+#if defined(CSQC)
+#elif defined(MENUQC)
+#elif defined(SVQC)
+ #include "../../dpdefs/progsdefs.qh"
+ #include "../../dpdefs/dpextensions.qh"
+ #include "../../warpzonelib/common.qh"
+ #include "../constants.qh"
+ #include "../teams.qh"
+ #include "../util.qh"
+ #include "monsters.qh"
+ #include "sv_monsters.qh"
+ #include "../weapons/weapons.qh"
+ #include "../../server/autocvars.qh"
+ #include "../../server/defs.qh"
+ #include "../deathtypes.qh"
+ #include "../../server/mutators/mutators_include.qh"
+ #include "../../server/vehicles/vehicles_def.qh"
+ #include "../../server/campaign.qh"
+ #include "../../server/command/common.qh"
+ #include "../../server/command/cmd.qh"
+ #include "../../csqcmodellib/sv_model.qh"
+ #include "../../server/round_handler.qh"
+#endif
+
// =========================
-// SVQC Monster Properties
+// SVQC Monster Properties
// =========================
-void monster_item_spawn()
-{
- if(self.monster_loot)
- self.monster_loot();
-
- self.gravity = 1;
- self.reset = SUB_Remove;
- self.noalign = TRUE;
- self.velocity = randomvec() * 175 + '0 0 325';
- self.classname = "droppedweapon"; // hax
- self.item_spawnshieldtime = time + 0.7;
-
- SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
-}
-
void monster_dropitem()
{
if(!self.candrop || !self.monster_loot)
return;
vector org = self.origin + ((self.mins + self.maxs) * 0.5);
- entity e = spawn();
-
- setorigin(e, org);
+ entity e = spawn(), oldself = self;
e.monster_loot = self.monster_loot;
MUTATOR_CALLHOOK(MonsterDropItem);
e = other;
- if(e)
+ if(e && e.monster_loot)
{
- e.think = monster_item_spawn;
- e.nextthink = time + 0.3;
+ self = e;
+ e.noalign = true;
+ e.monster_loot();
+ e.gravity = 1;
+ e.movetype = MOVETYPE_TOSS;
+ e.reset = SUB_Remove;
+ setorigin(e, org);
+ e.velocity = randomvec() * 175 + '0 0 325';
+ e.item_spawnshieldtime = time + 0.7;
+ e.classname = "droppedweapon"; // use weapon handling to remove it on touch
+ SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
+ self = oldself;
}
}
float Monster_SkillModifier()
{
float t = 0.5+self.monster_skill*((1.2-0.3)/10);
-
+
return t;
}
float monster_isvalidtarget (entity targ, entity ent)
{
if(!targ || !ent)
- return FALSE; // someone doesn't exist
+ return false; // someone doesn't exist
if(targ == ent)
- return FALSE; // don't attack ourselves
+ return false; // don't attack ourselves
- traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
+ //traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
- if(trace_ent != targ)
- return FALSE;
+ //if(trace_ent != targ)
+ //return false;
if(targ.vehicle_flags & VHF_ISVEHICLE)
- if not((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED)
- return FALSE; // melee attacks are useless against vehicles
+ if(!((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED))
+ return false; // melee attacks are useless against vehicles
if(time < game_starttime)
- return FALSE; // monsters do nothing before the match has started
-
- if(vlen(targ.origin - ent.origin) >= ent.target_range)
- return FALSE; // enemy is too far away
+ return false; // monsters do nothing before the match has started
if(targ.takedamage == DAMAGE_NO)
- return FALSE; // enemy can't be damaged
+ return false; // enemy can't be damaged
if(targ.items & IT_INVISIBILITY)
- return FALSE; // enemy is invisible
+ return false; // enemy is invisible
if(substring(targ.classname, 0, 10) == "onslaught_")
- return FALSE; // don't attack onslaught targets
+ return false; // don't attack onslaught targets
if(IS_SPEC(targ) || IS_OBSERVER(targ))
- return FALSE; // enemy is a spectator
+ return false; // enemy is a spectator
- if not(targ.vehicle_flags & VHF_ISVEHICLE)
+ if(!(targ.vehicle_flags & VHF_ISVEHICLE))
if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
- return FALSE; // enemy/self is dead
+ return false; // enemy/self is dead
if(ent.monster_owner == targ)
- return FALSE; // don't attack our master
+ return false; // don't attack our master
if(targ.monster_owner == ent)
- return FALSE; // don't attack our pet
+ return false; // don't attack our pet
- if not(targ.vehicle_flags & VHF_ISVEHICLE)
+ if(!(targ.vehicle_flags & VHF_ISVEHICLE))
if(targ.flags & FL_NOTARGET)
- return FALSE; // enemy can't be targeted
+ return false; // enemy can't be targeted
- if not(autocvar_g_monsters_typefrag)
+ if(!autocvar_g_monsters_typefrag)
if(targ.BUTTON_CHAT)
- return FALSE; // no typefragging!
