1 // =========================
2 // SVQC Monster Properties
3 // =========================
8 if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
11 self.think = SUB_Remove;
12 self.nextthink = time + 0.1;
16 void monster_item_spawn()
22 self.velocity = randomvec() * 175 + '0 0 325';
23 self.touch = M_Item_Touch;
25 SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
28 void monster_dropitem()
30 if(!self.candrop || !self.monster_loot)
33 vector org = self.origin + ((self.mins + self.maxs) * 0.5);
38 e.monster_loot = self.monster_loot;
41 MUTATOR_CALLHOOK(MonsterDropItem);
44 e.think = monster_item_spawn;
45 e.nextthink = time + 0.3;
48 void monsters_setframe(float _frame)
50 if(self.frame == _frame)
53 self.anim_start_time = time;
55 self.SendFlags |= MSF_ANIM;
58 float monster_isvalidtarget (entity targ, entity ent)
61 return FALSE; // someone doesn't exist
63 if(time < game_starttime)
64 return FALSE; // monsters do nothing before the match has started
66 WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
68 if(vlen(targ.origin - ent.origin) >= ent.target_range)
69 return FALSE; // enemy is too far away
71 if not(targ.vehicle_flags & VHF_ISVEHICLE)
73 return FALSE; // we can't see the enemy
75 if(targ.takedamage == DAMAGE_NO)
76 return FALSE; // enemy can't be damaged
78 if(targ.items & IT_INVISIBILITY)
79 return FALSE; // enemy is invisible
81 if(substring(targ.classname, 0, 10) == "onslaught_")
82 return FALSE; // don't attack onslaught targets
84 if(IS_SPEC(targ) || IS_OBSERVER(targ))
85 return FALSE; // enemy is a spectator
87 if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
88 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
89 return FALSE; // enemy/self is dead
91 if(ent.monster_owner == targ)
92 return FALSE; // don't attack our master
94 if(targ.monster_owner == ent)
95 return FALSE; // don't attack our pet
97 if not(targ.vehicle_flags & VHF_ISVEHICLE)
98 if(targ.flags & FL_NOTARGET)
99 return FALSE; // enemy can't be targeted
101 if not(autocvar_g_monsters_typefrag)
103 return FALSE; // no typefragging!
105 if not(IsDifferentTeam(targ, ent))
106 return FALSE; // enemy is on our team
108 if(autocvar_g_monsters_target_infront)
109 if(ent.enemy != targ)
113 makevectors (ent.angles);
114 dot = normalize (targ.origin - ent.origin) * v_forward;
123 entity FindTarget (entity ent)
125 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
128 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
129 if(monster_isvalidtarget(e, ent))
140 if(self.enemy != other)
141 if not(other.flags & FL_MONSTER)
142 if(monster_isvalidtarget(other, self))
146 void monster_sound(string msound, float sound_delay, float delaytoo)
148 if(delaytoo && time < self.msound_delay)
152 return; // sound doesn't exist
154 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
156 self.msound_delay = time + sound_delay;
159 void monster_precachesounds(entity e)
161 precache_sound(e.msound_idle);
162 precache_sound(e.msound_death);
163 precache_sound(e.msound_attack_melee);
164 precache_sound(e.msound_attack_ranged);
165 precache_sound(e.msound_sight);
166 precache_sound(e.msound_pain);
169 void monster_setupsounds(string mon)
171 if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
172 if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
173 if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
174 if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
175 if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
176 if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
179 float monster_melee(entity targ, float damg, float er, float deathtype, float dostop)
181 float rdmg = damg * random();
183 if (self.health <= 0)
192 self.state = MONSTER_STATE_ATTACK_MELEE;
193 self.SendFlags |= MSF_MOVE;
196 makevectors (self.angles);
198 traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
200 if(trace_ent.takedamage)
201 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
206 void Monster_CheckMinibossFlag ()
208 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
211 float chance = random() * 100;
213 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
214 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
216 self.health += autocvar_g_monsters_miniboss_healthboost;
218 self.weapon = WEP_NEX;
222 float Monster_CanRespawn(entity ent)
225 if(MUTATOR_CALLHOOK(MonsterRespawn))
226 return TRUE; // enabled by a mutator
228 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
231 if not(autocvar_g_monsters_respawn)
239 if(Monster_CanRespawn(self))
241 self.monster_respawned = TRUE;
242 self.think = self.monster_spawnfunc;
243 self.nextthink = time + self.respawntime;
244 self.deadflag = DEAD_RESPAWNING;
245 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
247 self.pos1 = self.origin;
248 self.pos2 = self.angles;
250 self.event_damage = func_null;
251 self.takedamage = DAMAGE_NO;
252 setorigin(self, self.pos1);
253 self.angles = self.pos2;
254 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
256 self.SendFlags |= MSF_MOVE;
257 self.SendFlags |= MSF_STATUS;
261 SUB_SetFade(self, time + 3, 1);
264 float Monster_CanJump (vector vel)
267 return FALSE; // already attacking
268 if not(self.flags & FL_ONGROUND)
269 return FALSE; // not on the ground
271 return FALSE; // called when dead?
