X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fsv_monsters.qc;h=7dbc9e3269bceac03b6127e16fe9b858f78da7a5;hb=678388b78fdaad89fc8218dadf7007432b4153c3;hp=249e6f97eb768be7fed885364f200b0915d91baf;hpb=785232fc90ed7bd7038c79f65534a7e79efd7f45;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/monsters/sv_monsters.qc b/qcsrc/common/monsters/sv_monsters.qc index 249e6f97e..795e0310a 100644 --- a/qcsrc/common/monsters/sv_monsters.qc +++ b/qcsrc/common/monsters/sv_monsters.qc @@ -1,192 +1,228 @@ #if defined(CSQC) #elif defined(MENUQC) #elif defined(SVQC) - #include "../../dpdefs/progsdefs.qh" - #include "../../dpdefs/dpextensions.qh" - #include "../../warpzonelib/common.qh" + #include #include "../constants.qh" #include "../teams.qh" #include "../util.qh" #include "all.qh" #include "sv_monsters.qh" + #include "../physics/movelib.qh" #include "../weapons/all.qh" - #include "../../server/autocvars.qh" - #include "../../server/defs.qh" - #include "../deathtypes.qh" - #include "../../server/mutators/mutators_include.qh" - #include "../../server/steerlib.qh" + #include + #include + #include "../deathtypes/all.qh" + #include + #include #include "../turrets/sv_turrets.qh" #include "../turrets/util.qh" #include "../vehicles/all.qh" - #include "../../server/campaign.qh" - #include "../../server/command/common.qh" - #include "../../server/command/cmd.qh" + #include + #include + #include #include "../triggers/triggers.qh" - #include "../../csqcmodellib/sv_model.qh" - #include "../../server/round_handler.qh" + #include + #include #endif -// ========================= -// SVQC Monster Properties -// ========================= - +void monsters_setstatus(entity this) +{ + this.stat_monsters_total = monsters_total; + this.stat_monsters_killed = monsters_killed; +} -void monster_dropitem() +void monster_dropitem(entity this, entity attacker) { - if(!self.candrop || !self.monster_loot) + if(!this.candrop || !this.monster_loot) return; - vector org = self.origin + ((self.mins + self.maxs) * 0.5); - entity e = spawn(), oldself = self; + vector org = this.origin + ((this.mins + this.maxs) * 0.5); + entity e = new(droppedweapon); // use weapon handling to remove it on touch + e.spawnfunc_checked = true; - e.monster_loot = self.monster_loot; + e.monster_loot = this.monster_loot; - MUTATOR_CALLHOOK(MonsterDropItem, e); - e = other; + MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker); + e = M_ARGV(1, entity); if(e && e.monster_loot) { - self = e; e.noalign = true; - e.monster_loot(); + e.monster_loot(e); 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() +void monster_makevectors(entity this, entity targ) { - float t = 0.5+self.monster_skill*((1.2-0.3)/10); + if(IS_MONSTER(this)) + { + vector v = targ.origin + (targ.mins + targ.maxs) * 0.5; + this.v_angle = vectoangles(v - (this.origin + this.view_ofs)); + this.v_angle_x = -this.v_angle_x; + } - return t; + makevectors(this.v_angle); } -float monster_isvalidtarget (entity targ, entity ent) -{ - if(!targ || !ent) - return false; // someone doesn't exist - - if(targ == ent) - return false; // don't attack ourselves - - //traceline(ent.origin, targ.origin, MOVE_NORMAL, ent); - - //if(trace_ent != targ) - //return false; - - if(IS_VEHICLE(targ)) - 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(targ.takedamage == DAMAGE_NO) - return false; // enemy can't be damaged - - if(targ.items & IT_INVISIBILITY) - return false; // enemy is invisible - - if(substring(targ.classname, 0, 10) == "onslaught_") - return false; // don't attack onslaught targets - - if(IS_SPEC(targ) || IS_OBSERVER(targ)) - return false; // enemy is a spectator - - if(!IS_VEHICLE(targ)) - if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0) - return false; // enemy/self is dead +// =============== +// Target handling +// =============== - if(ent.monster_owner == targ) - return false; // don't attack our master - - if(targ.monster_owner == ent) - return false; // don't attack our pet - - if(!IS_VEHICLE(targ)) - if(targ.flags & FL_NOTARGET) - return false; // enemy can't be targeted - - if(!autocvar_g_monsters_typefrag) - if(targ.BUTTON_CHAT) - return false; // no typefragging! +bool Monster_ValidTarget(entity this, entity targ) +{ + // ensure we're not checking nonexistent monster/target + if(!this || !targ) { return false; } + + if((targ == this) + || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen + || (IS_VEHICLE(targ) && !((get_monsterinfo(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless + || (time < game_starttime) // monsters do nothing before match has started + || (targ.takedamage == DAMAGE_NO) + || (targ.items & IT_INVISIBILITY) + || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators + || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0)) + || (this.monster_follow == targ || targ.monster_follow == this) + || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET)) + || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ)) + || (SAME_TEAM(targ, this)) + || (STAT(FROZEN, targ)) + || (targ.alpha != 0 && targ.alpha < 0.5) + ) + { + // if any of the above checks fail, target is not valid + return false; + } - if(SAME_TEAM(targ, ent)) - return false; // enemy is on our team + traceline(this.origin + this.view_ofs, targ.origin, 0, this); - if (targ.frozen) - return false; // ignore frozen + if((trace_fraction < 1) && (trace_ent != targ)) + return false; - if(autocvar_g_monsters_target_infront || (ent.spawnflags & MONSTERFLAG_INFRONT)) - if(ent.enemy != targ) + if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)) + if(this.enemy != targ) { float dot; - makevectors (ent.angles); - dot = normalize (targ.origin - ent.origin) * v_forward; + makevectors (this.angles); + dot = normalize (targ.origin - this.origin) * v_forward; - if(dot <= 0.3) - return false; + if(dot <= autocvar_g_monsters_target_infront_range) { return false; } } - return true; + return true; // this target is valid! } -entity FindTarget (entity ent) +entity Monster_FindTarget(entity mon) { - if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator + if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator - entity head, closest_target = world; - head = findradius(ent.origin, ent.target_range); - //head = WarpZone_FindRadius(ent.origin, ent.target_range, true); + entity closest_target = NULL; - while(head) // find the closest acceptable target to pass to + // find the closest acceptable target to pass to + FOREACH_ENTITY_RADIUS(mon.origin, mon.target_range, it.monster_attack, { - if(head.monster_attack) - if(monster_isvalidtarget(head, ent)) + if(Monster_ValidTarget(mon, it)) { // 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); - - traceline(ent_center, head_center, MOVE_NORMAL, ent); + vector head_center = CENTER_OR_VIEWOFS(it); + vector ent_center = CENTER_OR_VIEWOFS(mon); - 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; } + if(vlen2(ent_center - head_center) < vlen2(ent_center - closest_target_center)) + { closest_target = it; } } - else { closest_target = head; } + else { closest_target = it; } } + }); + + return closest_target; +} - head = head.chain; +void monster_setupcolors(entity mon) +{ + if(IS_PLAYER(mon.realowner)) + mon.colormap = mon.realowner.colormap; + else if(teamplay && mon.team) + mon.colormap = 1024 + (mon.team - 1) * 17; + else + { + 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 + mon.colormap = 1024; } +} - return closest_target; +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; + } } -void MonsterTouch () +.void(entity) monster_delayedfunc; +void Monster_Delay_Action(entity this) { - if(other == world) - return; + if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); } + + if(this.cnt > 1) + { + this.cnt -= 1; + setthink(this, Monster_Delay_Action); + this.nextthink = time + this.count; + } + else + { + setthink(this, SUB_Remove); + this.nextthink = time; + } +} - if(self.enemy != other) - if(!IS_MONSTER(other)) - if(monster_isvalidtarget(other, self)) - self.enemy = other; +void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func) +{ + // deferred attacking, checks if monster is still alive and target is still valid before attacking + entity e = spawn(); + + setthink(e, Monster_Delay_Action); + e.nextthink = time + defer_amnt; + e.count = defer_amnt; + e.owner = this; + e.monster_delayedfunc = func; + e.cnt = repeat_count; } + +// ============== +// Monster sounds +// ============== + string get_monster_model_datafilename(string m, float sk, string fil) { if(m) @@ -200,7 +236,7 @@ string get_monster_model_datafilename(string m, float sk, string fil) return strcat(m, ".", fil); } -void PrecacheMonsterSounds(string f) +void Monster_Sound_Precache(string f) { float fh; string s; @@ -211,7 +247,7 @@ void PrecacheMonsterSounds(string f) { if(tokenize_console(s) != 3) { - dprint("Invalid sound info line: ", s, "\n"); + LOG_TRACE("Invalid sound info line: ", s, "\n"); continue; } PrecacheGlobalSound(strcat(argv(1), " ", argv(2))); @@ -219,9 +255,9 @@ void PrecacheMonsterSounds(string f) fclose(fh); } -void precache_monstersounds() +void Monster_Sounds_Precache(entity this) { - string m = (get_monsterinfo(self.monsterid)).model; + string m = (Monsters_from(this.monsterid)).m_model.model_str(); float globhandle, n, i; string f; @@ -233,19 +269,19 @@ void precache_monstersounds() { //print(search_getfilename(globhandle, i), "\n"); f = search_getfilename(globhandle, i); - PrecacheMonsterSounds(f); + Monster_Sound_Precache(f); } search_end(globhandle); } -void ClearMonsterSounds() +void Monster_Sounds_Clear(entity this) { -#define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; } +#define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; } ALLMONSTERSOUNDS #undef _MSOUND } -.string GetMonsterSoundSampleField(string type) +.string Monster_Sound_SampleField(string type) { GetMonsterSoundSampleField_notFound = 0; switch(type) @@ -258,7 +294,7 @@ void ClearMonsterSounds() return string_null; } -float LoadMonsterSounds(string f, float first) +bool Monster_Sounds_Load(entity this, string f, int first) { float fh; string s; @@ -266,316 +302,343 @@ float LoadMonsterSounds(string f, float first) fh = fopen(f, FILE_READ); if(fh < 0) { - dprint("Monster sound file not found: ", f, "\n"); - return 0; + LOG_TRACE("Monster sound file not found: ", f, "\n"); + return false; } while((s = fgets(fh))) { if(tokenize_console(s) != 3) continue; - field = GetMonsterSoundSampleField(argv(0)); + field = Monster_Sound_SampleField(argv(0)); if(GetMonsterSoundSampleField_notFound) continue; - if (self.(field)) - strunzone(self.(field)); - self.(field) = strzone(strcat(argv(1), " ", argv(2))); + if (this.(field)) + strunzone(this.(field)); + this.(field) = strzone(strcat(argv(1), " ", argv(2))); } fclose(fh); - return 1; + return true; } .int skin_for_monstersound; -void UpdateMonsterSounds() +void Monster_Sounds_Update(entity this) { - entity mon = get_monsterinfo(self.monsterid); + if(this.skin == this.skin_for_monstersound) { return; } - if(self.skin == self.skin_for_monstersound) - return; - self.skin_for_monstersound = self.skin; - ClearMonsterSounds(); - //LoadMonsterSounds("sound/monsters/default.sounds", 1); - if(!autocvar_g_debug_defaultsounds) - if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0)) - LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0); + this.skin_for_monstersound = this.skin; + Monster_Sounds_Clear(this); + if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0)) + Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0); } -void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan) +void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan) { if(!autocvar_g_monsters_sounds) { return; } if(delaytoo) - if(time < self.msound_delay) + if(time < this.msound_delay) return; // too early - GlobalSound(self.(samplefield), chan, VOICETYPE_PLAYERSOUND); + GlobalSound_string(this, this.(samplefield), chan, VOICETYPE_PLAYERSOUND); - self.msound_delay = time + sound_delay; + this.msound_delay = time + sound_delay; } -void monster_makevectors(entity e) -{ - vector v; - - 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; - makevectors(self.v_angle); -} +// ======================= +// Monster attack handlers +// ======================= -float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, int deathtype, float dostop) +bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop) { - if (self.health <= 0) - return false; // attacking while dead?! - - if(dostop) - { - self.velocity_x = 0; - self.velocity_y = 0; - self.state = MONSTER_STATE_ATTACK_MELEE; - } + if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; } - self.frame = anim; + setanim(this, anim, false, true, false); - if(anim_finished != 0) - self.attack_finished_single = time + anim_finished; + if(this.animstate_endtime > time && IS_MONSTER(this)) + this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime; + else + this.attack_finished_single[0] = this.anim_finished = time + animtime; - monster_makevectors(targ); + monster_makevectors(this, targ); - traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self); + traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this); if(trace_ent.takedamage) - Damage(trace_ent, self, self, damg * Monster_SkillModifier(), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin)); + Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin)); return true; } -void Monster_CheckMinibossFlag () +bool Monster_Attack_Leap_Check(entity this, vector vel) { - if(MUTATOR_CALLHOOK(MonsterCheckBossFlag)) - return; + if(this.state && IS_MONSTER(this)) + return false; // already attacking + if(!IS_ONGROUND(this)) + return false; // not on the ground + if(this.health <= 0 || IS_DEAD(this)) + return false; // called when dead? + if(time < this.attack_finished_single[0]) + return false; // still attacking - float chance = random() * 100; + vector