+ return false; // no typefragging!
if(SAME_TEAM(targ, ent))
- return FALSE; // enemy is on our team
-
+ return false; // enemy is on our team
+
if (targ.frozen)
- return FALSE; // ignore frozen
+ return false; // ignore frozen
- if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT)
+ if(autocvar_g_monsters_target_infront || (ent.spawnflags & MONSTERFLAG_INFRONT))
if(ent.enemy != targ)
{
float dot;
dot = normalize (targ.origin - ent.origin) * v_forward;
if(dot <= 0.3)
- return FALSE;
+ return false;
}
- return TRUE;
+ return true;
}
entity FindTarget (entity ent)
entity head, closest_target = world;
head = findradius(ent.origin, ent.target_range);
+ //head = WarpZone_FindRadius(ent.origin, ent.target_range, true);
while(head) // find the closest acceptable target to pass to
{
{
// if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
vector head_center = CENTER_OR_VIEWOFS(head);
+ //vector head_center = WarpZone_UnTransformOrigin(head, CENTER_OR_VIEWOFS(head));
vector ent_center = CENTER_OR_VIEWOFS(ent);
- //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
+ traceline(ent_center, head_center, MOVE_NORMAL, ent);
+
+ if(trace_ent == head)
if(closest_target)
{
vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
+ //vector closest_target_center = WarpZone_UnTransformOrigin(closest_target, CENTER_OR_VIEWOFS(closest_target));
if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
{ closest_target = head; }
}
return;
if(self.enemy != other)
- if not(other.flags & FL_MONSTER)
+ if(!(other.flags & FL_MONSTER))
if(monster_isvalidtarget(other, self))
self.enemy = other;
}
float globhandle, n, i;
string f;
- globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
+ globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
if (globhandle < 0)
return;
n = search_getsize(globhandle);
return 1;
}
-.float skin_for_monstersound;
+.int skin_for_monstersound;
void UpdateMonsterSounds()
{
entity mon = get_monsterinfo(self.monsterid);
void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
{
- if(delaytoo && time < self.msound_delay)
+ if(!autocvar_g_monsters_sounds) { return; }
+
+ if(delaytoo)
+ if(time < self.msound_delay)
return; // too early
GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
v = e.origin + (e.mins + e.maxs) * 0.5;
self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
- self.v_angle_x = -self.v_angle_x;
+ self.v_angle_x = -self.v_angle.x;
makevectors(self.v_angle);
}
float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
{
if (self.health <= 0)
- return FALSE; // attacking while dead?!
+ return false; // attacking while dead?!
if(dostop)
{
if(trace_ent.takedamage)
Damage(trace_ent, self, self, damg * Monster_SkillModifier(), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
- return TRUE;
+ return true;
}
void Monster_CheckMinibossFlag ()
{
self.health += autocvar_g_monsters_miniboss_healthboost;
self.effects |= EF_RED;
- if not(self.weapon)
- self.weapon = WEP_NEX;
+ if(!self.weapon)
+ self.weapon = WEP_VORTEX;
}
}
other = ent;
if(ent.deadflag == DEAD_DEAD) // don't call when monster isn't dead
if(MUTATOR_CALLHOOK(MonsterRespawn))
- return TRUE; // enabled by a mutator
+ return true; // enabled by a mutator
if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
- return FALSE;
+ return false;
- if not(autocvar_g_monsters_respawn)
- return FALSE;
+ if(!autocvar_g_monsters_respawn)
+ return false;
- return TRUE;
+ return true;
+}
+
+void monster_respawn()
+{
+ // is this function really needed?