272 if(time < self.attack_finished_single)
273 return FALSE; // still attacking
275 vector old = self.velocity;
278 tracetoss(self, self);
280 if (trace_ent != self.enemy)
286 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
288 if(!Monster_CanJump(vel))
291 monsters_setframe(anm);
292 self.state = MONSTER_STATE_ATTACK_LEAP;
293 self.touch = touchfunc;
296 self.flags &~= FL_ONGROUND;
298 self.attack_finished_single = time + anim_finished;
303 void monster_checkattack(entity e, entity targ)
310 if not(e.monster_attackfunc)
313 if(time < e.attack_finished_single)
316 if(vlen(targ.origin - e.origin) <= e.attack_range)
317 if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
319 monster_sound(e.msound_attack_melee, 0, FALSE);
323 if(vlen(targ.origin - e.origin) > e.attack_range)
324 if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
326 monster_sound(e.msound_attack_ranged, 0, FALSE);
331 void monster_makevectors(entity e)
335 v = CENTER_OR_VIEWOFS(e);
336 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
337 self.v_angle_x = -self.v_angle_x;
339 makevectors(self.v_angle);
346 if (self.health <= 0)
349 if(!monster_isvalidtarget(activator, self))
352 self.enemy = activator;
355 float trace_path(vector from, vector to)
357 vector dir = normalize(to - from) * 15, offset = '0 0 0';
358 float trace1 = trace_fraction;
362 traceline (from+offset, to+offset, TRUE, self);
364 traceline(from-offset, to-offset, TRUE, self);
366 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
370 .float last_enemycheck; // for checking enemy
371 vector monster_pickmovetarget(entity targ)
373 // enemy is always preferred target
376 self.monster_movestate = MONSTER_MOVE_ENEMY;
377 self.last_trace = time + 1.2;
378 return self.enemy.origin;
381 switch(self.monster_moveflags)
383 case MONSTER_MOVE_OWNER:
385 self.monster_movestate = MONSTER_MOVE_OWNER;
386 self.last_trace = time + 0.3;
387 if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
388 return self.monster_owner.origin;
390 case MONSTER_MOVE_SPAWNLOC:
392 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
393 self.last_trace = time + 2;
396 case MONSTER_MOVE_NOMOVE:
398 self.monster_movestate = MONSTER_MOVE_NOMOVE;
399 self.last_trace = time + 2;
403 case MONSTER_MOVE_WANDER:
406 self.monster_movestate = MONSTER_MOVE_WANDER;
407 self.last_trace = time + 2;
409 self.angles_y = random() * 500;
410 makevectors(self.angles);
411 pos = self.origin + v_forward * 600;
413 if(self.flags & FL_FLY || self.flags & FL_SWIM)
415 pos_z = random() * 200;
422 self.last_trace = time + 0.5;
431 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
433 fixedmakevectors(self.angles);
436 self.goalentity = find(world, targetname, self.target2);
442 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
443 self.health = max(1, self.max_health * self.revive_progress);
445 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
447 movelib_beak_simple(stopspeed);
449 self.velocity = '0 0 0';
451 self.nextthink = time + 0.1;
453 if(self.revive_progress >= 1)
454 Unfreeze(self); // wait for next think before attacking
456 // don't bother updating angles here?
