1 // TODO: clean up this file?
5 if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
8 self.think = SUB_Remove;
9 self.nextthink = time + 0.1;
13 void monster_item_spawn()
15 self.monster_delayedattack();
18 self.velocity = randomvec() * 175 + '0 0 325';
19 self.touch = M_Item_Touch;
21 SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
24 void Monster_DropItem (string itype, string itemsize)
26 vector org = self.origin + ((self.mins + self.maxs) * 0.5);
37 case "mega": e.monster_delayedattack = spawnfunc_item_armor_large; break;
38 case "large": e.monster_delayedattack = spawnfunc_item_armor_big; break;
39 case "medium": e.monster_delayedattack = spawnfunc_item_armor_medium; break;
40 case "small": e.monster_delayedattack = spawnfunc_item_armor_small; break;
48 case "mega": e.monster_delayedattack = spawnfunc_item_health_mega; break;
49 case "large": e.monster_delayedattack = spawnfunc_item_health_large; break;
50 case "medium": e.monster_delayedattack = spawnfunc_item_health_medium; break;
51 case "small": e.monster_delayedattack = spawnfunc_item_health_small; break;
59 case "shells": e.monster_delayedattack = spawnfunc_item_shells; break;
60 case "cells": e.monster_delayedattack = spawnfunc_item_cells; break;
61 case "rockets": e.monster_delayedattack = spawnfunc_item_rockets; break;
63 case "nails": e.monster_delayedattack = spawnfunc_item_bullets; break;
70 e.monster_delayedattack = spawnfunc_item_minst_cells;
72 e.think = monster_item_spawn;
73 e.nextthink = time + 0.1;
76 void monsters_setframe(float _frame)
78 if(self.frame == _frame)
81 self.anim_start_time = time;
83 self.SendFlags |= MSF_ANIM;
86 float monster_isvalidtarget (entity targ, entity ent)
89 return FALSE; // someone doesn't exist
91 if(time < game_starttime)
92 return FALSE; // monsters do nothing before the match has started
94 WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
96 if(vlen(targ.origin - ent.origin) >= ent.target_range)
97 return FALSE; // enemy is too far away
99 if not(targ.vehicle_flags & VHF_ISVEHICLE)
100 if(trace_ent != targ)
101 return FALSE; // we can't see the enemy
103 if(targ.takedamage == DAMAGE_NO)
104 return FALSE; // enemy can't be damaged
106 if(targ.items & IT_INVISIBILITY)
107 return FALSE; // enemy is invisible
109 if(IS_SPEC(targ) || IS_OBSERVER(targ))
110 return FALSE; // enemy is a spectator
112 if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
113 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
114 return FALSE; // enemy/self is dead
116 if(targ.monster_owner == ent || ent.monster_owner == targ)
117 return FALSE; // enemy owns us, or we own them
119 if not(targ.vehicle_flags & VHF_ISVEHICLE)
120 if(targ.flags & FL_NOTARGET)
121 return FALSE; // enemy can't be targetted
123 if not(autocvar_g_monsters_typefrag)
125 return FALSE; // no typefragging!