+ monster_initialize(self.monsterid);
}
void Monster_Fade ()
{
if(Monster_CanRespawn(self))
{
- self.monster_respawned = TRUE;
- self.think = self.monster_spawnfunc;
+ self.spawnflags |= MONSTERFLAG_RESPAWNED;
+ self.think = monster_respawn;
self.nextthink = time + self.respawntime;
- self.ltime = 0;
+ self.monster_lifetime = 0;
self.deadflag = DEAD_RESPAWNING;
if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
{
setmodel(self, "null");
}
else
+ {
+ // number of monsters spawned with mobspawn command
+ totalspawned -= 1;
+
SUB_SetFade(self, time + 3, 1);
+ }
}
float Monster_CanJump (vector vel)
{
if(self.state)
- return FALSE; // already attacking
- if not(self.flags & FL_ONGROUND)
- return FALSE; // not on the ground
+ return false; // already attacking
+ if(!(self.flags & FL_ONGROUND))
+ return false; // not on the ground
if(self.health <= 0)
- return FALSE; // called when dead?
+ return false; // called when dead?
if(time < self.attack_finished_single)
- return FALSE; // still attacking
+ return false; // still attacking
vector old = self.velocity;
tracetoss(self, self);
self.velocity = old;
if (trace_ent != self.enemy)
- return FALSE;
+ return false;
- return TRUE;
+ return true;
}
float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
{
if(!Monster_CanJump(vel))
- return FALSE;
+ return false;
self.frame = anm;
self.state = MONSTER_STATE_ATTACK_LEAP;
self.attack_finished_single = time + anim_finished;
- return TRUE;
+ return true;
}
void monster_checkattack(entity e, entity targ)
if(targ == world)
return;
- if not(e.monster_attackfunc)
+ if(!e.monster_attackfunc)
return;
if(time < e.attack_finished_single)
if(vlen(targ.origin - e.origin) <= e.attack_range)
if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
{
- MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
+ MonsterSound(monstersound_melee, 0, false, CH_VOICE);
return;
}
if(vlen(targ.origin - e.origin) > e.attack_range)
if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
{
- MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
+ MonsterSound(monstersound_ranged, 0, false, CH_VOICE);
return;
}
}
void monster_use ()
{
- if not(self.enemy)
+ if(!self.enemy)
if(self.health > 0)
if(monster_isvalidtarget(activator, self))
self.enemy = activator;
// enemy is always preferred target
if(self.enemy)
{
- makevectors(self.angles);
+ vector targ_origin = ((self.enemy.absmin + self.enemy.absmax) * 0.5);
+ targ_origin = WarpZone_RefSys_TransformOrigin(self.enemy, self, targ_origin); // origin of target as seen by the monster (us)
+ WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
+
+ if((self.enemy == world)
+ || (self.enemy.deadflag != DEAD_NO || self.enemy.health < 1)
+ || (self.enemy.frozen)
+ || (self.enemy.flags & FL_NOTARGET)
+ || (self.enemy.alpha < 0.5)
+ || (self.enemy.takedamage == DAMAGE_NO)
+ || (vlen(self.origin - targ_origin) > self.target_range)
+ || ((trace_fraction < 1) && (trace_ent != self.enemy)))
+ //|| (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit)) // TODO: chase timelimit?