457 if(self.origin != self.oldorigin)
459 self.oldorigin = self.origin;
460 self.SendFlags |= MSF_MOVE;
463 return; // no moving while frozen
466 if(self.flags & FL_SWIM)
468 if(self.waterlevel < WATERLEVEL_WETFEET)
470 if(time >= self.last_trace)
472 self.last_trace = time + 0.4;
474 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
475 self.angles = '90 90 0';
478 self.velocity_y += random() * 50;
479 self.velocity_x -= random() * 50;
483 self.velocity_y -= random() * 50;
484 self.velocity_x += random() * 50;
486 self.velocity_z += random() * 150;
490 self.movetype = MOVETYPE_BOUNCE;
491 //self.velocity_z = -200;
493 self.SendFlags |= MSF_MOVE | MSF_ANG;
499 self.angles = '0 0 0';
500 self.movetype = MOVETYPE_WALK;
504 targ = self.goalentity;
506 monster_target = targ;
507 monster_speed_run = runspeed;
508 monster_speed_walk = walkspeed;
510 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)
512 runspeed = walkspeed = 0;
513 if(time >= self.spawn_time)
514 monsters_setframe(manim_idle);
515 movelib_beak_simple(stopspeed);
516 self.SendFlags |= MSF_MOVE;
520 targ = monster_target;
521 runspeed = monster_speed_run;
522 walkspeed = monster_speed_walk;
525 if(autocvar_g_monsters_teams)
526 if(IsDifferentTeam(self.monster_owner, self))
527 self.monster_owner = world;
529 if(time >= self.last_enemycheck)
531 if not(monster_isvalidtarget(self.enemy, self))
533 self.last_enemycheck = time + 2;
536 if(self.enemy && self.enemy.health < 1)
537 self.enemy = world; // enough!
541 self.enemy = FindTarget(self);
543 monster_sound(self.msound_sight, 0, FALSE);
546 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
549 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
550 if(time >= self.last_trace || self.enemy) // update enemy instantly
551 self.moveto = monster_pickmovetarget(targ);
554 monster_sound(self.msound_idle, 5, TRUE);
556 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
557 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
559 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
562 self.touch = MonsterTouch;
565 //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
568 vector real_angle = vectoangles(self.steerto) - self.angles;
570 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
573 if(self.flags & FL_SWIM)
574 turny = vlen(self.angles - self.moveto);
578 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
579 self.angles_y += turny;
582 if(self.state == MONSTER_STATE_ATTACK_MELEE)
583 self.moveto = self.origin;
585 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
587 if not(self.flags & FL_FLY || self.flags & FL_SWIM)
588 self.moveto_z = self.origin_z;
590 float l = vlen(self.moveto - self.origin);
591 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
592 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
594 if(self.flags & FL_FLY || self.flags & FL_SWIM)
595 v_forward = normalize(self.moveto - self.origin);
597 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
598 if(self.flags & FL_ONGROUND)
599 movelib_jump_simple(100);
601 if(vlen(self.origin - self.moveto) > 64)
603 if(self.flags & FL_FLY || self.flags & FL_SWIM)
604 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
606 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
607 if(time > self.pain_finished)
608 if(time > self.attack_finished_single)
609 if(vlen(self.velocity) > 0)
610 monsters_setframe((self.enemy) ? manim_run : manim_walk);
612 monsters_setframe(manim_idle);
616 entity e = find(world, targetname, self.target2);
618 self.target2 = e.target2;
620 self.target2 = e.target;
622 movelib_beak_simple(stopspeed);
623 if(time > self.attack_finished_single)
624 if(time > self.pain_finished)
625 if (vlen(self.velocity) <= 30)
626 monsters_setframe(manim_idle);
629 monster_checkattack(self, self.enemy);
631 if(self.angles != self.oldangles)
633 self.oldangles = self.angles;
634 self.SendFlags |= MSF_ANG;
637 if(self.origin != self.oldorigin)
639 self.oldorigin = self.origin;
640 self.SendFlags |= MSF_MOVE;
644 void monster_dead_think()
646 self.think = monster_dead_think;
647 self.nextthink = time + 0.3; // don't need to update so often now
649 self.deadflag = DEAD_DEAD;
651 if(time >= self.ltime)
657 self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
