1 // TODO: clean up this file?
3 void() spawnfunc_item_minst_cells;
7 if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
10 self.think = SUB_Remove;
11 self.nextthink = time + 0.1;
15 void monster_item_spawn()
21 self.velocity = randomvec() * 175 + '0 0 325';
22 self.touch = M_Item_Touch;
24 SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
27 void Monster_DropItem (string itype, string itemsize)
29 vector org = self.origin + ((self.mins + self.maxs) * 0.5);
40 case "mega": e.monster_loot = spawnfunc_item_armor_large; break;
41 case "large": e.monster_loot = spawnfunc_item_armor_big; break;
42 case "medium": e.monster_loot = spawnfunc_item_armor_medium; break;
43 case "small": e.monster_loot = spawnfunc_item_armor_small; break;
51 case "mega": e.monster_loot = spawnfunc_item_health_mega; break;
52 case "large": e.monster_loot = spawnfunc_item_health_large; break;
53 case "medium": e.monster_loot = spawnfunc_item_health_medium; break;
54 case "small": e.monster_loot = spawnfunc_item_health_small; break;
62 case "shells": e.monster_loot = spawnfunc_item_shells; break;
63 case "cells": e.monster_loot = spawnfunc_item_cells; break;
64 case "rockets": e.monster_loot = spawnfunc_item_rockets; break;
66 case "nails": e.monster_loot = spawnfunc_item_bullets; break;
73 MUTATOR_CALLHOOK(MonsterDropItem);
76 e.think = monster_item_spawn;
77 e.nextthink = time + 0.1;
80 void monsters_setframe(float _frame)
82 if(self.frame == _frame)
85 self.anim_start_time = time;
87 self.SendFlags |= MSF_ANIM;
90 float monster_isvalidtarget (entity targ, entity ent)
93 return FALSE; // someone doesn't exist
95 if(time < game_starttime)
96 return FALSE; // monsters do nothing before the match has started
98 WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
100 if(vlen(targ.origin - ent.origin) >= ent.target_range)
101 return FALSE; // enemy is too far away
103 if not(targ.vehicle_flags & VHF_ISVEHICLE)
104 if(trace_ent != targ)
105 return FALSE; // we can't see the enemy
107 if(targ.takedamage == DAMAGE_NO)
108 return FALSE; // enemy can't be damaged
110 if(targ.items & IT_INVISIBILITY)
111 return FALSE; // enemy is invisible
113 if(substring(targ.classname, 0, 10) == "onslaught_")
114 return FALSE; // don't attack onslaught targets
116 if(IS_SPEC(targ) || IS_OBSERVER(targ))
117 return FALSE; // enemy is a spectator
119 if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
120 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
121 return FALSE; // enemy/self is dead
123 if(targ.monster_owner == ent || ent.monster_owner == targ)
124 return FALSE; // enemy owns us, or we own them
126 if not(targ.vehicle_flags & VHF_ISVEHICLE)
127 if(targ.flags & FL_NOTARGET)
128 return FALSE; // enemy can't be targeted
130 if not(autocvar_g_monsters_typefrag)
132 return FALSE; // no typefragging!
134 if not(IsDifferentTeam(targ, ent))
135 return FALSE; // enemy is on our team
137 if(autocvar_g_monsters_target_infront)
138 if(ent.enemy != targ)
142 makevectors (ent.angles);
143 dot = normalize (targ.origin - ent.origin) * v_forward;
152 entity FindTarget (entity ent)
154 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
157 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
158 if(monster_isvalidtarget(e, ent))
169 if(self.enemy != other)
170 if not(other.flags & FL_MONSTER)
171 if(monster_isvalidtarget(other, self))
175 void monster_sound(string msound, float sound_delay, float delaytoo)
177 if(delaytoo && time < self.msound_delay)
181 return; // sound doesn't exist
183 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
185 self.msound_delay = time + sound_delay;
188 void monster_precachesounds(entity e)
190 precache_sound(e.msound_idle);
191 precache_sound(e.msound_death);
192 precache_sound(e.msound_attack_melee);
193 precache_sound(e.msound_attack_ranged);
194 precache_sound(e.msound_sight);
195 precache_sound(e.msound_pain);
198 void monster_setupsounds(string mon)
200 if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
201 if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
202 if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
203 if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
204 if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
205 if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
208 float monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
210 float dot, rdmg = damg * random();
212 if (self.health <= 0)
221 self.state = MONSTER_STATE_ATTACK_MELEE;
222 self.SendFlags |= MSF_MOVE;
225 makevectors (self.angles);
226 dot = normalize (targ.origin - self.origin) * v_forward;
229 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
234 void Monster_CheckDropCvars (string mon)
237 return; // forced off
242 dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