old = this.velocity; - // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss - if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance)) - { - self.health += autocvar_g_monsters_miniboss_healthboost; - self.effects |= EF_RED; - if(!self.weapon) - self.weapon = WEP_VORTEX.m_id; - } + this.velocity = vel; + tracetoss(this, this); + this.velocity = old; + if (trace_ent != this.enemy) + return false; + + return true; } -float Monster_CanRespawn(entity ent) +bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime) { - other = ent; - if(ent.deadflag == DEAD_DEAD) // don't call when monster isn't dead - if(MUTATOR_CALLHOOK(MonsterRespawn, ent)) - return true; // enabled by a mutator - - if(ent.spawnflags & MONSTERFLAG_NORESPAWN) + if(!Monster_Attack_Leap_Check(this, vel)) return false; - if(!autocvar_g_monsters_respawn) - return false; + setanim(this, anm, false, true, false); + + if(this.animstate_endtime > time && (this.flags & FL_MONSTER)) + this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime; + else + this.attack_finished_single[0] = this.anim_finished = time + animtime; + + if(this.flags & FL_MONSTER) + this.state = MONSTER_ATTACK_RANGED; + settouch(this, touchfunc); + this.origin_z += 1; + this.velocity = vel; + UNSET_ONGROUND(this); return true; } -void monster_respawn() +void Monster_Attack_Check(entity this, entity targ) { - // is this function really needed? - monster_initialize(self.monsterid); -} + if((this == NULL || targ == NULL) + || (!this.monster_attackfunc) + || (time < this.attack_finished_single[0]) + ) { return; } -void Monster_Fade () -{ - if(Monster_CanRespawn(self)) + if(vdist(targ.origin - this.origin, <=, this.attack_range)) { - self.spawnflags |= MONSTERFLAG_RESPAWNED; - self.think = monster_respawn; - self.nextthink = time + self.respawntime; - self.monster_lifetime = 0; - self.deadflag = DEAD_RESPAWNING; - if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT) - { - self.pos1 = self.origin; - self.pos2 = self.angles; - } - self.event_damage = func_null; - self.takedamage = DAMAGE_NO; - setorigin(self, self.pos1); - self.angles = self.pos2; - self.health = self.max_health; - setmodel(self, "null"); + bool attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ); + if(attack_success == 1) + Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE); + else if(attack_success > 0) + return; } - else - { - // number of monsters spawned with mobspawn command - totalspawned -= 1; - SUB_SetFade(self, time + 3, 1); + if(vdist(targ.origin - this.origin, >, this.attack_range)) + { + float attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ); + if(attack_success == 1) + Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE); + else if(attack_success > 0) + return; } } -float Monster_CanJump (vector vel) -{ - if(self.state) - return false; // already attacking - if(!(self.flags & FL_ONGROUND)) - return false; // not on the ground - if(self.health <= 0) - return false; // called when dead? - if(time < self.attack_finished_single) - return false; // still attacking - - vector old = self.velocity; - self.velocity = vel; - tracetoss(self, self); - self.velocity = old; - if (trace_ent != self.enemy) - return false; +// ====================== +// Main monster functions +// ====================== - return true; +void Monster_UpdateModel(entity this) +{ + // assume some defaults + /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0'); + this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0'); + this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0'); + this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0'); + this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0'); + this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0'); + this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0'); + this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0'); + this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0'); + this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/ + + // then get the real values + Monster mon = get_monsterinfo(this.monsterid); + mon.mr_anim(mon, this); } -float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished) +void Monster_Touch(entity this, entity toucher) { - if(!Monster_CanJump(vel)) - return false; + if(toucher == NULL) { return; } - self.frame = anm; - self.state = MONSTER_STATE_ATTACK_LEAP; - self.touch = touchfunc; - self.origin_z += 1; - self.velocity = vel; - self.flags &= ~FL_ONGROUND; + if(toucher.monster_attack) + if(this.enemy != toucher) + if(!IS_MONSTER(toucher)) + if(Monster_ValidTarget(this, toucher)) + this.enemy = toucher; +} - self.attack_finished_single = time + anim_finished; +void Monster_Miniboss_Check(entity this) +{ + if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this)) + return; - return true; + float chance = random() * 100; + + // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss + if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance)) + { + this.health += autocvar_g_monsters_miniboss_healthboost; + this.effects |= EF_RED; + if(!this.weapon) + this.weapon = WEP_VORTEX.m_id; + } } -void monster_checkattack(entity e, entity targ) +bool Monster_Respawn_Check(entity this) { - if(e == world) - return; - if(targ == world) - return; + if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead + if(MUTATOR_CALLHOOK(MonsterRespawn, this)) + return true; // enabled by a mutator - if(!e.monster_attackfunc) - return; + if(this.spawnflags & MONSTERFLAG_NORESPAWN) + return false; - if(time < e.attack_finished_single) - return; + if(!autocvar_g_monsters_respawn) + return false; + + return true; +} - if(vlen(targ.origin - e.origin) <= e.attack_range) - if(e.monster_attackfunc(MONSTER_ATTACK_MELEE)) +void Monster_Respawn(entity this) { Monster_Spawn(this, this.monsterid); } + +void Monster_Dead_Fade(entity this) +{ + if(Monster_Respawn_Check(this)) { - MonsterSound(monstersound_melee, 0, false, CH_VOICE); - return; + this.spawnflags |= MONSTERFLAG_RESPAWNED; + setthink(this, Monster_Respawn); + this.nextthink = time + this.respawntime; + this.monster_lifetime = 0; + this.deadflag = DEAD_RESPAWNING; + if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT) + { + this.pos1 = this.origin; + this.pos2 = this.angles; + } + this.event_damage = func_null; + this.takedamage = DAMAGE_NO; + setorigin(this, this.pos1); + this.angles = this.pos2; + this.health = this.max_health; + setmodel(this, MDL_Null); } - - if(vlen(targ.origin - e.origin) > e.attack_range) - if(e.monster_attackfunc(MONSTER_ATTACK_RANGED)) + else { - MonsterSound(monstersound_ranged, 0, false, CH_VOICE); - return; + // number of monsters spawned with mobspawn command + totalspawned -= 1; + + SUB_SetFade(this, time + 3, 1); } } -void monster_use () +void Monster_Use(entity this, entity actor, entity trigger) { - if(!self.enemy) - if(self.health > 0) - if(monster_isvalidtarget(activator, self)) - self.enemy = activator; + if(Monster_ValidTarget(this, actor)) { this.enemy = actor; } } -.float last_trace; -.float last_enemycheck; // for checking enemy -vector monster_pickmovetarget(entity targ) +vector Monster_Move_Target(entity this, entity targ) { // enemy is always preferred target - if(self.enemy) + if(this.enemy) { - 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? + vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5); + targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us) + WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this); + + if((this.enemy == NULL) + || (IS_DEAD(this.enemy) || this.enemy.health < 1) + || (STAT(FROZEN, this.enemy)) + || (this.enemy.flags & FL_NOTARGET) + || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0) + || (this.enemy.takedamage == DAMAGE_NO) + || (vdist(this.origin - targ_origin, >, this.target_range)) + || ((trace_fraction < 1) && (trace_ent != this.enemy))) { - self.enemy = world; - self.pass_distance = 0; + this.enemy = NULL; + this.pass_distance = 0; } - if(self.enemy) + if(this.enemy) { - /*WarpZone_TrailParticles(world, particleeffectnum("red_pass"), self.origin, targ_origin); + /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.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"); */ + print("Target origin: ", vtos(this.enemy.origin), "\n"); + print("My origin: ", vtos(this.origin), "\n"); */ - self.monster_movestate = MONSTER_MOVE_ENEMY; - self.last_trace = time + 1.2; - return targ_origin; + this.monster_movestate = MONSTER_MOVE_ENEMY; + this.last_trace = time + 1.2; + if(this.monster_moveto) + return this.monster_moveto; // assumes code is properly setting this when monster has an enemy + else + return targ_origin; } - /*makevectors(self.angles); - self.monster_movestate = MONSTER_MOVE_ENEMY; - self.last_trace = time + 1.2; - return self.enemy.origin; */ + /*makevectors(this.angles); + this.monster_movestate = MONSTER_MOVE_ENEMY; + this.last_trace = time + 1.2; + return this.enemy.origin; */ } - switch(self.monster_moveflags) + switch(this.monster_moveflags) { - case MONSTER_MOVE_OWNER: + case MONSTER_MOVE_FOLLOW: { - self.monster_movestate = MONSTER_MOVE_OWNER; - self.last_trace = time + 0.3; - return (self.monster_owner) ? self.monster_owner.origin : self.origin; + this.monster_movestate = MONSTER_MOVE_FOLLOW; + this.last_trace = time + 0.3; + return (this.monster_follow) ? this.monster_follow.origin : this.origin; } case MONSTER_MOVE_SPAWNLOC: { - self.monster_movestate = MONSTER_MOVE_SPAWNLOC; - self.last_trace = time + 2; - return self.pos1; + this.monster_movestate = MONSTER_MOVE_SPAWNLOC; + this.last_trace = time + 2; + return this.pos1; } case MONSTER_MOVE_NOMOVE: { - self.monster_movestate = MONSTER_MOVE_NOMOVE; - self.last_trace = time + 2; - return self.origin; + if(this.monster_moveto) + { + this.last_trace = time + 0.5; + return this.monster_moveto; + } + else + { + this.monster_movestate = MONSTER_MOVE_NOMOVE; + this.last_trace = time + 2; + } + return this.origin; } default: case MONSTER_MOVE_WANDER: { vector pos; - self.monster_movestate = MONSTER_MOVE_WANDER; + this.monster_movestate = MONSTER_MOVE_WANDER; - if(targ) + if(this.monster_moveto) + { + this.last_trace = time + 0.5; + pos = this.monster_moveto; + } + else if(targ) { - self.last_trace = time + 0.5; + this.last_trace = time + 0.5; pos = targ.origin; } else { - self.last_trace = time + self.wander_delay; + this.last_trace = time + this.wander_delay; - self.angles_y = rint(random() * 500); - makevectors(self.angles); - pos = self.origin + v_forward * self.wander_distance; + this.angles_y = rint(random() * 500); + makevectors(this.angles); + pos = this.origin + v_forward * this.wander_distance; - if(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM)) + if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM)) { pos.z = random() * 200; if(random() >= 0.5) @@ -588,370 +651,352 @@ vector monster_pickmovetarget(entity targ) } } -void monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed) +void Monster_CalculateVelocity(entity this, 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, self.pass_distance ? (current_distance / self.pass_distance) : 0)); + float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_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); + WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this); if(trace_fraction < 1) { //print("normal arc line failed, trying to find new pos..."); - WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, mon); + WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this); targpos = (trace_endpos + '0 0 -10'); - WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon); + WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this); 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)); + //this.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); } + if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); } + else { this.velocity = (desired_direction * movespeed); } - //mon.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95); - //mon.angles = vectoangles(mon.velocity); + //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95); + //this.angles = vectoangles(this.velocity); } -void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle) +void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) { - //fixedmakevectors(self.angles); - - if(self.target2) - self.goalentity = find(world, targetname, self.target2); + if(this.target2) { this.goalentity = find(NULL, targetname, this.target2); } entity targ; - if(self.frozen == 2) + if(STAT(FROZEN, this) == 2) { - self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1); - self.health = max(1, self.revive_progress * self.max_health); - self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1); + this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1); + this.health = max(1, this.revive_progress * this.max_health); + this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1); - WaypointSprite_UpdateHealth(self.sprite, self.health); + if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite) + WaypointSprite_UpdateHealth(this.sprite, this.health); - movelib_beak_simple(stopspeed); - self.frame = manim_idle; + movelib_brake_simple(this, stpspeed); + setanim(this, this.anim_idle, true, false, false); - self.enemy = world; - self.nextthink = time + self.ticrate; + this.enemy = NULL; + this.nextthink = time + this.ticrate; - if(self.revive_progress >= 1) - Unfreeze(self); + if(this.revive_progress >= 1) + Unfreeze(this); return; } - else if(self.frozen == 3) + else if(STAT(FROZEN, this) == 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 ); + this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1); + this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress ); - WaypointSprite_UpdateHealth(self.sprite, self.health); + if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite) + WaypointSprite_UpdateHealth(this.sprite, this.health); - movelib_beak_simple(stopspeed); - self.frame = manim_idle; + movelib_brake_simple(this, stpspeed); + setanim(this, this.anim_idle, true, false, false); - self.enemy = world; - self.nextthink = time + self.ticrate; + this.enemy = NULL; + this.nextthink = time + this.ticrate; - if(self.health < 1) + if(this.health < 1) { - Unfreeze(self); - self.health = 0; - self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0'); + Unfreeze(this); + this.health = 0; + if(this.event_damage) + this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0'); } - else if ( self.revive_progress <= 0 ) - Unfreeze(self); + else if ( this.revive_progress <= 0 ) + Unfreeze(this); return; } - if(self.flags & FL_SWIM) + if(this.flags & FL_SWIM) { - if(self.waterlevel < WATERLEVEL_WETFEET) + if(this.waterlevel < WATERLEVEL_WETFEET) { - if(time >= self.last_trace) + if(time >= this.last_trace) { - self.fish_wasdrowning = true; - self.last_trace = time + 0.4; + this.last_trace = time + 0.4; - Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0'); - self.angles = '90 90 0'; + Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0'); + this.angles = '90 90 0'; if(random() < 0.5) { - self.velocity_y += random() * 50; - self.velocity_x -= random() * 50; + this.velocity_y += random() * 50; + this.velocity_x -= random() * 50; } else { - self.velocity_y -= random() * 50; - self.velocity_x += random() * 50; + this.velocity_y -= random() * 50; + this.velocity_x += random() * 50; } - self.velocity_z += random() * 150; + this.velocity_z += random() * 150; } - self.movetype = MOVETYPE_BOUNCE; - //self.velocity_z = -200; + this.movetype = MOVETYPE_BOUNCE; + //this.velocity_z = -200; return; } - else if(self.fish_wasdrowning) + else if(this.movetype == MOVETYPE_BOUNCE) { - self.fish_wasdrowning = false; - self.angles_x = 0; - self.movetype = MOVETYPE_WALK; + this.angles_x = 0; + this.movetype = MOVETYPE_WALK; } } - targ = self.goalentity; + targ = this.goalentity; - if (MUTATOR_CALLHOOK(MonsterMove, runspeed, walkspeed, targ) + if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ) || gameover - || self.draggedby != world + || this.draggedby != NULL || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) - || time < self.spawn_time) + || time < this.spawn_time) { runspeed = walkspeed = 0; - if(time >= self.spawn_time) - self.frame = manim_idle; - movelib_beak_simple(stopspeed); + if(time >= this.spawn_time) + setanim(this, this.anim_idle, true, false, false); + movelib_brake_simple(this, stpspeed); return; } - 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; - walkspeed *= 0.5; - } + targ = M_ARGV(3, entity); + runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness + walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness if(teamplay) if(autocvar_g_monsters_teams) - if(DIFF_TEAM(self.monster_owner, self)) - self.monster_owner = world; + if(DIFF_TEAM(this.monster_follow, this)) + this.monster_follow = NULL; - if(time >= self.last_enemycheck) + if(time >= this.last_enemycheck) { - if(!self.enemy) + if(!this.enemy) { - self.enemy = FindTarget(self); - if(self.enemy) + this.enemy = Monster_FindTarget(this); + if(this.enemy) { - 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); + WarpZone_RefSys_Copy(this.enemy, this); + WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver + this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax))); + this.monster_moveto = '0 0 0'; + this.monster_face = '0 0 0'; + + this.pass_distance = vlen((('1 0 0' * this.enemy.origin_x) + ('0 1 0' * this.enemy.origin_y)) - (('1 0 0' * this.origin_x) + ('0 1 0' * this.origin_y))); + Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE); } } - self.last_enemycheck = time + 1; // check for enemies every second + this.last_enemycheck = time + 1; // check for enemies every second } - if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single) - self.state = 0; + if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this)) + { + this.state = 0; + settouch(this, Monster_Touch); + } - if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set - if(time >= self.last_trace || self.enemy) // update enemy instantly - self.moveto = monster_pickmovetarget(targ); + if(this.state && time >= this.attack_finished_single[0]) + this.state = 0; // attack is over - if(!self.enemy) - MonsterSound(monstersound_idle, 7, true, CH_VOICE); + if(this.state != MONSTER_ATTACK_MELEE) // don't move if set + if(time >= this.last_trace || this.enemy) // update enemy or rider instantly + this.moveto = Monster_Move_Target(this, targ); - if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND)) - { - self.state = 0; - self.touch = MonsterTouch; - } + if(!this.enemy) + Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE); - if(self.state == MONSTER_STATE_ATTACK_MELEE) - self.moveto = self.origin; + if(this.state == MONSTER_ATTACK_MELEE) + this.moveto = this.origin; - if(self.enemy && self.enemy.vehicle) + if(this.enemy && this.enemy.vehicle) runspeed = 0; - 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(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM)) + this.moveto_z = this.origin_z; - if(vlen(self.origin - self.moveto) > 64) + if(vdist(this.origin - this.moveto, >, 100)) { - 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); */ - - if(time > self.pain_finished) - if(time > self.attack_finished_single) - if(vlen(self.velocity) > 10) - self.frame = ((self.enemy) ? manim_run : manim_walk); + float do_run = (this.enemy || this.monster_moveto); + if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM))) + Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed)); + + if(time > this.pain_finished) // TODO: use anim_finished instead! + if(!this.state) + if(time > this.anim_finished) + if(vdist(this.velocity, >, 10)) + setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false); else - self.frame = manim_idle; + setanim(this, this.anim_idle, true, false, false); } else { - entity e = find(world, targetname, self.target2); + entity e = find(NULL, targetname, this.target2); if(e.target2) - self.target2 = e.target2; + this.target2 = e.target2; else if(e.target) - self.target2 = e.target; - - movelib_beak_simple(stopspeed); - if(time > self.attack_finished_single) - if(time > self.pain_finished) - if (vlen(self.velocity) <= 30) - self.frame = manim_idle; + this.target2 = e.target; + + movelib_brake_simple(this, stpspeed); + if(time > this.anim_finished) + if(time > this.pain_finished) + if(!this.state) + if(vdist(this.velocity, <=, 30)) + setanim(this, this.anim_idle, true, false, false); } - self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95); + this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95); - vector real_angle = vectoangles(self.steerto) - self.angles; + vector real_angle = vectoangles(this.steerto) - this.angles; float turny = 25; - if(self.state == MONSTER_STATE_ATTACK_MELEE) + if(this.state == MONSTER_ATTACK_MELEE) turny = 0; if(turny) { - turny = bound(turny * -1, shortangle_f(real_angle.y, self.angles.y), turny); - self.angles_y += turny; + turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny); + this.angles_y += turny; } - monster_checkattack(self, self.enemy); + Monster_Attack_Check(this, this.enemy); } -void monster_remove(entity mon) +void Monster_Remove(entity this) { - if(!mon) - return; // nothing to remove - - Send_Effect("item_pickup", mon.origin, '0 0 0', 1); - - if(mon.weaponentity) - remove(mon.weaponentity); + if(IS_CLIENT(this)) + return; // don't remove it? - if(mon.iceblock) - remove(mon.iceblock); + .entity weaponentity = weaponentities[0]; + if(!this) { return; } - WaypointSprite_Kill(mon.sprite); + if(!MUTATOR_CALLHOOK(MonsterRemove, this)) + Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1); - remove(mon); + if(this.