// ========================= // SVQC Monster Properties // ========================= void M_Item_Touch () { if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO) { Item_Touch(); self.think = SUB_Remove; self.nextthink = time + 0.1; } } void monster_item_spawn() { if(self.monster_loot) self.monster_loot(); self.gravity = 1; self.velocity = randomvec() * 175 + '0 0 325'; self.touch = M_Item_Touch; SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1); } void monster_dropitem() { if(!self.candrop || !self.monster_loot) return; vector org = self.origin + ((self.mins + self.maxs) * 0.5); entity e = spawn(); setorigin(e, org); e.monster_loot = self.monster_loot; other = e; MUTATOR_CALLHOOK(MonsterDropItem); e = other; e.think = monster_item_spawn; e.nextthink = time + 0.3; } void monsters_setframe(float _frame) { if(self.frame == _frame) return; self.anim_start_time = time; self.frame = _frame; self.SendFlags |= MSF_ANIM; } 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) { if(trace_ent != world) targ = trace_ent; else return FALSE; } if(targ.vehicle_flags & VHF_ISVEHICLE) if not((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED) return FALSE; // melee attacks are useless against vehicles if(time < game_starttime) return FALSE; // monsters do nothing before the match has started if(vlen(targ.origin - ent.origin) >= ent.target_range) return FALSE; // enemy is too far away 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 not(targ.vehicle_flags & VHF_ISVEHICLE) if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0) return FALSE; // enemy/self is dead 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 not(targ.vehicle_flags & VHF_ISVEHICLE) if(targ.flags & FL_NOTARGET) return FALSE; // enemy can't be targeted if not(autocvar_g_monsters_typefrag) if(targ.BUTTON_CHAT) return FALSE; // no typefragging! if not(IsDifferentTeam(targ, ent)) return FALSE; // enemy is on our team if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT) if(ent.enemy != targ) { float dot; makevectors (ent.angles); dot = normalize (targ.origin - ent.origin) * v_forward; if(dot <= 0.3) return FALSE; } return TRUE; } entity FindTarget (entity ent) { if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator entity head, closest_target = world; head = findradius(ent.origin, ent.target_range); while(head) // find the closest acceptable target to pass to { if(monster_isvalidtarget(head, ent)) { // 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 ent_center = CENTER_OR_VIEWOFS(ent); //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest)) if(closest_target) { vector closest_target_center = CENTER_OR_VIEWOFS(closest_target); if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center)) { closest_target = head; } } else { closest_target = head; } } head = head.chain; } return closest_target; } void MonsterTouch () { if(other == world) return; if(self.enemy != other) if not(other.flags & FL_MONSTER) if(monster_isvalidtarget(other, self)) self.enemy = other; } void monster_sound(string msound, float sound_delay, float delaytoo) { if(delaytoo && time < self.msound_delay) return; // too early if(msound == "") return; // sound doesn't exist sound(self, CHAN_AUTO, msound, VOL_BASE, ATTEN_NORM); self.msound_delay = time + sound_delay; } void monster_precachesounds(entity e) { precache_sound(e.msound_idle); precache_sound(e.msound_death); precache_sound(e.msound_attack_melee); precache_sound(e.msound_attack_ranged); precache_sound(e.msound_sight); precache_sound(e.msound_pain); } void monster_setupsounds(string mon) { if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav")); if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav")); if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav")); if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav")); if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav")); if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav")); } void