127 if not(IsDifferentTeam(targ, ent))
128 return FALSE; // enemy is on our team
133 entity FindTarget (entity ent)
135 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
138 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
139 if(monster_isvalidtarget(e, ent))
150 if(self.enemy != other)
151 if not(other.flags & FL_MONSTER)
152 if(monster_isvalidtarget(other, self))
156 void monster_sound(string msound, float sound_delay, float delaytoo)
158 if(delaytoo && time < self.msound_delay)
162 return; // sound doesn't exist
164 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
166 self.msound_delay = time + sound_delay;
169 void monster_precachesounds(entity e)
171 precache_sound(e.msound_idle);
172 precache_sound(e.msound_death);
173 precache_sound(e.msound_attack_melee);
174 precache_sound(e.msound_attack_ranged);
175 precache_sound(e.msound_sight);
176 precache_sound(e.msound_pain);
179 void monster_setupsounds(string mon)
181 if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
182 if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
183 if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
184 if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
185 if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
186 if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
189 void monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
191 float dot, rdmg = damg * random();
193 if (self.health <= 0)
202 self.state = MONSTER_STATE_ATTACK_MELEE;
203 self.SendFlags |= MSF_MOVE;
206 makevectors (self.angles);
207 dot = normalize (targ.origin - self.origin) * v_forward;
210 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
213 void Monster_CheckDropCvars (string mon)
216 return; // forced off
221 dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
222 dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
224 monster_dropitem = dropitem;
225 monster_dropsize = dropsize;
226 MUTATOR_CALLHOOK(MonsterDropItem);
227 dropitem = monster_dropitem;
228 dropsize = monster_dropsize;
230 if(autocvar_g_monsters_forcedrop)
231 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
232 else if(dropitem != "")
233 Monster_DropItem(dropitem, dropsize);
235 Monster_DropItem("armor", "medium");
238 void Monster_CheckMinibossFlag ()
240 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
243 float chance = random() * 100;
245 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
246 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
248 self.health += autocvar_g_monsters_miniboss_healthboost;
249 self.flags |= MONSTERFLAG_MINIBOSS;
251 self.weapon = WEP_NEX;
255 float Monster_CanRespawn(entity ent)
258 if(MUTATOR_CALLHOOK(MonsterRespawn))
259 return TRUE; // enabled by a mutator
261 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
264 if not(autocvar_g_monsters_respawn)
272 if(Monster_CanRespawn(self))
274 self.monster_respawned = TRUE;
275 self.think = self.monster_spawnfunc;
276 self.nextthink = time + self.respawntime;
277 self.deadflag = DEAD_RESPAWNING;
278 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
280 self.pos1 = self.origin;
281 self.pos2 = self.angles;
283 self.event_damage = func_null;
284 self.takedamage = DAMAGE_NO;
285 setorigin(self, self.pos1);
286 self.angles = self.pos2;
287 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
289 self.SendFlags |= MSF_MOVE;
290 self.SendFlags |= MSF_STATUS;
294 SUB_SetFade(self, time + 3, 1);
297 float Monster_CanJump (vector vel)
300 return FALSE; // already attacking
301 if not(self.flags & FL_ONGROUND)
302 return FALSE; // not on the ground
304 return FALSE; // called when dead?
305 if(time < self.attack_finished_single)
306 return FALSE; // still attacking
308 vector old = self.velocity;
311 tracetoss(self, self);
313 if (trace_ent != self.enemy)
319 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
321 if(!Monster_CanJump(vel))
324 monsters_setframe(anm);
325 self.state = MONSTER_STATE_ATTACK_LEAP;
326 self.touch = touchfunc;
329 self.flags &~= FL_ONGROUND;
331 self.attack_finished_single = time + anim_finished;
336 float GenericCheckAttack ()
338 // checking attack while dead?