+ {
+ self.enemy = world;
+ self.pass_distance = 0;
+ }
+
+ if(self.enemy)
+ {
+ /*WarpZone_TrailParticles(world, particleeffectnum("red_pass"), self.origin, targ_origin);
+ print("Trace origin: ", vtos(targ_origin), "\n");
+ print("Target origin: ", vtos(self.enemy.origin), "\n");
+ print("My origin: ", vtos(self.origin), "\n"); */
+
+ self.monster_movestate = MONSTER_MOVE_ENEMY;
+ self.last_trace = time + 1.2;
+ return targ_origin;
+ }
+
+ /*makevectors(self.angles);
self.monster_movestate = MONSTER_MOVE_ENEMY;
self.last_trace = time + 1.2;
- return self.enemy.origin;
+ return self.enemy.origin; */
}
switch(self.monster_moveflags)
{
vector pos;
self.monster_movestate = MONSTER_MOVE_WANDER;
- self.last_trace = time + 2;
-
- self.angles_y = rint(random() * 500);
- makevectors(self.angles);
- pos = self.origin + v_forward * 600;
-
- if(self.flags & FL_FLY || self.flags & FL_SWIM)
- if(self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
- {
- pos_z = random() * 200;
- if(random() >= 0.5)
- pos_z *= -1;
- }
if(targ)
{
self.last_trace = time + 0.5;
pos = targ.origin;
}
+ else
+ {
+ self.last_trace = time + self.wander_delay;
+
+ self.angles_y = rint(random() * 500);
+ makevectors(self.angles);
+ pos = self.origin + v_forward * self.wander_distance;
+
+ if(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM))
+ {
+ pos.z = random() * 200;
+ if(random() >= 0.5)
+ pos.z *= -1;
+ }
+ }
return pos;
}
}
}
+void monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed)
+{
+ float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis
+ float initial_height = 0; //min(50, (targ_distance * tanh(20)));
+ float current_height = (initial_height * min(1, (current_distance / self.pass_distance)));
+ //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
+
+ vector targpos;
+ if(current_height) // make sure we can actually do this arcing path
+ {
+ targpos = (to + ('0 0 1' * current_height));
+ WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
+ if(trace_fraction < 1)
+ {
+ //print("normal arc line failed, trying to find new pos...");
+ WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, mon);
+ targpos = (trace_endpos + '0 0 -10');
+ WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
+ if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
+ /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
+ }
+ }
+ else { targpos = to; }
+
+ //mon.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
+
+ vector desired_direction = normalize(targpos - from);
+ if(turnrate) { mon.velocity = (normalize(normalize(mon.velocity) + (desired_direction * 50)) * movespeed); }
+ else { mon.velocity = (desired_direction * movespeed); }
+
+ //mon.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
+ //mon.angles = vectoangles(mon.velocity);
+}
+
void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
{
- fixedmakevectors(self.angles);
+ //fixedmakevectors(self.angles);
if(self.target2)
self.goalentity = find(world, targetname, self.target2);
entity targ;
- if(self.frozen)
+ if(self.frozen == 2)
{
self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
- self.health = max(1, self.max_health * self.revive_progress);
-
+ self.health = max(1, self.revive_progress * self.max_health);
+ self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
+
WaypointSprite_UpdateHealth(self.sprite, self.health);
-
+
movelib_beak_simple(stopspeed);
-
self.frame = manim_idle;
-
+
self.enemy = world;
self.nextthink = time + self.ticrate;
if(self.revive_progress >= 1)
- Unfreeze(self); // wait for next think before attacking
+ Unfreeze(self);
+
+ return;
+ }
+ else if(self.frozen == 3)
+ {
+ self.revive_progress = bound(0, self.revive_progress - self.ticrate * self.revive_speed, 1);
+ self.health = max(0, autocvar_g_nades_ice_health + (self.max_health-autocvar_g_nades_ice_health) * self.revive_progress );
+
+ WaypointSprite_UpdateHealth(self.sprite, self.health);
+
+ movelib_beak_simple(stopspeed);
+ self.frame = manim_idle;
+
+ self.enemy = world;
+ self.nextthink = time + self.ticrate;
+
+ if(self.health < 1)
+ {
+ Unfreeze(self);
+ self.health = 0;
+ self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
+ }
- return; // no moving while frozen
+ else if ( self.revive_progress <= 0 )
+ Unfreeze(self);
+
+ return;
}
if(self.flags & FL_SWIM)
{
if(time >= self.last_trace)
{
- self.fish_wasdrowning = TRUE;
+ self.fish_wasdrowning = true;
self.last_trace = time + 0.4;
Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
}
else if(self.fish_wasdrowning)
{
- self.fish_wasdrowning = FALSE;
+ self.fish_wasdrowning = false;
self.angles_x = 0;
self.movetype = MOVETYPE_WALK;
}
monster_speed_run = runspeed;
monster_speed_walk = walkspeed;
- 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)
+ if(MUTATOR_CALLHOOK(MonsterMove) || gameover || self.draggedby != world || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
{
runspeed = walkspeed = 0;
if(time >= self.spawn_time)
targ = monster_target;
runspeed = bound(0, monster_speed_run * Monster_SkillModifier(), runspeed * 2); // limit maxspeed to prevent craziness
walkspeed = bound(0, monster_speed_walk * Monster_SkillModifier(), walkspeed * 2); // limit maxspeed to prevent craziness
-
+
if(time < self.spider_slowness)
{
runspeed *= 0.5;
if(DIFF_TEAM(self.monster_owner, self))
self.monster_owner = world;
- if(self.enemy && self.enemy.health < 1)
- self.enemy = world; // enough!
