;
241 MUTATOR_CALLHOOK(MonsterDropItem);
242 dropitem = monster_dropitem;
243 dropsize = monster_dropsize;
245 if(autocvar_g_monsters_forcedrop)
246 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
247 else if(dropitem != "")
248 Monster_DropItem(dropitem, dropsize);
250 Monster_DropItem("armor", "medium");
253 void Monster_CheckMinibossFlag ()
255 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
258 float chance = random() * 100;
260 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
261 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
263 self.health += autocvar_g_monsters_miniboss_healthboost;
264 self.flags |= MONSTERFLAG_MINIBOSS;
266 self.weapon = WEP_NEX;
270 float Monster_CanRespawn(entity ent)
273 if(MUTATOR_CALLHOOK(MonsterRespawn))
274 return TRUE; // enabled by a mutator
276 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
279 if not(autocvar_g_monsters_respawn)
287 if(Monster_CanRespawn(self))
289 self.monster_respawned = TRUE;
290 self.think = self.monster_spawnfunc;
291 self.nextthink = time + self.respawntime;
292 self.deadflag = DEAD_RESPAWNING;
293 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
295 self.pos1 = self.origin;
296 self.pos2 = self.angles;
298 self.event_damage = func_null;
299 self.takedamage = DAMAGE_NO;
300 setorigin(self, self.pos1);
301 self.angles = self.pos2;
302 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
304 self.SendFlags |= MSF_MOVE;
305 self.SendFlags |= MSF_STATUS;
309 SUB_SetFade(self, time + 3, 1);
312 float Monster_CanJump (vector vel)
315 return FALSE; // already attacking
316 if not(self.flags & FL_ONGROUND)
317 return FALSE; // not on the ground
319 return FALSE; // called when dead?
320 if(time < self.attack_finished_single)
321 return FALSE; // still attacking
323 vector old = self.velocity;
326 tracetoss(self, self);
328 if (trace_ent != self.enemy)
334 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
336 if(!Monster_CanJump(vel))
339 monsters_setframe(anm);
340 self.state = MONSTER_STATE_ATTACK_LEAP;
341 self.touch = touchfunc;
344 self.flags &~= FL_ONGROUND;
346 self.attack_finished_single = time + anim_finished;
351 float GenericCheckAttack ()
353 // checking attack while dead?
354 if (self.health <= 0)
357 // reset delays when we have no enemy
360 self.monster_delayedattack = func_null;
364 if(self.monster_delayedattack && self.delay != -1)
366 if(time < self.delay)
369 self.monster_delayedattack();
372 if (time < self.attack_finished_single)
375 if(self.attack_melee)
376 if(vlen(self.enemy.origin - self.origin) <= 100)
378 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
379 self.attack_melee(); // don't wait for nextthink - too slow
383 // monster doesn't have a ranged attack function, so stop here
384 if not(self.attack_ranged)
387 // see if any entities are in the way of the shot
388 if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
391 if(self.attack_ranged())
393 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
404 if (self.health <= 0)
407 if(!monster_isvalidtarget(activator, self))
410 self.enemy = activator;
413 float trace_path(vector from, vector to)
415 vector dir = normalize(to - from) * 15, offset = '0 0 0';
416 float trace1 = trace_fraction;
420 traceline (from+offset, to+offset, TRUE, self);
422 traceline(from-offset, to-offset, TRUE, self);
424 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
428 vector monster_pickmovetarget(entity targ)
430 // enemy is always preferred target
433 self.monster_movestate = MONSTER_MOVE_ENEMY;
434 self.last_trace = time + 0.1;
435 return self.enemy.origin;