monster_makevectors(entity e) { vector v; v = CENTER_OR_VIEWOFS(e); self.v_angle = vectoangles(v - (self.origin + self.view_ofs)); self.v_angle_x = -self.v_angle_x; makevectors(self.v_angle); } float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop) { float rdmg = damg * random(); 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; self.SendFlags |= MSF_MOVE; } monsters_setframe(anim); if(anim_finished != 0) self.attack_finished_single = time + anim_finished; monster_makevectors(targ); traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self); if(trace_ent.takedamage) Damage(trace_ent, self, self, rdmg * monster_skill, deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin)); return TRUE; } void Monster_CheckMinibossFlag () { if(MUTATOR_CALLHOOK(MonsterCheckBossFlag)) return; float chance = random() * 100; // 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; if not(self.weapon) self.weapon = WEP_NEX; } } float Monster_CanRespawn(entity ent) { other = ent; if(MUTATOR_CALLHOOK(MonsterRespawn)) return TRUE; // enabled by a mutator if(ent.spawnflags & MONSTERFLAG_NORESPAWN) return FALSE; if not(autocvar_g_monsters_respawn) return FALSE; return TRUE; } void Monster_Fade () { if(Monster_CanRespawn(self)) { self.monster_respawned = TRUE; self.think = self.monster_spawnfunc; self.nextthink = time + self.respawntime; 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; self.SendFlags |= MSF_MOVE; self.SendFlags |= MSF_STATUS; } else SUB_SetFade(self, time + 3, 1); } float Monster_CanJump (vector vel) { if(self.state) return FALSE; // already attacking if not(self.flags & FL_ONGROUND) return FALSE; // not on the ground 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; return TRUE; } float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished) { if(!Monster_CanJump(vel)) return FALSE; monsters_setframe(anm); self.state = MONSTER_STATE_ATTACK_LEAP; self.touch = touchfunc; self.origin_z += 1; self.velocity = vel; self.flags &= ~FL_ONGROUND; self.attack_finished_single = time + anim_finished; return TRUE; } void monster_checkattack(entity e, entity targ) { if(e == world) return; if(targ == world) return; if not(e.monster_attackfunc) return; if(time < e.attack_finished_single) return; if(vlen(targ.origin - e.origin) <= e.attack_range) if(e.monster_attackfunc(MONSTER_ATTACK_MELEE)) { monster_sound(e.msound_attack_melee, 0, FALSE); return; } if(vlen(targ.origin - e.origin) > e.attack_range) if(e.monster_attackfunc(MONSTER_ATTACK_RANGED)) { monster_sound(e.msound_attack_ranged, 0, FALSE); return; } } void monster_use () { if not(self.enemy) if(self.health > 0) if(monster_isvalidtarget(activator, self)) self.enemy = activator; } .float last_trace; .float last_enemycheck; // for checking enemy vector monster_pickmovetarget(entity targ) { // enemy is always preferred target if(self.enemy) { makevectors(self.angles); self.monster_movestate = MONSTER_MOVE_ENEMY; self.last_trace = time + 1.2; return self.enemy.origin; } switch(self.monster_moveflags) { case MONSTER_MOVE_OWNER: { self.monster_movestate = MONSTER_MOVE_OWNER; self.last_trace = time + 0.3; if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint") return self.monster_owner.origin; } case MONSTER_MOVE_SPAWNLOC: { self.monster_movestate = MONSTER_MOVE_SPAWNLOC; self.last_trace = time + 2; return self.pos1; } case MONSTER_MOVE_NOMOVE: { self.monster_movestate = MONSTER_MOVE_NOMOVE; self.last_trace = time + 2; return self.origin; } default: case MONSTER_MOVE_WANDER: { vector pos; self.monster_movestate = MONSTER_MOVE_WANDER; self.last_trace = time + 2; self.angles_y = random() * 500; makevectors(self.angles); pos = self.origin + v_forward * 600; if(self.flags & FL_FLY || self.flags & FL_SWIM) { pos_z = random() * 200; if(random() >= 0.5) pos_z *= -1; } if(targ) { self.last_trace = time + 0.5; pos = targ.origin; } return pos; } } } void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle) { fixedmakevectors(self.angles); if(self.target2) self.goalentity = find(world, targetname, self.target2); entity targ; if(self.frozen) { self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1); self.health = max(1, self.max_health * self.revive_progress); self.SendFlags |= MSF_STATUS; movelib_beak_simple(stopspeed); self.velocity = '0 0 0'; self.enemy = world; self.nextthink = time + 0.1; if(self.revive_progress >= 1) Unfreeze(self); // wait for next think before attacking // don't bother updating angles here? if(self.origin != self.oldorigin) { self.oldorigin = self.origin; self.SendFlags |= MSF_MOVE; } return; // no moving while frozen } if(self.flags & FL_SWIM) { if(self.waterlevel < WATERLEVEL_WETFEET) { if(time >= self.last_trace) { self.last_trace = time + 0.4; Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0'); self.angles = '90 90 0'; if(random() < 0.5) { self.velocity_y += random() * 50; self.velocity_x -= random() * 50; } else { self.velocity_y -= random() * 50; self.velocity_x += random() * 50; } self.velocity_z += random() * 150; } self.movetype = MOVETYPE_BOUNCE; //self.velocity_z = -200; self.SendFlags |= MSF_MOVE | MSF_ANG; return; } else { self.angles = '0 0 0'; self.movetype = MOVETYPE_WALK; } } targ = self.goalentity; monster_target = targ; monster_speed_run = runspeed; monster_speed_walk = walkspeed; if(MUTATOR_CALLHOOK(MonsterMove) || gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time) { runspeed = walkspeed = 0; if(time >= self.spawn_time) monsters_setframe(manim_idle); movelib_beak_simple(stopspeed); if(self.oldorigin != self.origin) { self.oldorigin = self.origin; self.SendFlags |= MSF_MOVE; } return; } targ = monster_target; runspeed = monster_speed_run; walkspeed = monster_speed_walk; if(teamplay) if(autocvar_g_monsters_teams) if(IsDifferentTeam(self.monster_owner, self)) self.monster_owner = world; if(self.enemy && self.enemy.health < 1) self.enemy = world; // enough! if(time >= self.last_enemycheck) { if not(monster_isvalidtarget(self.enemy, self)) self.enemy = world; if not(self.enemy) { self.enemy = FindTarget(self); if(self.enemy) monster_sound(self.msound_sight, 0, FALSE); } self.last_enemycheck = time + 2; } if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single) self.state = 0; 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 not(self.enemy) monster_sound(self.msound_idle, 5, TRUE); if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE) self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95); if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND)) { self.state = 0; self.touch = MonsterTouch; } //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95); float turny = 0; vector real_angle = vectoangles(self.steerto) - self.angles; if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE) turny = 20; if(self.flags & FL_SWIM) turny = vlen(self.angles - self.moveto); if(turny) { turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny); self.angles_y += turny; } if(self.state == MONSTER_STATE_ATTACK_MELEE) self.moveto = self.origin; if(self.enemy && self.enemy.vehicle) runspeed = 0; if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL) v_forward = normalize(self.moveto - self.origin); else self.moveto_z = self.origin_z; if(vlen(self.origin - self.moveto) > 64) { 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) monsters_setframe((self.enemy) ? manim_run : manim_walk); else monsters_setframe(manim_idle); } else { entity e = find(world, targetname, self.target2); if(e.target2) self.