339 if (self.health <= 0)
342 // reset delays when we have no enemy
345 self.monster_delayedattack = func_null;
349 if(self.monster_delayedattack && self.delay != -1)
351 if(time < self.delay)
354 self.monster_delayedattack();
357 if (time < self.attack_finished_single)
360 if(self.attack_melee)
361 if(vlen(self.enemy.origin - self.origin) <= 100)
363 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
364 self.attack_melee(); // don't wait for nextthink - too slow
368 // monster doesn't have a ranged attack function, so stop here
369 if not(self.attack_ranged)
372 // see if any entities are in the way of the shot
373 if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
376 if(self.attack_ranged())
378 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
389 if (self.health <= 0)
392 if(!monster_isvalidtarget(activator, self))
395 self.enemy = activator;
398 float trace_path(vector from, vector to)
400 vector dir = normalize(to - from) * 15, offset = '0 0 0';
401 float trace1 = trace_fraction;
405 traceline (from+offset, to+offset, TRUE, self);
407 traceline(from-offset, to-offset, TRUE, self);
409 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
413 vector monster_pickmovetarget(entity targ)
415 // enemy is always preferred target
418 self.monster_movestate = MONSTER_MOVE_ENEMY;
419 self.last_trace = time + 0.1;
420 return self.enemy.origin;
423 switch(self.monster_moveflags)
425 case MONSTER_MOVE_OWNER:
427 self.monster_movestate = MONSTER_MOVE_OWNER;
428 self.last_trace = time + 0.3;
429 if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
430 return self.monster_owner.origin;
432 case MONSTER_MOVE_SPAWNLOC:
434 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
435 self.last_trace = time + 2;
438 case MONSTER_MOVE_NOMOVE:
440 self.monster_movestate = MONSTER_MOVE_NOMOVE;
441 self.last_trace = time + 2;
445 case MONSTER_MOVE_WANDER:
448 self.monster_movestate = MONSTER_MOVE_WANDER;
449 self.last_trace = time + 2;
451 self.angles_y = random() * 500;
452 makevectors(self.angles);
453 pos = self.origin + v_forward * 600;
455 if(self.flags & FL_FLY || self.flags & FL_SWIM)
457 pos_z = random() * 200;
464 self.last_trace = time + 0.5;
473 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
476 self.goalentity = find(world, targetname, self.target2);
482 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
483 self.health = max(1, self.max_health * self.revive_progress);
485 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
487 movelib_beak_simple(stopspeed);
489 self.velocity = '0 0 0';
491 self.nextthink = time + 0.1;
493 if(self.revive_progress >= 1)
494 Unfreeze(self); // wait for next think before attacking
496 self.SendFlags |= MSF_MOVE;
498 return; // no moving while frozen
501 if(self.flags & FL_SWIM)
503 if(self.waterlevel < WATERLEVEL_WETFEET)
505 if(time >= self.last_trace)
507 self.last_trace = time + 0.4;
509 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
510 self.angles = '90 90 0';
513 self.velocity_y += random() * 50;
514 self.velocity_x -= random() * 50;
518 self.velocity_y -= random() * 50;
519 self.velocity_x += random() * 50;
521 self.velocity_z += random() * 150;
525 self.movetype = MOVETYPE_BOUNCE;
526 //self.velocity_z = -200;
528 self.SendFlags |= MSF_MOVE | MSF_ANG;
534 self.angles = '0 0 0';
535 self.movetype = MOVETYPE_WALK;
539 targ = self.goalentity;
541 monster_target = targ;
542 monster_speed_run = runspeed;
543 monster_speed_walk = walkspeed;
545 if(MUTATOR_CALLHOOK(MonsterMove) || gameover || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
547 runspeed = walkspeed = 0;
548 if(time >= self.spawn_time)
549 monsters_setframe(manim_idle);
550 movelib_beak_simple(stopspeed);
551 self.SendFlags |= MSF_MOVE;
555 targ = monster_target;
556 runspeed = monster_speed_run;
557 walkspeed = monster_speed_walk;
559 if(IsDifferentTeam(self.monster_owner, self))
560 self.monster_owner = world;
562 if not(monster_isvalidtarget(self.enemy, self))
563 self.enemy = world; // check enemy each think frame?