243 dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
245 if(autocvar_g_monsters_forcedrop)
246 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
247 else if(dropitem != "")
248 Monster_DropItem(dropitem, dropsize);
250 Monster_DropItem("armor", "medium");
253 void Monster_CheckMinibossFlag ()
255 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
258 float chance = random() * 100;
260 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
261 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
263 self.health += autocvar_g_monsters_miniboss_healthboost;
264 self.flags |= MONSTERFLAG_MINIBOSS;
266 self.weapon = WEP_NEX;
270 float Monster_CanRespawn(entity ent)
273 if(MUTATOR_CALLHOOK(MonsterRespawn))
274 return TRUE; // enabled by a mutator
276 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
279 if not(autocvar_g_monsters_respawn)
287 if(Monster_CanRespawn(self))
289 self.monster_respawned = TRUE;
290 self.think = self.monster_spawnfunc;
291 self.nextthink = time + self.respawntime;
292 self.deadflag = DEAD_RESPAWNING;
293 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
295 self.pos1 = self.origin;
296 self.pos2 = self.angles;
298 self.event_damage = func_null;
299 self.takedamage = DAMAGE_NO;
300 setorigin(self, self.pos1);
301 self.angles = self.pos2;
302 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
304 self.SendFlags |= MSF_MOVE;
305 self.SendFlags |= MSF_STATUS;
309 SUB_SetFade(self, time + 3, 1);
312 float Monster_CanJump (vector vel)
315 return FALSE; // already attacking
316 if not(self.flags & FL_ONGROUND)
317 return FALSE; // not on the ground
319 return FALSE; // called when dead?
320 if(time < self.attack_finished_single)
321 return FALSE; // still attacking
323 vector old = self.velocity;
326 tracetoss(self, self);
328 if (trace_ent != self.enemy)
334 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
336 if(!Monster_CanJump(vel))
339 monsters_setframe(anm);
340 self.state = MONSTER_STATE_ATTACK_LEAP;
341 self.touch = touchfunc;
344 self.flags &~= FL_ONGROUND;
346 self.attack_finished_single = time + anim_finished;
351 void monster_checkattack(entity e, entity targ)
358 if not(e.monster_attackfunc)
361 if(time < e.attack_finished_single)
364 if(vlen(targ.origin - e.origin) <= e.attack_range)
365 if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
367 monster_sound(e.msound_attack_melee, 0, FALSE);
371 if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
373 monster_sound(e.msound_attack_ranged, 0, FALSE);
378 void monster_makevectors(entity e)
382 v = CENTER_OR_VIEWOFS(e);
383 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
384 self.v_angle_x = -self.v_angle_x;
386 makevectors(self.v_angle);
393 if (self.health <= 0)
396 if(!monster_isvalidtarget(activator, self))
399 self.enemy = activator;
402 float trace_path(vector from, vector to)
404 vector dir = normalize(to - from) * 15, offset = '0 0 0';
405 float trace1 = trace_fraction;
409 traceline (from+offset, to+offset, TRUE, self);
411 traceline(from-offset, to-offset, TRUE, self);
413 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
417 .float last_enemycheck; // for checking enemy
418 vector monster_pickmovetarget(entity targ)
420 // enemy is always preferred target
423 self.monster_movestate = MONSTER_MOVE_ENEMY;
424 self.last_trace = time + 1.2;
425 return self.enemy.origin;
428 switch(self.monster_moveflags)
430 case MONSTER_MOVE_OWNER:
432 self.monster_movestate = MONSTER_MOVE_OWNER;
433 self.last_trace = time + 0.3;
434 if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
435 return self.monster_owner.origin;
437 case MONSTER_MOVE_SPAWNLOC:
439 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
440 self.last_trace = time + 2;
443 case MONSTER_MOVE_NOMOVE:
445 self.monster_movestate = MONSTER_MOVE_NOMOVE;
446 self.last_trace = time + 2;
450 case MONSTER_MOVE_WANDER:
453 self.monster_movestate = MONSTER_MOVE_WANDER;
454 self.last_trace = time + 2;
456 self.angles_y = random() * 500;
457 makevectors(self.angles);
458 pos = self.origin + v_forward * 600;
460 if(self.flags & FL_FLY || self.flags & FL_SWIM)
462 pos_z = random() * 200;
469 self.last_trace = time + 0.5;
478 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
480 fixedmakevectors(self.angles);
483 self.goalentity = find(world, targetname, self.target2);
489 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
490 self.health = max(1, self.max_health * self.revive_progress);
492 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
494 movelib_beak_simple(stopspeed);
496 self.velocity = '0 0 0';
498 self.nextthink = time + 0.1;
500 if(self.revive_progress >= 1)
501 Unfreeze(self); // wait for next think before attacking
503 // don't bother updating angles here?