-
if(time >= self.last_enemycheck)
{
- if not(monster_isvalidtarget(self.enemy, self))
- self.enemy = world;
-
- if not(self.enemy)
+ if(!self.enemy)
{
self.enemy = FindTarget(self);
if(self.enemy)
- MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
+ {
+ WarpZone_RefSys_Copy(self.enemy, self);
+ WarpZone_RefSys_AddInverse(self.enemy, self); // wz1^-1 ... wzn^-1 receiver
+ self.moveto = WarpZone_RefSys_TransformOrigin(self.enemy, self, (0.5 * (self.enemy.absmin + self.enemy.absmax)));
+
+ self.pass_distance = vlen((('1 0 0' * self.enemy.origin.x) + ('0 1 0' * self.enemy.origin.y)) - (('1 0 0' * self.origin.x) + ('0 1 0' * self.origin.y)));
+ MonsterSound(monstersound_sight, 0, false, CH_VOICE);
+ }
}
- self.last_enemycheck = time + 0.5;
+ self.last_enemycheck = time + 1; // check for enemies every second
}
if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
if(time >= self.last_trace || self.enemy) // update enemy instantly
self.moveto = monster_pickmovetarget(targ);
- if not(self.enemy)
- MonsterSound(monstersound_idle, 7, TRUE, CH_VOICE);
-
- if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
- self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+ if(!self.enemy)
+ MonsterSound(monstersound_idle, 7, true, CH_VOICE);
if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
{
self.touch = MonsterTouch;
}
- //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
-
- float turny = 0;
- vector real_angle = vectoangles(self.steerto) - self.angles;
-
- if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
- turny = 20;
-
- if(self.flags & FL_SWIM)
- turny = vlen(self.angles - self.moveto);
-
- if(turny)
- {
- turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
- self.angles_y += turny;
- }
-
if(self.state == MONSTER_STATE_ATTACK_MELEE)
self.moveto = self.origin;
if(self.enemy && self.enemy.vehicle)
runspeed = 0;
- if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
- v_forward = normalize(self.moveto - self.origin);
- else
- self.moveto_z = self.origin_z;
+ if(!(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM)))
+ //v_forward = normalize(self.moveto - self.origin);
+ //else
+ self.moveto_z = self.origin.z;
if(vlen(self.origin - self.moveto) > 64)
{
- if(self.flags & FL_FLY || self.flags & FL_SWIM)
+ if((self.flags & FL_ONGROUND) || ((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
+ monster_CalculateVelocity(self, self.moveto, self.origin, true, ((self.enemy) ? runspeed : walkspeed));
+
+ /*&if(self.flags & FL_FLY || self.flags & FL_SWIM)
movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
else
- movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
+ movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6); */
if(time > self.pain_finished)
if(time > self.attack_finished_single)
self.frame = manim_idle;
}
+ self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+
+ vector real_angle = vectoangles(self.steerto) - self.angles;
+ float turny = 25;
+ if(self.state == MONSTER_STATE_ATTACK_MELEE)
+ turny = 0;
+ if(turny)
+ {
+ turny = bound(turny * -1, shortangle_f(real_angle.y, self.angles.y), turny);
+ self.angles_y += turny;
+ }
+
monster_checkattack(self, self.enemy);
}
void monster_remove(entity mon)
{
- if not(mon)
+ if(!mon)
return; // nothing to remove
-
+
pointparticles(particleeffectnum("item_pickup"), mon.origin, '0 0 0', 1);
-
+
if(mon.weaponentity)
remove(mon.weaponentity);
-
+
if(mon.iceblock)
remove(mon.iceblock);
-
+
WaypointSprite_Kill(mon.sprite);
-
+
remove(mon);
}
void monster_dead_think()
{
self.nextthink = time + self.ticrate;
-
+
CSQCMODEL_AUTOUPDATE();
- if(self.ltime != 0)
- if(time >= self.ltime)
+ if(self.monster_lifetime != 0)