660 void monsters_setstatus()
662 self.stat_monsters_total = monsters_total;
663 self.stat_monsters_killed = monsters_killed;
666 void Monster_Appear()
668 self.enemy = activator;
669 self.spawnflags &~= MONSTERFLAG_APPEAR;
670 self.monster_spawnfunc();
673 float Monster_CheckAppearFlags(entity ent)
675 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
678 ent.think = func_null;
680 ent.use = Monster_Appear;
681 ent.flags = FL_MONSTER; // set so this monster can get butchered
686 void monsters_reset()
688 setorigin(self, self.pos1);
689 self.angles = self.pos2;
691 self.health = self.max_health;
692 self.velocity = '0 0 0';
694 self.goalentity = world;
695 self.attack_finished_single = 0;
696 self.moveto = self.origin;
698 WaypointSprite_UpdateHealth(self.sprite, self.health);
701 float monster_send(entity to, float sf)
703 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
704 WriteByte(MSG_ENTITY, sf);
707 WriteByte(MSG_ENTITY, self.monsterid);
709 WriteCoord(MSG_ENTITY, self.origin_x);
710 WriteCoord(MSG_ENTITY, self.origin_y);
711 WriteCoord(MSG_ENTITY, self.origin_z);
713 WriteAngle(MSG_ENTITY, self.angles_x);
714 WriteAngle(MSG_ENTITY, self.angles_y);
716 WriteByte(MSG_ENTITY, self.skin);
717 WriteByte(MSG_ENTITY, self.team);
722 WriteShort(MSG_ENTITY, rint(self.angles_x));
723 WriteShort(MSG_ENTITY, rint(self.angles_y));
728 WriteShort(MSG_ENTITY, rint(self.origin_x));
729 WriteShort(MSG_ENTITY, rint(self.origin_y));
730 WriteShort(MSG_ENTITY, rint(self.origin_z));
732 WriteShort(MSG_ENTITY, rint(self.velocity_x));
733 WriteShort(MSG_ENTITY, rint(self.velocity_y));
734 WriteShort(MSG_ENTITY, rint(self.velocity_z));
736 WriteShort(MSG_ENTITY, rint(self.angles_y));
741 WriteCoord(MSG_ENTITY, self.anim_start_time);
742 WriteByte(MSG_ENTITY, self.frame);
747 WriteByte(MSG_ENTITY, self.skin);
749 WriteByte(MSG_ENTITY, self.team);
751 WriteByte(MSG_ENTITY, self.deadflag);
754 WriteByte(MSG_ENTITY, 0);
756 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
762 void monster_link(void() spawnproc)
764 Net_LinkEntity(self, TRUE, 0, monster_send);
765 self.think = spawnproc;
766 self.nextthink = time;
769 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
771 self.health -= damage;
773 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
775 if(self.health <= -100) // 100 health until gone?
777 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
779 self.think = SUB_Remove;
780 self.nextthink = time + 0.1;
786 self.think = monster_dead_think;
787 self.nextthink = self.ticrate;
788 self.ltime = time + 5;
792 WaypointSprite_Kill(self.sprite);
794 if(self.weaponentity)
796 remove(self.weaponentity);
797 self.weaponentity = world;
800 monster_sound(self.msound_death, 0, FALSE);
802 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
803 monsters_killed += 1;
805 if(self.candrop && self.weapon)
806 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
808 if(IS_CLIENT(self.realowner))
809 self.realowner.monstercount -= 1;
811 self.event_damage = monsters_corpse_damage;
812 self.solid = SOLID_CORPSE;
813 self.takedamage = DAMAGE_AIM;
815 self.movetype = MOVETYPE_TOSS;
816 self.moveto = self.origin;
817 self.touch = MonsterTouch; // reset incase monster was pouncing
819 if not(self.flags & FL_FLY)
820 self.velocity = '0 0 0';
822 self.SendFlags |= MSF_MOVE;
824 // number of monsters spawned with mobspawn command
827 MON_ACTION(self.monsterid, MR_DEATH);
830 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
832 if(self.frozen && deathtype != DEATH_KILL)
835 if(time < self.pain_finished && deathtype != DEATH_KILL)
838 if(time < self.spawnshieldtime)
841 if(deathtype != DEATH_KILL)
842 damage *= self.armorvalue;
844 if(self.weaponentity && self.weaponentity.classname == "shield")
845 self.weaponentity.health -= damage;
847 self.health -= damage;
850 WaypointSprite_UpdateHealth(self.sprite, self.health);
852 self.dmg_time = time;
854 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
855 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
857 self.velocity += force * self.damageforcescale;
859 if(deathtype != DEATH_DROWN)
861 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
863 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