504 if(self.origin != self.oldorigin)
506 self.oldorigin = self.origin;
507 self.SendFlags |= MSF_MOVE;
510 return; // no moving while frozen
513 if(self.flags & FL_SWIM)
515 if(self.waterlevel < WATERLEVEL_WETFEET)
517 if(time >= self.last_trace)
519 self.last_trace = time + 0.4;
521 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
522 self.angles = '90 90 0';
525 self.velocity_y += random() * 50;
526 self.velocity_x -= random() * 50;
530 self.velocity_y -= random() * 50;
531 self.velocity_x += random() * 50;
533 self.velocity_z += random() * 150;
537 self.movetype = MOVETYPE_BOUNCE;
538 //self.velocity_z = -200;
540 self.SendFlags |= MSF_MOVE | MSF_ANG;
546 self.angles = '0 0 0';
547 self.movetype = MOVETYPE_WALK;
551 targ = self.goalentity;
553 monster_target = targ;
554 monster_speed_run = runspeed;
555 monster_speed_walk = walkspeed;
557 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)
559 runspeed = walkspeed = 0;
560 if(time >= self.spawn_time)
561 monsters_setframe(manim_idle);
562 movelib_beak_simple(stopspeed);
563 self.SendFlags |= MSF_MOVE;
567 targ = monster_target;
568 runspeed = monster_speed_run;
569 walkspeed = monster_speed_walk;
571 if(IsDifferentTeam(self.monster_owner, self))
572 self.monster_owner = world;
574 if(time >= self.last_enemycheck)
576 if not(monster_isvalidtarget(self.enemy, self))
578 self.last_enemycheck = time + 2;
581 if(self.enemy && self.enemy.health < 1)
582 self.enemy = world; // enough!
586 self.enemy = FindTarget(self);
588 monster_sound(self.msound_sight, 0, FALSE);
591 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
594 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
595 if(time >= self.last_trace || self.enemy) // update enemy instantly
596 self.moveto = monster_pickmovetarget(targ);
599 monster_sound(self.msound_idle, 5, TRUE);
601 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
602 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
604 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
607 self.touch = MonsterTouch;
610 //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
613 vector real_angle = vectoangles(self.steerto) - self.angles;
615 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
618 if(self.flags & FL_SWIM)
619 turny = vlen(self.angles - self.moveto);
623 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
624 self.angles_y += turny;
627 if(self.state == MONSTER_STATE_ATTACK_MELEE)
628 self.moveto = self.origin;
630 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
632 if not(self.flags & FL_FLY || self.flags & FL_SWIM)
633 self.moveto_z = self.origin_z;
635 float l = vlen(self.moveto - self.origin);
636 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
637 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
639 if(self.flags & FL_FLY || self.flags & FL_SWIM)
640 v_forward = normalize(self.moveto - self.origin);
642 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
643 if(self.flags & FL_ONGROUND)
644 movelib_jump_simple(100);
646 if(vlen(self.origin - self.moveto) > 64)
648 if(self.flags & FL_FLY || self.flags & FL_SWIM)
649 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
651 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
652 if(time > self.pain_finished)
653 if(time > self.attack_finished_single)
654 if(vlen(self.velocity) > 0)
655 monsters_setframe((self.enemy) ? manim_run : manim_walk);
657 monsters_setframe(manim_idle);
661 entity e = find(world, targetname, self.target2);
663 self.target2 = e.target2;
665 self.target2 = e.target;
667 movelib_beak_simple(stopspeed);
668 if(time > self.attack_finished_single)
669 if(time > self.pain_finished)
670 if (vlen(self.velocity) <= 30)
671 monsters_setframe(manim_idle);
674 monster_checkattack(self, self.enemy);
676 if(self.angles != self.oldangles)
678 self.oldangles = self.angles;
679 self.SendFlags |= MSF_ANG;
682 if(self.origin != self.oldorigin)
684 self.oldorigin = self.origin;
685 self.SendFlags |= MSF_MOVE;
689 void monster_dead_think()
691 self.think = monster_dead_think;
692 self.nextthink = time + 0.3; // don't need to update so often now
694 self.deadflag = DEAD_DEAD;
696 if(time >= self.ltime)
702 self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
705 void monsters_setstatus()
707 self.stat_monsters_total = monsters_total;