(weaponentity)) { remove(this.(weaponentity)); } + if(this.iceblock) { remove(this.iceblock); } + WaypointSprite_Kill(this.sprite); + remove(this); } -void monster_dead_think() +void Monster_Dead_Think(entity this) { - self.nextthink = time + self.ticrate; + this.nextthink = time + this.ticrate; - CSQCMODEL_AUTOUPDATE(); - - if(self.monster_lifetime != 0) - if(time >= self.monster_lifetime) + if(this.monster_lifetime != 0) + if(time >= this.monster_lifetime) { - Monster_Fade(); + Monster_Dead_Fade(this); return; } } -void monsters_setstatus() -{ - self.stat_monsters_total = monsters_total; - self.stat_monsters_killed = monsters_killed; -} - -void Monster_Appear() +void Monster_Appear(entity this, entity actor, entity trigger) { - self.enemy = activator; - self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop - monster_initialize(self.monsterid); + this.enemy = actor; + this.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop + Monster_Spawn(this, this.monsterid); } -float Monster_CheckAppearFlags(entity ent, float monster_id) +bool Monster_Appear_Check(entity this, int monster_id) { - if(!(ent.spawnflags & MONSTERFLAG_APPEAR)) + if(!(this.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 + setthink(this, func_null); + this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used) + this.nextthink = 0; + this.use = Monster_Appear; + this.flags = FL_MONSTER; // set so this monster can get butchered return true; } -void monsters_reset() +void Monster_Reset(entity this) { - setorigin(self, self.pos1); - self.angles = self.pos2; + setorigin(this, this.pos1); + this.angles = this.pos2; - Unfreeze(self); // remove any icy remains + Unfreeze(this); // remove any icy remains - self.health = self.max_health; - self.velocity = '0 0 0'; - self.enemy = world; - self.goalentity = world; - self.attack_finished_single = 0; - self.moveto = self.origin; + this.health = this.max_health; + this.velocity = '0 0 0'; + this.enemy = NULL; + this.goalentity = NULL; + this.attack_finished_single[0] = 0; + this.moveto = this.origin; } -void monsters_corpse_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { - self.health -= damage; + this.health -= damage; - Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); + Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); - if(self.health <= -100) // 100 health until gone? + if(this.health <= -50) // 100 health until gone? { - Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); + Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); // number of monsters spawned with mobspawn command totalspawned -= 1; - self.think = SUB_Remove; - self.nextthink = time + 0.1; - self.event_damage = func_null; + setthink(this, SUB_Remove); + this.nextthink = time + 0.1; + this.event_damage = func_null; } } -void monster_die(entity attacker, float gibbed) +void Monster_Dead(entity this, entity attacker, float gibbed) { - self.think = monster_dead_think; - self.nextthink = time; - self.monster_lifetime = time + 5; + setthink(this, Monster_Dead_Think); + this.nextthink = time; + this.monster_lifetime = time + 5; - if(self.frozen) + if(STAT(FROZEN, this)) { - Unfreeze(self); // remove any icy remains - self.health = 0; // reset by Unfreeze + Unfreeze(this); // remove any icy remains + this.health = 0; // reset by Unfreeze } - monster_dropitem(); + monster_dropitem(this, attacker); - MonsterSound(monstersound_death, 0, false, CH_VOICE); + Monster_Sound(this, monstersound_death, 0, false, CH_VOICE); - if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED)) + if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED)) monsters_killed += 1; if(IS_PLAYER(attacker)) - if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED))) + if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED))) PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill); if(gibbed) @@ -960,322 +1005,392 @@ void monster_die(entity attacker, float gibbed) totalspawned -= 1; } - if(self.candrop && self.weapon) - W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325'); - - self.event_damage = ((gibbed) ? func_null : monsters_corpse_damage); - self.solid = SOLID_CORPSE; - self.takedamage = DAMAGE_AIM; - self.deadflag = DEAD_DEAD; - self.enemy = world; - self.movetype = MOVETYPE_TOSS; - self.moveto = self.origin; - self.touch = MonsterTouch; // reset incase monster was pouncing - self.reset = func_null; - self.state = 0; - self.attack_finished_single = 0; - - if(!((self.flags & FL_FLY) || (self.flags & FL_SWIM))) - self.velocity = '0 0 0'; - - MON_ACTION(self.monsterid, MR_DEATH); + this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage); + this.solid = SOLID_CORPSE; + this.takedamage = DAMAGE_AIM; + this.deadflag = DEAD_DEAD; + this.enemy = NULL; + this.movetype = MOVETYPE_TOSS; + this.moveto = this.origin; + settouch(this, Monster_Touch); // reset incase monster was pouncing + this.reset = func_null; + this.state = 0; + this.attack_finished_single[0] = 0; + this.effects = 0; + + if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM))) + this.velocity = '0 0 0'; + + CSQCModel_UnlinkEntity(this); + + Monster mon = get_monsterinfo(this.monsterid); + mon.mr_death(mon, this); + + if(this.candrop && this.weapon) + W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325'); } -void monsters_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { - if(self.frozen && deathtype != DEATH_KILL && deathtype != DEATH_NADE_ICE_FREEZE) + if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype)) return; - if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL) + if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id) return; - if(time < self.pain_finished && deathtype != DEATH_KILL) - return; + //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id) + //return; - if(time < self.spawnshieldtime && deathtype != DEATH_KILL) + if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id) return; - if(deathtype == DEATH_FALL && self.draggedby != world) + if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL) return; vector v; float take, save; - v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, deathtype, damage); - take = v.x; - save = v.y; + v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage); + take = v_x; + save = v_y; + + Monster mon = get_monsterinfo(this.monsterid); + take = mon.mr_pain(mon, this, take, attacker, deathtype); - self.health -= take; + if(take) + { + this.health -= take; + Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN); + } - WaypointSprite_UpdateHealth(self.sprite, self.health); + if(this.sprite) + WaypointSprite_UpdateHealth(this.sprite, this.health); - self.dmg_time = time; + this.dmg_time = time; - if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN) - spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER + if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id) + spamsound (this, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER - self.velocity += force * self.damageforcescale; + this.velocity += force * this.damageforcescale; - if(deathtype != DEATH_DROWN) + if(deathtype != DEATH_DROWN.m_id && take) { - Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker); + Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker); if (take > 50) - Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker); + Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker); if (take > 100) - Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker); + Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker); } - if(self.health <= 0) + if(this.health <= 0) { - if(deathtype == DEATH_KILL) - self.candrop = false; // killed by mobkill command + if(deathtype == DEATH_KILL.m_id) + this.candrop = false; // killed by mobkill command // TODO: fix this? - activator = attacker; - other = self.enemy; - SUB_UseTargets(); - self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn + SUB_UseTargets(this, attacker, this.enemy); + this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn - monster_die(attacker, (self.health <= -100 || deathtype == DEATH_KILL)); + Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id)); - WaypointSprite_Kill(self.sprite); + WaypointSprite_Kill(this.sprite); - frag_target = self; - MUTATOR_CALLHOOK(MonsterDies, attacker); + MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype); - if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed + if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed { - Violence_GibSplash(self, 1, 0.5, attacker); + Violence_GibSplash(this, 1, 0.5, attacker); - self.think = SUB_Remove; - self.nextthink = time + 0.1; + setthink(this, SUB_Remove); + this.nextthink = time + 0.1; } } } -void monster_setupcolors(entity mon) +// don't check for enemies, just keep walking in a straight line +void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff) { - 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(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time) { - 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 - mon.colormap = 1024; + mspeed = 0; + if(time >= this.spawn_time) + setanim(this, this.anim_idle, true, false, false); + movelib_brake_simple(this, 0.6); + return; } -} -void monster_changeteam(entity ent, float newteam) -{ - if(!teamplay) { return; } + float reverse = false; + vector a, b; - ent.team = newteam; - ent.monster_attack = true; // new team, activate attacking - monster_setupcolors(ent); + makevectors(this.angles); + a = this.origin + '0 0 16'; + b = this.origin + '0 0 16' + v_forward * 32; - if(ent.sprite) + traceline(a, b, MOVE_NORMAL, this); + + if(trace_fraction != 1.0) { - WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0')); + reverse = true; - ent.sprite.team = newteam; - ent.sprite.SendFlags |= 1; + if(trace_ent) + if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH)) + reverse = false; } -} -void monster_think() -{ - self.think = monster_think; - self.nextthink = self.ticrate; + // TODO: fix this... tracing is broken if the floor is thin + /* + if(!allow_jumpoff) + { + a = b - '0 0 32'; + traceline(b, a, MOVE_WORLDONLY, this); + if(trace_fraction == 1.0) + reverse = true; + } */ - if(self.monster_lifetime) - if(time >= self.monster_lifetime) + if(reverse) { - Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin); - return; + this.angles_y = anglemods(this.angles_y - 180); + makevectors(this.angles); } - MON_ACTION(self.monsterid, MR_THINK); + movelib_move_simple_gravity(this, v_forward, mspeed, 1); - CSQCMODEL_AUTOUPDATE(); + if(time > this.pain_finished) + if(time > this.attack_finished_single[0]) + if(vdist(this.velocity, >, 10)) + setanim(this, this.anim_walk, true, false, false); + else + setanim(this, this.anim_idle, true, false, false); } -float monster_spawn() +void Monster_Anim(entity this) { - MON_ACTION(self.monsterid, MR_SETUP); + int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); + if(IS_DEAD(this)) + { + if (!deadbits) + { + // Decide on which death animation to use. + if(random() < 0.5) + deadbits = ANIMSTATE_DEAD1; + else + deadbits = ANIMSTATE_DEAD2; + } + } + else + { + // Clear a previous death animation. + deadbits = 0; + } + int animbits = deadbits; + if(STAT(FROZEN, this)) + animbits |= ANIMSTATE_FROZEN; + if(this.crouch) + animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently... + animdecide_setstate(this, animbits, false); + animdecide_setimplicitstate(this, (IS_ONGROUND(this))); + + /* // weapon entities for monsters? + if (this.weaponentity) + { + updateanim(this.weaponentity); + if (!this.weaponentity.animstate_override) + setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false); + } + */ +} + +void Monster_Think(entity this) +{ + setthink(this, Monster_Think); + this.nextthink = this.ticrate; - if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) + if(this.monster_lifetime) + if(time >= this.monster_lifetime) { - Monster_CheckMinibossFlag(); - self.health *= Monster_SkillModifier(); + Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin); + return; } - self.max_health = self.health; - self.pain_finished = self.nextthink; + Monster mon = get_monsterinfo(this.monsterid); + if(mon.mr_think(mon, this)) + Monster_Move(this, this.speed2, this.speed, this.stopspeed); - if(IS_PLAYER(self.monster_owner)) - self.effects |= EF_DIMLIGHT; + Monster_Anim(this); - if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) - if(!self.skin) - self.skin = rint(random() * 4); + CSQCMODEL_AUTOUPDATE(this); +} - if(!self.attack_range) - self.attack_range = autocvar_g_monsters_attack_range; +bool Monster_Spawn_Setup(entity this) +{ + Monster mon = Monsters_from(this.monsterid); + mon.mr_setup(mon, this); + + // ensure some basic needs are met + if(!this.health) { this.health = 100; } + if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); } + if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; } + if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; } + if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; } + if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; } + if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; } + + if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) + { + Monster_Miniboss_Check(this); + this.health *= MONSTER_SKILLMOD(this); - if(!self.wander_delay) { self.wander_delay = 2; } - if(!self.wander_distance) { self.wander_distance = 600; } + if(!this.skin) + this.skin = rint(random() * 4); + } - precache_monstersounds(); - UpdateMonsterSounds(); + this.max_health = this.health; + this.pain_finished = this.nextthink; + + if(IS_PLAYER(this.monster_follow)) + this.effects |= EF_DIMLIGHT; + + if(!this.wander_delay) { this.wander_delay = 2; } + if(!this.wander_distance) { this.wander_distance = 600; } + + Monster_Sounds_Precache(this); + Monster_Sounds_Update(this); if(teamplay) - self.monster_attack = true; // we can have monster enemies in team games + this.monster_attack = true; // we can have monster enemies in team games - MonsterSound(monstersound_spawn, 0, false, CH_VOICE); + Monster_Sound(this, 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)) + if(autocvar_g_monsters_healthbars) { - WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health); - WaypointSprite_UpdateHealth(self.sprite, self.health); + entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER); + wp.wp_extra = this.monsterid; + wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0'); + if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE)) + { + WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health); + WaypointSprite_UpdateHealth(this.sprite, this.health); + } } - self.think = monster_think; - self.nextthink = time + self.ticrate; + setthink(this, Monster_Think); + this.nextthink = time + this.ticrate; - if(MUTATOR_CALLHOOK(MonsterSpawn)) + if(MUTATOR_CALLHOOK(MonsterSpawn, this)) return false; return true; } -float monster_initialize(float mon_id) +bool Monster_Spawn(entity this, int mon_id) { - 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 + // setup the basic required properties for a monster + entity mon = Monsters_from(mon_id); + if(!mon.monsterid) { return false; } // invalid monster + + if(!autocvar_g_monsters) { Monster_Remove(this); return false; } - entity mon = get_monsterinfo(mon_id); + if(Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed - if(!self.monster_skill) - self.monster_skill = cvar("g_monsters_skill"); + if(!this.monster_skill) + this.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(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; } + if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; } + if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; } - if(self.team && !teamplay) - self.team = 0; + if(this.team && !teamplay) + this.team = 0; - if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster - if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either + if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster + if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either monsters_total += 1; - setmodel(self, mon.model); - //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.monsterid = mon_id; - self.damageforcescale = 0; - self.event_damage = monsters_damage; - self.touch = MonsterTouch; - self.use = monster_use; - self.solid = SOLID_BBOX; - self.movetype = MOVETYPE_WALK; - self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime; - self.enemy = world; - self.velocity = '0 0 0'; - self.moveto = self.origin; - self.pos1 = self.origin; - self.pos2 = self.angles; - 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.oldtarget2 = self.target2; - self.pass_distance = 0; - self.deadflag = DEAD_NO; - 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_TYPE_SWIM) - self.flags |= FL_SWIM; + setmodel(this, mon.m_model); + this.flags = FL_MONSTER; + this.classname = "monster"; + this.takedamage = DAMAGE_AIM; + this.bot_attack = true; + this.iscreature = true; + this.teleportable = true; + this.damagedbycontents = true; + this.monsterid = mon_id; + this.event_damage = Monster_Damage; + settouch(this, Monster_Touch); + this.use = Monster_Use; + this.solid = SOLID_BBOX; + this.movetype = MOVETYPE_WALK; + this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime; + this.enemy = NULL; + this.velocity = '0 0 0'; + this.moveto = this.origin; + this.pos1 = this.origin; + this.pos2 = this.angles; + this.reset = Monster_Reset; + this.netname = mon.netname; + this.monster_attackfunc = mon.monster_attackfunc; + this.monster_name = mon.monster_name; + this.candrop = true; + this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5); + this.oldtarget2 = this.target2; + this.pass_distance = 0; + this.deadflag = DEAD_NO; + this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); + this.spawn_time = time; + this.gravity = 1; + this.monster_moveto = '0 0 0'; + this.monster_face = '0 0 0'; + this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP; + + if(!this.scale) { this.scale = 1; } + if(autocvar_g_monsters_edit) { this.grab = 1; } + if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; } + if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; } + if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; } + + if(autocvar_g_playerclip_collisions) + this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP; if(mon.spawnflags & MONSTER_TYPE_FLY) { - self.flags |= FL_FLY; - self.movetype = MOVETYPE_FLY; + this.flags |= FL_FLY; + this.movetype = MOVETYPE_FLY; } - if(mon.spawnflags & MONSTER_SIZE_BROKEN) - if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) - self.scale *= 1.3; - - setsize(self, mon.mins * self.scale, mon.maxs * self.scale); - - if(!self.ticrate) - self.ticrate = autocvar_g_monsters_think_delay; - - self.ticrate = bound(sys_frametime, self.ticrate, 60); + if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) + { + if(mon.spawnflags & MONSTER_SIZE_BROKEN) + this.scale *= 1.3; - if(!self.m_armor_blockpercent) - self.m_armor_blockpercent = 0.5; + if(mon.spawnflags & MONSTER_SIZE_QUAKE) + if(autocvar_g_monsters_quake_resize) + this.scale *= 1.3; + } - if(!self.target_range) - self.target_range = autocvar_g_monsters_target_range; + setsize(this, mon.mins * this.scale, mon.maxs * this.scale); - if(!self.respawntime) - self.respawntime = autocvar_g_monsters_respawn_delay; + this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60); - if(!self.monster_moveflags) - self.monster_moveflags = MONSTER_MOVE_WANDER; + Monster_UpdateModel(this); - if(!self.noalign) + if(!Monster_Spawn_Setup(this)) { - 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); + Monster_Remove(this); + return false; } - if(!monster_spawn()) - return false; + if(!this.noalign) + { + setorigin(this, this.origin + '0 0 20'); + tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this); + setorigin(this, trace_endpos); + } - if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) - monster_setupcolors(self); + if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) + monster_setupcolors(this); - CSQCMODEL_AUTOINIT(); + CSQCMODEL_AUTOINIT(this); return true; }