865 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
872 // Update one more time to avoid waypoint fading without emptying healthbar
873 WaypointSprite_UpdateHealth(self.sprite, 0);
876 if(deathtype == DEATH_KILL)
877 self.candrop = FALSE; // killed by mobkill command
880 activator = attacker;
883 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
887 frag_attacker = attacker;
889 MUTATOR_CALLHOOK(MonsterDies);
891 if(self.health <= -100) // check if we're already gibbed
893 Violence_GibSplash(self, 1, 0.5, attacker);
895 self.think = SUB_Remove;
896 self.nextthink = time + 0.1;
900 self.SendFlags |= MSF_STATUS;
905 self.think = monster_think;
906 self.nextthink = self.ticrate;
908 MON_ACTION(self.monsterid, MR_THINK);
913 MON_ACTION(self.monsterid, MR_SETUP);
915 if not(self.monster_respawned)
916 Monster_CheckMinibossFlag();
918 self.max_health = self.health;
919 self.pain_finished = self.nextthink;
920 self.anim_start_time = time;
924 setorigin(self, self.origin + '0 0 20');
925 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
926 setorigin(self, trace_endpos);
929 if not(self.monster_respawned)
931 self.skin = rint(random() * 4);
933 if not(self.attack_range)
934 self.attack_range = autocvar_g_monsters_attack_range;
936 self.pos1 = self.origin;
938 monster_setupsounds(self.netname);
940 monster_precachesounds(self);
943 self.monster_attack = TRUE; // we can have monster enemies in team games
945 if(autocvar_g_monsters_healthbars)
947 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'));
948 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
949 WaypointSprite_UpdateHealth(self.sprite, self.health);
952 monster_sound(self.msound_spawn, 0, FALSE);
954 MUTATOR_CALLHOOK(MonsterSpawn);
956 self.think = monster_think;
957 self.nextthink = time + self.ticrate;
959 self.SendFlags = MSF_SETUP;
962 float monster_initialize(float mon_id, float nodrop)
964 if not(autocvar_g_monsters)
968 entity mon = get_monsterinfo(mon_id);
970 // support for quake style removing monsters based on skill
971 if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
972 if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
973 if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
974 if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
975 if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
977 if(self.monster_name == "")
978 self.monster_name = M_NAME(mon_id);
980 if(self.team && !teamplay)
983 self.flags = FL_MONSTER;
985 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
986 if not(self.monster_respawned)
992 self.netname = mon.netname;
994 setsize(self, min_s, max_s);
995 self.takedamage = DAMAGE_AIM;
996 self.bot_attack = TRUE;
997 self.iscreature = TRUE;
998 self.teleportable = TRUE;
999 self.damagedbycontents = TRUE;
1000 self.monsterid = mon_id;
1001 self.damageforcescale = 0;
1002 self.event_damage = monsters_damage;
1003 self.touch = MonsterTouch;
1004 self.use = monster_use;
1005 self.solid = SOLID_BBOX;
1006 self.movetype = MOVETYPE_WALK;
1007 self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1008 monsters_spawned += 1;
1010 self.velocity = '0 0 0';
1011 self.moveto = self.origin;
1012 self.pos2 = self.angles;
1013 self.reset = monsters_reset;
1014 self.candrop = TRUE;
1015 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1016 self.oldtarget2 = self.target2;
1017 self.deadflag = DEAD_NO;
1018 self.noalign = nodrop;
1019 self.spawn_time = time;
1021 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1023 if(mon.spawnflags & MONSTER_TYPE_SWIM)
1024 self.flags |= FL_SWIM;
1026 if(mon.spawnflags & MONSTER_TYPE_FLY)
1028 self.flags |= FL_FLY;
1029 self.movetype = MOVETYPE_FLY;
1035 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1038 if not(self.ticrate)
1039 self.ticrate = autocvar_g_monsters_think_delay;
1041 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1043 if not(self.armorvalue)
1044 self.armorvalue = 1; // multiplier
1046 if not(self.target_range)
1047 self.target_range = autocvar_g_monsters_target_range;
1049 if not(self.respawntime)
1050 self.respawntime = autocvar_g_monsters_respawn_delay;
1052 if not(self.monster_moveflags)
1053 self.monster_moveflags = MONSTER_MOVE_WANDER;
1055 monster_link(monster_spawn);