708 self.stat_monsters_killed = monsters_killed;
711 void Monster_Appear()
713 self.enemy = activator;
714 self.spawnflags &~= MONSTERFLAG_APPEAR;
715 self.monster_spawnfunc();
718 float Monster_CheckAppearFlags(entity ent)
720 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
723 ent.think = func_null;
725 ent.use = Monster_Appear;
726 ent.flags = FL_MONSTER; // set so this monster can get butchered
731 void monsters_reset()
733 setorigin(self, self.pos1);
734 self.angles = self.pos2;
736 self.health = self.max_health;
737 self.velocity = '0 0 0';
739 self.goalentity = world;
740 self.attack_finished_single = 0;
741 self.moveto = self.origin;
743 WaypointSprite_UpdateHealth(self.sprite, self.health);
746 float monster_send(entity to, float sf)
748 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
749 WriteByte(MSG_ENTITY, sf);
752 WriteByte(MSG_ENTITY, self.monsterid);
754 WriteCoord(MSG_ENTITY, self.origin_x);
755 WriteCoord(MSG_ENTITY, self.origin_y);
756 WriteCoord(MSG_ENTITY, self.origin_z);
758 WriteAngle(MSG_ENTITY, self.angles_x);
759 WriteAngle(MSG_ENTITY, self.angles_y);
761 WriteByte(MSG_ENTITY, self.skin);
762 WriteByte(MSG_ENTITY, self.team);
767 WriteShort(MSG_ENTITY, rint(self.angles_x));
768 WriteShort(MSG_ENTITY, rint(self.angles_y));
773 WriteShort(MSG_ENTITY, rint(self.origin_x));
774 WriteShort(MSG_ENTITY, rint(self.origin_y));
775 WriteShort(MSG_ENTITY, rint(self.origin_z));
777 WriteShort(MSG_ENTITY, rint(self.velocity_x));
778 WriteShort(MSG_ENTITY, rint(self.velocity_y));
779 WriteShort(MSG_ENTITY, rint(self.velocity_z));
781 WriteShort(MSG_ENTITY, rint(self.angles_y));
786 WriteCoord(MSG_ENTITY, self.anim_start_time);
787 WriteByte(MSG_ENTITY, self.frame);
792 WriteByte(MSG_ENTITY, self.skin);
794 WriteByte(MSG_ENTITY, self.team);
796 WriteByte(MSG_ENTITY, self.deadflag);
799 WriteByte(MSG_ENTITY, 0);
801 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
807 void monster_link(void() spawnproc)
809 Net_LinkEntity(self, TRUE, 0, monster_send);
810 self.think = spawnproc;
811 self.nextthink = time;
814 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
816 self.health -= damage;
818 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
820 if(self.health <= -100) // 100 health until gone?
822 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
824 self.think = SUB_Remove;
825 self.nextthink = time + 0.1;
831 self.think = monster_dead_think;
832 self.nextthink = self.ticrate;
833 self.ltime = time + 5;
835 Monster_CheckDropCvars(self.netname);
837 WaypointSprite_Kill(self.sprite);
839 if(self.weaponentity)
841 remove(self.weaponentity);
842 self.weaponentity = world;
845 monster_sound(self.msound_death, 0, FALSE);
847 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
848 monsters_killed += 1;
850 if(self.candrop && self.weapon)
851 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
853 if(IS_CLIENT(self.realowner))
854 self.realowner.monstercount -= 1;
856 self.event_damage = monsters_corpse_damage;
857 self.solid = SOLID_CORPSE;
858 self.takedamage = DAMAGE_AIM;
860 self.movetype = MOVETYPE_TOSS;
861 self.moveto = self.origin;
862 self.touch = MonsterTouch; // reset incase monster was pouncing
864 if not(self.flags & FL_FLY)
865 self.velocity = '0 0 0';
867 self.SendFlags |= MSF_MOVE;
871 MON_ACTION(self.monsterid, MR_DEATH);
874 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
876 if(self.frozen && deathtype != DEATH_KILL)
879 if(time < self.pain_finished && deathtype != DEATH_KILL)
882 if(time < self.spawnshieldtime)
885 if(deathtype != DEATH_KILL)
886 damage *= self.armorvalue;
888 if(self.weaponentity && self.weaponentity.classname == "shield")
889 self.weaponentity.health -= damage;
891 self.health -= damage;
894 WaypointSprite_UpdateHealth(self.sprite, self.health);
896 self.dmg_time = time;
898 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
899 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
901 self.velocity += force * self.damageforcescale;
903 if(deathtype != DEATH_DROWN)
905 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
907 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
909 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
916 // Update one more time to avoid waypoint fading without emptying healthbar