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) monsters_setframe(manim_idle); } monster_checkattack(self, self.enemy); if(self.angles != self.oldangles) { self.oldangles = self.angles; self.SendFlags |= MSF_ANG; } if(self.origin != self.oldorigin) { self.oldorigin = self.origin; self.SendFlags |= MSF_MOVE; } } void monster_dead_think() { self.think = monster_dead_think; self.nextthink = time + 0.3; // don't need to update so often now self.deadflag = DEAD_DEAD; if(self.ltime != 0) if(time >= self.ltime) { Monster_Fade(); return; } if(self.oldorigin != self.origin) { self.oldorigin = self.origin; self.SendFlags |= MSF_MOVE; } } void monsters_setstatus() { self.stat_monsters_total = monsters_total; self.stat_monsters_killed = monsters_killed; } void Monster_Appear() { self.enemy = activator; self.spawnflags &= ~MONSTERFLAG_APPEAR; self.monster_spawnfunc(); } float Monster_CheckAppearFlags(entity ent) { if not(ent.spawnflags & MONSTERFLAG_APPEAR) return FALSE; ent.think = func_null; ent.nextthink = 0; ent.use = Monster_Appear; ent.flags = FL_MONSTER; // set so this monster can get butchered return TRUE; } void monsters_reset() { setorigin(self, self.pos1); self.angles = self.pos2; 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; self.SendFlags |= MSF_STATUS; } float monster_send(entity to, float sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER); WriteByte(MSG_ENTITY, sf); if(sf & MSF_SETUP) { WriteByte(MSG_ENTITY, self.monsterid); WriteCoord(MSG_ENTITY, self.origin_x); WriteCoord(MSG_ENTITY, self.origin_y); WriteCoord(MSG_ENTITY, self.origin_z); WriteAngle(MSG_ENTITY, self.angles_x); WriteAngle(MSG_ENTITY, self.angles_y); WriteByte(MSG_ENTITY, self.skin); WriteByte(MSG_ENTITY, self.team); } if(sf & MSF_ANG) { WriteShort(MSG_ENTITY, rint(self.angles_x)); WriteShort(MSG_ENTITY, rint(self.angles_y)); } if(sf & MSF_MOVE) { WriteShort(MSG_ENTITY, rint(self.origin_x)); WriteShort(MSG_ENTITY, rint(self.origin_y)); WriteShort(MSG_ENTITY, rint(self.origin_z)); WriteShort(MSG_ENTITY, rint(self.velocity_x)); WriteShort(MSG_ENTITY, rint(self.velocity_y)); WriteShort(MSG_ENTITY, rint(self.velocity_z)); WriteShort(MSG_ENTITY, rint(self.angles_y)); } if(sf & MSF_ANIM) { WriteCoord(MSG_ENTITY, self.anim_start_time); WriteByte(MSG_ENTITY, self.frame); } if(sf & MSF_STATUS) { WriteByte(MSG_ENTITY, self.skin); WriteByte(MSG_ENTITY, self.team); WriteByte(MSG_ENTITY, self.deadflag); if(self.health <= 0) WriteByte(MSG_ENTITY, 0); else WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255)); } return TRUE; } void monster_link(void() spawnproc) { Net_LinkEntity(self, TRUE, 0, monster_send); self.think = spawnproc; self.nextthink = time; } void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { self.health -= damage; Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); if(self.health <= -100) // 100 health until gone? { Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); self.think = SUB_Remove; self.nextthink = time + 0.1; } } void monster_die() { self.think = monster_dead_think; self.nextthink = self.ticrate; self.ltime = time + 5; monster_dropitem(); if(self.weaponentity) { remove(self.weaponentity); self.weaponentity = world; } monster_sound(self.msound_death, 0, FALSE); if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned) monsters_killed += 1; if(self.candrop && self.weapon) W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325'); if(IS_CLIENT(self.realowner)) self.realowner.monstercount -= 1; self.event_damage = monsters_corpse_damage; self.solid = SOLID_CORPSE; self.takedamage = DAMAGE_AIM; self.enemy = world; self.movetype = MOVETYPE_TOSS; self.moveto = self.origin; self.touch = MonsterTouch; // reset incase monster was pouncing if not(self.flags & FL_FLY) self.velocity = '0 0 0'; self.SendFlags |= MSF_MOVE; // number of monsters spawned with mobspawn command totalspawned -= 1; MON_ACTION(self.monsterid, MR_DEATH); } void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if(self.frozen && deathtype != DEATH_KILL) return; if(time < self.pain_finished && deathtype != DEATH_KILL) return; if(time < self.spawnshieldtime) return; if(deathtype != DEATH_KILL) damage *= self.armorvalue; if(self.weaponentity && self.weaponentity.classname == "shield") self.weaponentity.health -= damage; self.health -= damage; self.