438 switch(self.monster_moveflags)
440 case MONSTER_MOVE_OWNER:
442 self.monster_movestate = MONSTER_MOVE_OWNER;
443 self.last_trace = time + 0.3;
444 if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
445 return self.monster_owner.origin;
447 case MONSTER_MOVE_SPAWNLOC:
449 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
450 self.last_trace = time + 2;
453 case MONSTER_MOVE_NOMOVE:
455 self.monster_movestate = MONSTER_MOVE_NOMOVE;
456 self.last_trace = time + 2;
460 case MONSTER_MOVE_WANDER:
463 self.monster_movestate = MONSTER_MOVE_WANDER;
464 self.last_trace = time + 2;
466 self.angles_y = random() * 500;
467 makevectors(self.angles);
468 pos = self.origin + v_forward * 600;
470 if(self.flags & FL_FLY || self.flags & FL_SWIM)
472 pos_z = random() * 200;
479 self.last_trace = time + 0.5;
488 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
491 self.goalentity = find(world, targetname, self.target2);
497 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
498 self.health = max(1, self.max_health * self.revive_progress);
500 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
502 movelib_beak_simple(stopspeed);
504 self.velocity = '0 0 0';
506 self.nextthink = time + 0.1;
508 if(self.revive_progress >= 1)
509 Unfreeze(self); // wait for next think before attacking
511 self.SendFlags |= MSF_MOVE;
513 return; // no moving while frozen
516 if(self.flags & FL_SWIM)
518 if(self.waterlevel < WATERLEVEL_WETFEET)
520 if(time >= self.last_trace)
522 self.last_trace = time + 0.4;
524 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
525 self.angles = '90 90 0';
528 self.velocity_y += random() * 50;
529 self.velocity_x -= random() * 50;
533 self.velocity_y -= random() * 50;
534 self.velocity_x += random() * 50;
536 self.velocity_z += random() * 150;
540 self.movetype = MOVETYPE_BOUNCE;
541 //self.velocity_z = -200;
543 self.SendFlags |= MSF_MOVE | MSF_ANG;
549 self.angles = '0 0 0';
550 self.movetype = MOVETYPE_WALK;
554 targ = self.goalentity;
556 monster_target = targ;
557 monster_speed_run = runspeed;
558 monster_speed_walk = walkspeed;
560 if(MUTATOR_CALLHOOK(MonsterMove) || gameover || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
562 runspeed = walkspeed = 0;
563 if(time >= self.spawn_time)
564 monsters_setframe(manim_idle);
565 movelib_beak_simple(stopspeed);
566 self.SendFlags |= MSF_MOVE;
570 targ = monster_target;
571 runspeed = monster_speed_run;
572 walkspeed = monster_speed_walk;
574 if(IsDifferentTeam(self.monster_owner, self))
575 self.monster_owner = world;
577 if not(monster_isvalidtarget(self.enemy, self))
578 self.enemy = world; // check enemy each think frame?
582 self.enemy = FindTarget(self);
584 monster_sound(self.msound_sight, 0, FALSE);
587 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
590 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
591 if(time >= self.last_trace || self.enemy) // update enemy instantly
592 self.moveto = monster_pickmovetarget(targ);
595 monster_sound(self.msound_idle, 5, TRUE);
597 vector angles_face = vectoangles(self.moveto - self.origin);
598 vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
599 vector enemy_face = vectoangles(self.enemy.origin - self.origin);
601 if(!(self.flags & FL_FLY || self.flags & FL_SWIM))
602 self.moveto_z = self.origin_z;
604 if(self.state != MONSTER_STATE_ATTACK_LEAP)
606 self.angles_y = angles_face_y;
607 self.v_angle = self.angles;
610 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
613 self.touch = MonsterTouch;
616 v_forward = normalize(self.moveto - self.origin);
618 float l = vlen(self.moveto - self.origin);