917 WaypointSprite_UpdateHealth(self.sprite, 0);
920 if(deathtype == DEATH_KILL)
921 self.candrop = FALSE; // killed by mobkill command
924 activator = attacker;
927 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
931 frag_attacker = attacker;
933 MUTATOR_CALLHOOK(MonsterDies);
935 if(self.health <= -100) // check if we're already gibbed
937 Violence_GibSplash(self, 1, 0.5, attacker);
939 self.think = SUB_Remove;
940 self.nextthink = time + 0.1;
944 self.SendFlags |= MSF_STATUS;
949 self.think = monster_think;
950 self.nextthink = self.ticrate;
952 MON_ACTION(self.monsterid, MR_THINK);
957 MON_ACTION(self.monsterid, MR_SETUP);
959 if not(self.monster_respawned)
960 Monster_CheckMinibossFlag();
962 self.max_health = self.health;
963 self.pain_finished = self.nextthink;
964 self.anim_start_time = time;
968 setorigin(self, self.origin + '0 0 20');
969 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
970 setorigin(self, trace_endpos);
973 if not(self.monster_respawned)
975 self.skin = rint(random() * 4);
977 self.pos1 = self.origin;
979 monster_setupsounds(self.netname);
981 monster_precachesounds(self);
984 self.monster_attack = TRUE; // we can have monster enemies in team games
986 if(autocvar_g_monsters_healthbars)
988 WaypointSprite_Spawn(strzone(strdecolorize(self.monster_name)), 0, 600, self, '0 0 1' * (self.maxs_z + 15), world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));
989 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
990 WaypointSprite_UpdateHealth(self.sprite, self.health);
993 monster_sound(self.msound_spawn, 0, FALSE);
995 MUTATOR_CALLHOOK(MonsterSpawn);
997 self.think = monster_think;
998 self.nextthink = time + self.ticrate;
1000 self.SendFlags = MSF_SETUP;
1003 float monster_initialize(float mon_id, float nodrop)
1005 if not(autocvar_g_monsters)
1008 vector min_s, max_s;
1009 entity mon = get_monsterinfo(mon_id);
1011 // support for quake style removing monsters based on skill
1012 if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
1013 if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
1014 if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
1015 if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
1016 if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
1018 if(self.monster_name == "")
1019 self.monster_name = M_NAME(mon_id);
1021 if(self.team && !teamplay)
1024 self.flags = FL_MONSTER;
1026 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
1027 if not(self.monster_respawned)
1028 monsters_total += 1;
1033 self.netname = mon.netname;
1035 setsize(self, min_s, max_s);
1036 self.takedamage = DAMAGE_AIM;
1037 self.bot_attack = TRUE;
1038 self.iscreature = TRUE;
1039 self.teleportable = TRUE;
1040 self.damagedbycontents = TRUE;
1041 self.monsterid = mon_id;
1042 self.damageforcescale = 0;
1043 self.event_damage = monsters_damage;
1044 self.touch = MonsterTouch;
1045 self.use = monster_use;
1046 self.solid = SOLID_BBOX;
1047 self.movetype = MOVETYPE_WALK;
1048 self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1049 monsters_spawned += 1;
1051 self.velocity = '0 0 0';
1052 self.moveto = self.origin;
1053 self.pos2 = self.angles;
1054 self.reset = monsters_reset;
1055 self.candrop = TRUE;
1056 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1057 self.oldtarget2 = self.target2;
1058 self.deadflag = DEAD_NO;
1059 self.noalign = nodrop;
1060 self.spawn_time = time;
1062 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1064 if(mon.spawnflags & MONSTER_TYPE_SWIM)
1065 self.flags |= FL_SWIM;
1067 if(mon.spawnflags & MONSTER_TYPE_FLY)
1069 self.flags |= FL_FLY;
1070 self.movetype = MOVETYPE_FLY;
1076 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1079 if not(self.attack_range)
1080 self.attack_range = 120;
1082 if not(self.ticrate)
1083 self.ticrate = autocvar_g_monsters_think_delay;
1085 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1087 if not(self.armorvalue)
1088 self.armorvalue = 1; // multiplier
1090 if not(self.target_range)
1091 self.target_range = autocvar_g_monsters_target_range;
1093 if not(self.respawntime)
1094 self.respawntime = autocvar_g_monsters_respawn_delay;
1096 if not(self.monster_moveflags)
1097 self.monster_moveflags = MONSTER_MOVE_WANDER;
1099 monster_link(monster_spawn);