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 self.velocity += force * self.damageforcescale; if(deathtype != DEATH_DROWN) { Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); if (damage > 50) Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker); if (damage > 100) Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker); } if(self.health <= 0) { if(deathtype == DEATH_KILL) self.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 monster_die(); frag_attacker = attacker; frag_target = self; MUTATOR_CALLHOOK(MonsterDies); if(self.health <= -100) // check if we're already gibbed { Violence_GibSplash(self, 1, 0.5, attacker); self.think = SUB_Remove; self.nextthink = time + 0.1; } } self.SendFlags |= MSF_STATUS; } void monster_think() { self.think = monster_think; self.nextthink = self.ticrate; MON_ACTION(self.monsterid, MR_THINK); } void monster_spawn() { MON_ACTION(self.monsterid, MR_SETUP); if not(self.monster_respawned) Monster_CheckMinibossFlag(); self.max_health = self.health; self.pain_finished = self.nextthink; self.anim_start_time = time; if not(self.noalign) { setorigin(self, self.origin + '0 0 20'); tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self); setorigin(self, trace_endpos); } if not(self.monster_respawned) if not(self.skin) self.skin = rint(random() * 4); if not(self.attack_range) self.attack_range = autocvar_g_monsters_attack_range; self.pos1 = self.origin; monster_setupsounds(self.netname); monster_precachesounds(self); if(teamplay) self.monster_attack = TRUE; // we can have monster enemies in team games monster_sound(self.msound_spawn, 0, FALSE); MUTATOR_CALLHOOK(MonsterSpawn); self.think = monster_think; self.nextthink = time + self.ticrate; self.SendFlags |= MSF_SETUP; } float monster_initialize(float mon_id, float nodrop) { if not(autocvar_g_monsters) return FALSE; vector min_s, max_s; entity mon = get_monsterinfo(mon_id); // support for quake style removing monsters based on skill switch(monster_skill) { case 0: case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY) return FALSE; break; case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) return FALSE; break; default: case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD) return FALSE; break; } if(self.team && !teamplay) self.team = 0; self.flags = FL_MONSTER; if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster if not(self.monster_respawned) monsters_total += 1; min_s = mon.mins; max_s = mon.maxs; self.netname = mon.netname; self.monster_name = M_NAME(mon_id); setsize(self, min_s, max_s); 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; monsters_spawned += 1; self.enemy = world; self.velocity = '0 0 0'; self.moveto = self.origin; self.pos2 = self.angles; self.reset = monsters_reset; self.candrop = TRUE; self.view_ofs = '0 0 1' * (self.maxs_z * 0.5); self.oldtarget2 = self.target2; self.deadflag = DEAD_NO; self.noalign = nodrop; self.spawn_time = time; self.gravity = 1; self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP; if(mon.spawnflags & MONSTER_TYPE_SWIM) self.flags |= FL_SWIM; if(mon.spawnflags & MONSTER_TYPE_FLY) { self.flags |= FL_FLY; self.movetype = MOVETYPE_FLY; } if not(self.scale) self.scale = 1; if(mon.spawnflags & MONSTER_SIZE_BROKEN) self.scale = 1.3; if not(self.ticrate) self.ticrate = autocvar_g_monsters_think_delay; self.ticrate = bound(sys_frametime, self.ticrate, 60); if not(self.armorvalue) self.armorvalue = 1; // multiplier if not(self.target_range) self.target_range = autocvar_g_monsters_target_range; if not(self.respawntime) self.respawntime = autocvar_g_monsters_respawn_delay; if not(self.monster_moveflags) self.monster_moveflags = MONSTER_MOVE_WANDER; monster_link(monster_spawn); return TRUE; }