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Merge branch 'martin-t/unused_fields' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_spawn.qc
1 #include "sv_spawn.qh"
2 #if defined(CSQC)
3 #elif defined(MENUQC)
4 #elif defined(SVQC)
5     #include "../util.qh"
6     #include "all.qh"
7     #include "sv_monsters.qh"
8     #include <server/autocvars.qh>
9     #include <server/defs.qh>
10 #endif
11 entity spawnmonster (entity e, string monster, int monster_id, entity spawnedby, entity own, vector orig, bool respwn, bool invincible, int moveflag)
12 {
13         e.spawnflags = MONSTERFLAG_SPAWNED;
14
15         if(!respwn) { e.spawnflags |= MONSTERFLAG_NORESPAWN; }
16         if(invincible) { e.spawnflags |= MONSTERFLAG_INVINCIBLE; }
17
18         setorigin(e, orig);
19
20         if(monster == "random")
21         {
22                 RandomSelection_Init(); 
23                 FOREACH(Monsters, it != MON_Null && !(it.spawnflags & MONSTER_TYPE_PASSIVE),
24                 {
25                         RandomSelection_AddEnt(it, 1, 1);
26                 });
27
28                 monster_id = RandomSelection_chosen_ent.monsterid;
29         }
30         else if(monster != "")
31         {
32                 bool found = false;
33                 FOREACH(Monsters, it != MON_Null,
34                 {
35                         if(it.netname == monster)
36                         {
37                                 found = true;
38                                 monster_id = it.monsterid; // we have the monster, old monster id is no longer required
39                                 break;
40                         }
41                 });
42                 if(!found)
43                         monster_id = ((monster_id > 0) ? monster_id : MON_FIRST);
44         }
45
46         e.realowner = spawnedby;
47
48         if(moveflag)
49                 e.monster_moveflags = moveflag;
50
51         if(IS_PLAYER(spawnedby))
52         {
53                 if(teamplay && autocvar_g_monsters_teams)
54                         e.team = spawnedby.team; // colors handled in spawn code
55
56                 if(autocvar_g_monsters_owners)
57                         e.monster_follow = own; // using .owner makes the monster non-solid for its master
58
59                 e.angles_y = spawnedby.angles_y;
60         }
61
62         // Monster_Spawn checks if monster is valid
63         Monster_Spawn(e, false, monster_id);
64
65         return e;
66 }