if(e && e.monster_loot)
{
e.noalign = true;
- WITHSELF(e, e.monster_loot(e));
+ e.monster_loot(e);
e.gravity = 1;
e.movetype = MOVETYPE_TOSS;
e.reset = SUB_Remove;
{
if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
- entity head, closest_target = world;
- head = findradius(mon.origin, mon.target_range);
+ 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_ValidTarget(mon, head))
+ 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 = CENTER_OR_VIEWOFS(it);
vector ent_center = CENTER_OR_VIEWOFS(mon);
if(closest_target)
{
vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
if(vlen2(ent_center - head_center) < vlen2(ent_center - closest_target_center))
- { closest_target = head; }
+ { closest_target = it; }
}
- else { closest_target = head; }
+ else { closest_target = it; }
}
-
- head = head.chain;
- }
+ });
return closest_target;
}
return true;
}
-bool Monster_Attack_Leap(entity this, vector anm, void(entity this) touchfunc, vector vel, float animtime)
+bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
{
if(!Monster_Attack_Leap_Check(this, vel))
return false;
void Monster_Attack_Check(entity this, entity targ)
{
- if((this == world || targ == world)
+ if((this == NULL || targ == NULL)
|| (!this.monster_attackfunc)
|| (time < this.attack_finished_single[0])
) { return; }
mon.mr_anim(mon, this);
}
-void Monster_Touch(entity this)
+void Monster_Touch(entity this, entity toucher)
{
- if(other == world) { return; }
+ if(toucher == NULL) { return; }
- if(other.monster_attack)
- if(this.enemy != other)
- if(!IS_MONSTER(other))
- if(Monster_ValidTarget(this, other))
- this.enemy = other;
+ if(toucher.monster_attack)
+ if(this.enemy != toucher)
+ if(!IS_MONSTER(toucher))
+ if(Monster_ValidTarget(this, toucher))
+ this.enemy = toucher;
}
void Monster_Miniboss_Check(entity this)
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 == world)
+ if((this.enemy == NULL)
|| (IS_DEAD(this.enemy) || this.enemy.health < 1)
|| (STAT(FROZEN, this.enemy))
|| (this.enemy.flags & FL_NOTARGET)
|| (vdist(this.origin - targ_origin, >, this.target_range))
|| ((trace_fraction < 1) && (trace_ent != this.enemy)))
{
- this.enemy = world;
+ this.enemy = NULL;
this.pass_distance = 0;
}
if(this.enemy)
{
- /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), this.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(this.enemy.origin), "\n");
print("My origin: ", vtos(this.origin), "\n"); */
void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
{
- if(this.target2) { this.goalentity = find(world, targetname, this.target2); }
+ if(this.target2) { this.goalentity = find(NULL, targetname, this.target2); }
entity targ;
movelib_brake_simple(this, stpspeed);
setanim(this, this.anim_idle, true, false, false);
- this.enemy = world;
+ this.enemy = NULL;
this.nextthink = time + this.ticrate;
if(this.revive_progress >= 1)
movelib_brake_simple(this, stpspeed);
setanim(this, this.anim_idle, true, false, false);
- this.enemy = world;
+ this.enemy = NULL;
this.nextthink = time + this.ticrate;
if(this.health < 1)
{
this.last_trace = time + 0.4;
- Damage (this, world, world, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
+ Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
this.angles = '90 90 0';
if(random() < 0.5)
{
if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
|| gameover
- || this.draggedby != world
+ || this.draggedby != NULL
|| (round_handler_IsActive() && !round_handler_IsRoundStarted())
|| time < game_starttime
|| (autocvar_g_campaign && !campaign_bots_may_start)
return;
}
- targ = monster_target;
- runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
- walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
+ 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(this.monster_follow, this))
- this.monster_follow = world;
+ this.monster_follow = NULL;
if(time >= this.last_enemycheck)
{
}
else
{
- entity e = find(world, targetname, this.target2);
+ entity e = find(NULL, targetname, this.target2);
if(e.target2)
this.target2 = e.target2;
else if(e.target)
this.health = this.max_health;
this.velocity = '0 0 0';
- this.enemy = world;
- this.goalentity = world;
+ this.enemy = NULL;
+ this.goalentity = NULL;
this.attack_finished_single[0] = 0;
this.moveto = this.origin;
}
this.solid = SOLID_CORPSE;
this.takedamage = DAMAGE_AIM;
this.deadflag = DEAD_DEAD;
- this.enemy = world;
+ this.enemy = NULL;
this.movetype = MOVETYPE_TOSS;
this.moveto = this.origin;
settouch(this, Monster_Touch); // reset incase monster was pouncing
if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
return;
- if(deathtype == DEATH_FALL.m_id && this.draggedby != world)
+ if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
return;
vector v;
// don't check for enemies, just keep walking in a straight line
void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
{
- if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
+ 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)
{
mspeed = 0;
if(time >= this.spawn_time)
if(autocvar_g_monsters_healthbars)
{
- entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), world, this.team, this, sprite, true, RADARICON_DANGER);
+ 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))
this.solid = SOLID_BBOX;
this.movetype = MOVETYPE_WALK;
this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
- this.enemy = world;
+ this.enemy = NULL;
this.velocity = '0 0 0';
this.moveto = this.origin;
this.pos1 = this.origin;