619 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
620 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
622 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
623 if(self.flags & FL_ONGROUND)
624 movelib_jump_simple(100);
626 if(vlen(self.origin - self.moveto) > 64)
628 if(self.flags & FL_FLY || self.flags & FL_SWIM)
629 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
631 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
632 if(time > self.pain_finished)
633 if(time > self.attack_finished_single)
634 monsters_setframe((self.enemy) ? manim_run : manim_walk);
639 self.target2 = targ.target;
640 else if(targ.target2)
641 self.target2 = targ.target2;
644 movelib_beak_simple(stopspeed);
645 if(time > self.attack_finished_single)
646 if(time > self.pain_finished)
647 if (vlen(self.velocity) <= 30)
649 monsters_setframe(manim_idle);
651 self.angles_y = enemy_face_y;
653 self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
658 if(self.enemy && self.checkattack)
661 self.SendFlags |= MSF_ANG;
662 self.SendFlags |= MSF_MOVE;
665 void monster_dead_think()
667 self.think = monster_dead_think;
668 self.nextthink = time + 0.3; // don't need to update so often now
670 self.deadflag = DEAD_DEAD;
672 if(time >= self.ltime)
678 self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
681 void monsters_setstatus()
683 self.stat_monsters_total = monsters_total;
684 self.stat_monsters_killed = monsters_killed;
687 void Monster_Appear()
689 self.enemy = activator;
690 self.spawnflags &~= MONSTERFLAG_APPEAR;
691 self.monster_spawnfunc();
694 float Monster_CheckAppearFlags(entity ent)
696 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
699 ent.think = func_null;
701 ent.use = Monster_Appear;
702 ent.flags = FL_MONSTER; // set so this monster can get butchered
707 void monsters_reset()
709 setorigin(self, self.pos1);
710 self.angles = self.pos2;
712 self.health = self.max_health;
713 self.velocity = '0 0 0';
715 self.goalentity = world;
716 self.attack_finished_single = 0;
717 self.moveto = self.origin;
719 WaypointSprite_UpdateHealth(self.sprite, self.health);
722 float monster_send(entity to, float sf)
724 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
725 WriteByte(MSG_ENTITY, sf);
728 WriteByte(MSG_ENTITY, self.monsterid);
730 WriteCoord(MSG_ENTITY, self.origin_x);
731 WriteCoord(MSG_ENTITY, self.origin_y);
732 WriteCoord(MSG_ENTITY, self.origin_z);
734 WriteAngle(MSG_ENTITY, self.angles_x);
735 WriteAngle(MSG_ENTITY, self.angles_y);
737 WriteByte(MSG_ENTITY, self.skin);
742 WriteShort(MSG_ENTITY, rint(self.angles_x));
743 WriteShort(MSG_ENTITY, rint(self.angles_y));
748 WriteShort(MSG_ENTITY, rint(self.origin_x));
749 WriteShort(MSG_ENTITY, rint(self.origin_y));
750 WriteShort(MSG_ENTITY, rint(self.origin_z));
752 WriteShort(MSG_ENTITY, rint(self.velocity_x));
753 WriteShort(MSG_ENTITY, rint(self.velocity_y));
754 WriteShort(MSG_ENTITY, rint(self.velocity_z));
756 WriteShort(MSG_ENTITY, rint(self.angles_y));
761 WriteCoord(MSG_ENTITY, self.anim_start_time);
762 WriteByte(MSG_ENTITY, self.frame);
767 WriteByte(MSG_ENTITY, self.skin);
769 WriteByte(MSG_ENTITY, self.team);
771 WriteByte(MSG_ENTITY, self.deadflag);
774 WriteByte(MSG_ENTITY, 0);
776 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
782 void monster_link(void() spawnproc)
784 Net_LinkEntity(self, TRUE, 0, monster_send);
785 self.think = spawnproc;
786 self.nextthink = time;
789 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
791 self.health -= damage;
793 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
795 if(self.health <= -100) // 100 health until gone?
