if(e && e.monster_loot)
{
e.noalign = true;
- WITH(entity, self, e, e.monster_loot(e));
+ WITHSELF(e, e.monster_loot(e));
e.gravity = 1;
e.movetype = MOVETYPE_TOSS;
e.reset = SUB_Remove;
|| (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
|| (this.monster_follow == targ || targ.monster_follow == this)
|| (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
- || (!autocvar_g_monsters_typefrag && targ.BUTTON_CHAT)
+ || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
|| (SAME_TEAM(targ, this))
|| (STAT(FROZEN, targ))
|| (targ.alpha != 0 && targ.alpha < 0.5)
if(closest_target)
{
vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
- if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
+ if(vlen2(ent_center - head_center) < vlen2(ent_center - closest_target_center))
{ closest_target = head; }
}
else { closest_target = head; }
void Monster_Delay_Action_self()
{
+ SELFPARAM();
Monster_Delay_Action(self);
}
|| (time < this.attack_finished_single[0])
) { return; }
- float targ_vlen = vlen(targ.origin - this.origin);
-
- if(targ_vlen <= this.attack_range)
+ if(vdist(targ.origin - this.origin, <=, this.attack_range))
{
bool attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ);
if(attack_success == 1)
return;
}
- if(targ_vlen > this.attack_range)
+ if(vdist(targ.origin - this.origin, >, this.attack_range))
{
float attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ);
if(attack_success == 1)
}
}
-void Monster_Use()
-{SELFPARAM();
- if(Monster_ValidTarget(this, activator)) { this.enemy = activator; }
+void Monster_Use(entity this, entity actor, entity trigger)
+{
+ if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
}
vector Monster_Move_Target(entity this, entity targ)
|| (this.enemy.flags & FL_NOTARGET)
|| (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
|| (this.enemy.takedamage == DAMAGE_NO)
- || (vlen(this.origin - targ_origin) > this.target_range)
+ || (vdist(this.origin - targ_origin, >, this.target_range))
|| ((trace_fraction < 1) && (trace_ent != this.enemy)))
{
this.enemy = world;
if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
this.moveto_z = this.origin_z;
- if(vlen(this.origin - this.moveto) > 100)
+ if(vdist(this.origin - this.moveto, >, 100))
{
float do_run = (this.enemy || this.monster_moveto);
if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
if(time > this.pain_finished) // TODO: use anim_finished instead!
if(!this.state)
if(time > this.anim_finished)
- if(vlen(this.velocity) > 10)
+ if(vdist(this.velocity, >, 10))
setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
else
setanim(this, this.anim_idle, true, false, false);
if(time > this.anim_finished)
if(time > this.pain_finished)
if(!this.state)
- if(vlen(this.velocity) <= 30)
+ if(vdist(this.velocity, <=, 30))
setanim(this, this.anim_idle, true, false, false);
}
void Monster_Remove(entity this)
{
+ if(IS_CLIENT(this))
+ return; // don't remove it?
+
.entity weaponentity = weaponentities[0];
if(!this) { return; }
}
}
-void Monster_Appear()
-{SELFPARAM();
- this.enemy = activator;
+void Monster_Appear(entity this, entity actor, entity trigger)
+{
+ this.enemy = actor;
this.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
Monster_Spawn(this, this.monsterid);
}
this.candrop = false; // killed by mobkill command
// TODO: fix this?
- activator = attacker;
- other = this.enemy;
- WITH(entity, self, this, SUB_UseTargets());
+ SUB_UseTargets(this, attacker, this.enemy);
this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
if(time > this.pain_finished)
if(time > this.attack_finished_single[0])
- if(vlen(this.velocity) > 10)
+ if(vdist(this.velocity, >, 10))
setanim(this, this.anim_walk, true, false, false);
else
setanim(this, this.anim_idle, true, false, false);
if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
+ if(autocvar_g_playerclip_collisions)
+ this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
+
if(mon.spawnflags & MONSTER_TYPE_FLY)
{
this.flags |= FL_FLY;