+ if(time >= self.monster_lifetime)
{
Monster_Fade();
return;
void Monster_Appear()
{
self.enemy = activator;
- self.spawnflags &= ~MONSTERFLAG_APPEAR;
- self.monster_spawnfunc();
+ self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
+ monster_initialize(self.monsterid);
}
-float Monster_CheckAppearFlags(entity ent)
+float Monster_CheckAppearFlags(entity ent, float monster_id)
{
- if not(ent.spawnflags & MONSTERFLAG_APPEAR)
- return FALSE;
+ if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
+ return false;
ent.think = func_null;
+ ent.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
ent.nextthink = 0;
ent.use = Monster_Appear;
ent.flags = FL_MONSTER; // set so this monster can get butchered
- return TRUE;
+ return true;
}
void monsters_reset()
{
setorigin(self, self.pos1);
self.angles = self.pos2;
-
+
Unfreeze(self); // remove any icy remains
self.health = self.max_health;
if(self.health <= -100) // 100 health until gone?
{
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
-
- if(IS_CLIENT(self.realowner))
- if not(self.monster_respawned)
- self.realowner.monstercount -= 1;
+
+ // number of monsters spawned with mobspawn command
+ totalspawned -= 1;
self.think = SUB_Remove;
self.nextthink = time + 0.1;
+ self.event_damage = func_null;
}
}
{
self.think = monster_dead_think;
self.nextthink = time;
- self.ltime = time + 5;
-
- if ( self.frozen )
+ self.monster_lifetime = time + 5;
+
+ if(self.frozen)
{
Unfreeze(self); // remove any icy remains
self.health = 0; // reset by Unfreeze
}
-
+
monster_dropitem();
- MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
+ MonsterSound(monstersound_death, 0, false, CH_VOICE);
- if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
+ if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED))
monsters_killed += 1;
-
+
if(IS_PLAYER(attacker))
- if( autocvar_g_monsters_score_spawned ||
- ( !(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned) )
+ if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED)))
PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
- if(!Monster_CanRespawn(self) || gibbed)
+ if(gibbed)
{
// number of monsters spawned with mobspawn command
totalspawned -= 1;
-
- if(IS_CLIENT(self.realowner))
- if not(self.monster_respawned)
- self.realowner.monstercount -= 1;
}
if(self.candrop && self.weapon)
W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
- self.event_damage = monsters_corpse_damage;
+ self.event_damage = ((gibbed) ? func_null : monsters_corpse_damage);
self.solid = SOLID_CORPSE;
self.takedamage = DAMAGE_AIM;
self.deadflag = DEAD_DEAD;
self.state = 0;
self.attack_finished_single = 0;
- if not(self.flags & FL_FLY)
+ if(!((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
self.velocity = '0 0 0';
MON_ACTION(self.monsterid, MR_DEATH);
void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
-
- if(self.frozen && deathtype != DEATH_KILL)
+ if(self.frozen && deathtype != DEATH_KILL && deathtype != DEATH_NADE_ICE_FREEZE)
+ return;
+
+ if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL)
return;
if(time < self.pain_finished && deathtype != DEATH_KILL)
if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
return;
+ if(deathtype == DEATH_FALL && self.draggedby != world)
+ return;
+
vector v;
float take, save;
v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, deathtype, damage);
- take = v_x;
- save = v_y;
+ take = v.x;
+ save = v.y;
self.health -= take;
-
+
WaypointSprite_UpdateHealth(self.sprite, self.health);
self.dmg_time = time;
if(self.health <= 0)
{
if(deathtype == DEATH_KILL)
- self.candrop = FALSE; // killed by mobkill command
+ self.candrop = false; // killed by mobkill command
// TODO: fix this?