797 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
799 self.think = SUB_Remove;
800 self.nextthink = time + 0.1;
804 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
806 if(self.frozen && deathtype != DEATH_KILL)
809 if(time < self.pain_finished && deathtype != DEATH_KILL)
812 if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
813 if(monster_isvalidtarget(attacker, self))
814 self.enemy = attacker;
816 if(deathtype != DEATH_KILL)
817 damage *= self.armorvalue;
819 if(self.weaponentity && self.weaponentity.classname == "shield")
820 self.weaponentity.health -= damage;
822 self.health -= damage;
825 WaypointSprite_UpdateHealth(self.sprite, self.health);
827 self.dmg_time = time;
829 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
830 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
832 self.velocity += force * self.damageforcescale;
834 if(deathtype != DEATH_DROWN)
836 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
838 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
840 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
847 // Update one more time to avoid waypoint fading without emptying healthbar
848 WaypointSprite_UpdateHealth(self.sprite, 0);
851 if(deathtype == DEATH_KILL)
852 self.candrop = FALSE; // killed by mobkill command
855 activator = attacker;
858 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
862 frag_attacker = attacker;
864 MUTATOR_CALLHOOK(MonsterDies);
866 if(self.health <= -100) // check if we're already gibbed
868 Violence_GibSplash(self, 1, 0.5, attacker);
870 self.think = SUB_Remove;
871 self.nextthink = time + 0.1;
875 self.SendFlags |= MSF_STATUS;
878 // used to hook into monster post death functions without a mutator
879 void monster_hook_death()
881 WaypointSprite_Kill(self.sprite);
883 if(self.weaponentity)
885 remove(self.weaponentity);
886 self.weaponentity = world;
889 monster_sound(self.msound_death, 0, FALSE);
891 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
892 monsters_killed += 1;
894 if(self.candrop && self.weapon)
895 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
897 if(IS_CLIENT(self.realowner))
898 self.realowner.monstercount -= 1;
900 self.event_damage = monsters_corpse_damage;
901 self.solid = SOLID_CORPSE;
902 self.takedamage = DAMAGE_AIM;
904 self.movetype = MOVETYPE_TOSS;
905 self.moveto = self.origin;
907 if not(self.flags & FL_FLY)
908 self.velocity = '0 0 0';
910 self.SendFlags |= MSF_MOVE;
915 // used to hook into monster post spawn functions without a mutator
916 void monster_hook_spawn()
918 if not(self.monster_respawned)
919 Monster_CheckMinibossFlag();
921 self.max_health = self.health;
922 self.pain_finished = self.nextthink;
923 self.anim_start_time = time;
927 setorigin(self, self.origin + '0 0 20');
928 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
929 setorigin(self, trace_endpos);
932 if not(self.monster_respawned)
933 self.skin = rint(random() * 4);
935 self.pos1 = self.origin;
937 monster_precachesounds(self);
940 self.monster_attack = TRUE; // we can have monster enemies in team games
942 if(autocvar_g_monsters_healthbars)
944 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'));
945 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
946 WaypointSprite_UpdateHealth(self.sprite, self.health);
949 monster_sound(self.msound_spawn, 0, FALSE);
951 MUTATOR_CALLHOOK(MonsterSpawn);
953 self.SendFlags = MSF_SETUP;
956 float monster_initialize(string net_name, float mon_id,
963 if not(autocvar_g_monsters)
966 // support for quake style removing monsters based on skill
967 if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
968 if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
969 if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
970 if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
971 if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
973 if(self.netname == "")
974 self.netname = ((net_name == "") ? self.classname : net_name);
976 if(self.team && !teamplay)
979 self.flags = FL_MONSTER;
981 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
982 if not(self.monster_respawned)
985 setsize(self, min_s, max_s);
986 self.takedamage = DAMAGE_AIM;
987 self.bot_attack = TRUE;
988 self.iscreature = TRUE;
989 self.teleportable = TRUE;
990 self.damagedbycontents = TRUE;
991 self.monsterid = mon_id;
992 self.damageforcescale = 0.003;
993 self.monster_die = dieproc;
994 self.event_damage = monsters_damage;
995 self.touch = MonsterTouch;
996 self.use = monster_use;
997 self.solid = SOLID_BBOX;
999 self.movetype = MOVETYPE_WALK;
1000 self.delay = -1; // used in attack delay code
1001 monsters_spawned += 1;
1003 self.velocity = '0 0 0';
1004 self.moveto = self.origin;
1005 self.pos2 = self.angles;
1006 self.reset = monsters_reset;
1007 self.candrop = TRUE;
1008 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1009 self.oldtarget2 = self.target2;
1010 self.deadflag = DEAD_NO; // UNDEAD
1011 self.noalign = nodrop;
1012 self.spawn_time = time;
1013 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1015 if not(self.ticrate)
1016 self.ticrate = autocvar_g_monsters_think_delay;
1018 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1020 if not(self.armorvalue)
1021 self.armorvalue = 1; // multiplier
1023 if not(self.target_range)
1024 self.target_range = autocvar_g_monsters_target_range;
1026 if not(self.respawntime)
1027 self.respawntime = autocvar_g_monsters_respawn_delay;
1029 if not(self.monster_moveflags)
1030 self.monster_moveflags = MONSTER_MOVE_WANDER;
1032 monster_link(spawnproc);