activator = attacker;
self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
monster_die(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
-
+
WaypointSprite_Kill(self.sprite);
-
+
frag_attacker = attacker;
frag_target = self;
MUTATOR_CALLHOOK(MonsterDies);
}
}
-void monster_setupcolors()
+void monster_setupcolors(entity mon)
{
- if(IS_PLAYER(self.monster_owner))
- self.colormap = self.monster_owner.colormap;
- else if(teamplay && self.team)
- self.colormap = 1024 + (self.team - 1) * 17;
+ if(IS_PLAYER(mon.monster_owner))
+ mon.colormap = mon.monster_owner.colormap;
+ else if(teamplay && mon.team)
+ mon.colormap = 1024 + (mon.team - 1) * 17;
else
{
- if(self.monster_skill <= MONSTER_SKILL_EASY)
- self.colormap = 1029;
- else if(self.monster_skill <= MONSTER_SKILL_MEDIUM)
- self.colormap = 1027;
- else if(self.monster_skill <= MONSTER_SKILL_HARD)
- self.colormap = 1038;
- else if(self.monster_skill <= MONSTER_SKILL_INSANE)
- self.colormap = 1028;
- else if(self.monster_skill <= MONSTER_SKILL_NIGHTMARE)
- self.colormap = 1032;
+ if(mon.monster_skill <= MONSTER_SKILL_EASY)
+ mon.colormap = 1029;
+ else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
+ mon.colormap = 1027;
+ else if(mon.monster_skill <= MONSTER_SKILL_HARD)
+ mon.colormap = 1038;
+ else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
+ mon.colormap = 1028;
+ else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
+ mon.colormap = 1032;
else
- self.colormap = 1024;
+ mon.colormap = 1024;
+ }
+}
+
+void monster_changeteam(entity ent, float newteam)
+{
+ if(!teamplay) { return; }
+
+ ent.team = newteam;
+ ent.monster_attack = true; // new team, activate attacking
+ monster_setupcolors(ent);
+
+ if(ent.sprite)
+ {
+ WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
+
+ ent.sprite.team = newteam;
+ ent.sprite.SendFlags |= 1;
}
}
{
self.think = monster_think;
self.nextthink = self.ticrate;
-
- if(self.ltime)
- if(time >= self.ltime)
+
+ if(self.monster_lifetime)
+ if(time >= self.monster_lifetime)
{
Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
return;
}
MON_ACTION(self.monsterid, MR_THINK);
-
+
CSQCMODEL_AUTOUPDATE();
}
{
MON_ACTION(self.monsterid, MR_SETUP);
- if not(self.monster_respawned)
+ if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
{
Monster_CheckMinibossFlag();
self.health *= Monster_SkillModifier();
self.max_health = self.health;
self.pain_finished = self.nextthink;
-
+
if(IS_PLAYER(self.monster_owner))
self.effects |= EF_DIMLIGHT;
- if not(self.monster_respawned)
- if not(self.skin)
+ if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
+ if(!self.skin)
self.skin = rint(random() * 4);
- if not(self.attack_range)
+ if(!self.attack_range)
self.attack_range = autocvar_g_monsters_attack_range;
-
+
+ if(!self.wander_delay) { self.wander_delay = 2; }
+ if(!self.wander_distance) { self.wander_distance = 600; }
+
precache_monstersounds();
UpdateMonsterSounds();
if(teamplay)
- self.monster_attack = TRUE; // we can have monster enemies in team games
-
- MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
-
- WaypointSprite_Spawn(M_NAME(self.monsterid), 0, 1024, self, '0 0 1' * (self.maxs_z + 15), world, self.team, self, sprite, TRUE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));
- WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
- WaypointSprite_UpdateHealth(self.sprite, self.health);
+ self.monster_attack = true; // we can have monster enemies in team games
+
+ MonsterSound(monstersound_spawn, 0, false, CH_VOICE);
+
+ WaypointSprite_Spawn(M_NAME(self.monsterid), 0, 1024, self, '0 0 1' * (self.maxs.z + 15), world, self.team, self, sprite, true, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));
+ if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE))
+ {
+ WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
+ WaypointSprite_UpdateHealth(self.sprite, self.health);
+ }
self.think = monster_think;
self.nextthink = time + self.ticrate;
-
+
if(MUTATOR_CALLHOOK(MonsterSpawn))
- return FALSE;
-
- return TRUE;
+ return false;
+
+ return true;
}
-float monster_initialize(float mon_id, float nodrop)
+float monster_initialize(float mon_id)
{
- if not(autocvar_g_monsters)
- return FALSE;
+ if(!autocvar_g_monsters) { return false; }
+ if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) { MON_ACTION(mon_id, MR_PRECACHE); }
+ if(Monster_CheckAppearFlags(self, mon_id)) { return true; } // return true so the monster isn't removed
entity mon = get_monsterinfo(mon_id);
-
- if not(self.monster_skill)
+
+ if(!self.monster_skill)
self.monster_skill = cvar("g_monsters_skill");
// support for quake style removing monsters based on skill
- if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { return FALSE; }
- if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { return FALSE; }
- if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { return FALSE; }
+ if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { return false; }
+ if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { return false; }
+ if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { return false; }
if(self.team && !teamplay)
self.team = 0;
- if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
- if not(self.monster_respawned)
+ if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
+ if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
monsters_total += 1;
setmodel(self, mon.model);
- setsize(self, mon.mins, mon.maxs);
+ //setsize(self, mon.mins, mon.maxs);
self.flags = FL_MONSTER;
self.takedamage = DAMAGE_AIM;
- self.bot_attack = TRUE;
- self.iscreature = TRUE;
- self.teleportable = TRUE;
- self.damagedbycontents = TRUE;
+ self.bot_attack = true;
+ self.iscreature = true;
+ self.teleportable = true;
+ self.damagedbycontents = true;
self.monsterid = mon_id;
self.damageforcescale = 0;
self.event_damage = monsters_damage;
self.reset = monsters_reset;
self.netname = mon.netname;
self.monster_name = M_NAME(mon_id);
- self.candrop = TRUE;
- self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
+ self.candrop = true;
+ self.view_ofs = '0 0 1' * (self.maxs.z * 0.5);
self.oldtarget2 = self.target2;
+ self.pass_distance = 0;
self.deadflag = DEAD_NO;
- self.scale = 1;
- self.noalign = nodrop;
+ self.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
self.spawn_time = time;
+ self.spider_slowness = 0;
self.gravity = 1;
self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
-
+
+ if(!self.scale)
+ self.scale = 1;
+
+ if(autocvar_g_monsters_edit)
+ self.grab = 1; // owner may carry their monster
+
if(autocvar_g_fullbrightplayers)
self.effects |= EF_FULLBRIGHT;
-
+
if(autocvar_g_nodepthtestplayers)
self.effects |= EF_NODEPTHTEST;
}
if(mon.spawnflags & MONSTER_SIZE_BROKEN)
- self.scale = 1.3;
+ if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
+ self.scale *= 1.3;
+
+ setsize(self, mon.mins * self.scale, mon.maxs * self.scale);
- if not(self.ticrate)
+ if(!self.ticrate)
self.ticrate = autocvar_g_monsters_think_delay;
self.ticrate = bound(sys_frametime, self.ticrate, 60);
- if not(self.m_armor_blockpercent)
+ if(!self.m_armor_blockpercent)
self.m_armor_blockpercent = 0.5;
- if not(self.target_range)
+ if(!self.target_range)
self.target_range = autocvar_g_monsters_target_range;
- if not(self.respawntime)
+ if(!self.respawntime)
self.respawntime = autocvar_g_monsters_respawn_delay;
- if not(self.monster_moveflags)
+ if(!self.monster_moveflags)
self.monster_moveflags = MONSTER_MOVE_WANDER;
-
- if not(self.noalign)
+
+ if(!self.noalign)
{
setorigin(self, self.origin + '0 0 20');
tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
setorigin(self, trace_endpos);
}
-
- if not(monster_spawn())
- return FALSE;
-
- if not(self.monster_respawned)
- monster_setupcolors();
-
+
+ if(!monster_spawn())
+ return false;
+
+ if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
+ monster_setupcolors(self);
+
CSQCMODEL_AUTOINIT();
- return TRUE;
+ return true;
}