567 self.enemy = FindTarget(self);
569 monster_sound(self.msound_sight, 0, FALSE);
572 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
575 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
576 if(time >= self.last_trace || self.enemy) // update enemy instantly
577 self.moveto = monster_pickmovetarget(targ);
580 monster_sound(self.msound_idle, 5, TRUE);
582 vector angles_face = vectoangles(self.moveto - self.origin);
583 vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
584 vector enemy_face = vectoangles(self.enemy.origin - self.origin);
586 if(!(self.flags & FL_FLY || self.flags & FL_SWIM))
587 self.moveto_z = self.origin_z;
589 if(self.state != MONSTER_STATE_ATTACK_LEAP)
591 self.angles_y = angles_face_y;
592 self.v_angle = self.angles;
595 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
598 self.touch = MonsterTouch;
601 v_forward = normalize(self.moveto - self.origin);
603 float l = vlen(self.moveto - self.origin);
604 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
605 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
607 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
608 if(self.flags & FL_ONGROUND)
609 movelib_jump_simple(100);
611 if(vlen(self.origin - self.moveto) > 64)
613 if(self.flags & FL_FLY || self.flags & FL_SWIM)
614 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
616 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
617 if(time > self.pain_finished)
618 if(time > self.attack_finished_single)
619 monsters_setframe((self.enemy) ? manim_run : manim_walk);
624 self.target2 = targ.target;
625 else if(targ.target2)
626 self.target2 = targ.target2;
629 movelib_beak_simple(stopspeed);
630 if(time > self.attack_finished_single)
631 if(time > self.pain_finished)
632 if (vlen(self.velocity) <= 30)
634 monsters_setframe(manim_idle);
636 self.angles_y = enemy_face_y;
638 self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
643 if(self.enemy && self.checkattack)
646 self.SendFlags |= MSF_ANG;
647 self.SendFlags |= MSF_MOVE;
650 void monster_dead_think()
652 self.think = monster_dead_think;
653 self.nextthink = time + 0.3; // don't need to update so often now
655 self.deadflag = DEAD_DEAD;
657 if(time >= self.ltime)
663 self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
666 void monsters_setstatus()
668 self.stat_monsters_total = monsters_total;
669 self.stat_monsters_killed = monsters_killed;
672 void Monster_Appear()
674 self.enemy = activator;
675 self.spawnflags &~= MONSTERFLAG_APPEAR;
676 self.monster_spawnfunc();
679 float Monster_CheckAppearFlags(entity ent)
681 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
684 ent.think = func_null;
686 ent.use = Monster_Appear;
687 ent.flags = FL_MONSTER; // set so this monster can get butchered
692 void monsters_reset()
694 setorigin(self, self.pos1);
695 self.angles = self.pos2;
697 self.health = self.max_health;
698 self.velocity = '0 0 0';
700 self.goalentity = world;
701 self.attack_finished_single = 0;
702 self.moveto = self.origin;
704 WaypointSprite_UpdateHealth(self.sprite, self.health);
707 float monster_send(entity to, float sf)
709 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
710 WriteByte(MSG_ENTITY, sf);
713 WriteByte(MSG_ENTITY, self.monsterid);
715 WriteCoord(MSG_ENTITY, self.origin_x);
716 WriteCoord(MSG_ENTITY, self.origin_y);
717 WriteCoord(MSG_ENTITY, self.origin_z);
719 WriteAngle(MSG_ENTITY, self.angles_x);
720 WriteAngle(MSG_ENTITY, self.angles_y);
722 WriteByte(MSG_ENTITY, self.skin);
727 WriteShort(MSG_ENTITY, rint(self.angles_x));
728 WriteShort(MSG_ENTITY, rint(self.angles_y));
733 WriteShort(MSG_ENTITY, rint(self.origin_x));
734 WriteShort(MSG_ENTITY, rint(self.origin_y));
735 WriteShort(MSG_ENTITY, rint(self.origin_z));
737 WriteShort(MSG_ENTITY, rint(self.velocity_x));
738 WriteShort(MSG_ENTITY, rint(self.velocity_y));
739 WriteShort(MSG_ENTITY, rint(self.velocity_z));
741 WriteShort(MSG_ENTITY, rint(self.angles_y));
746 WriteCoord(MSG_ENTITY, self.anim_start_time);
747 WriteByte(MSG_ENTITY, self.frame);
752 WriteByte(MSG_ENTITY, self.skin);
754 WriteByte(MSG_ENTITY, self.team);
756 WriteByte(MSG_ENTITY, self.deadflag);
759 WriteByte(MSG_ENTITY, 0);
761 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
767 void monster_link(void() spawnproc)
769 Net_LinkEntity(self, TRUE, 0, monster_send);
770 self.think = spawnproc;
771 self.nextthink = time;
774 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
776 self.health -= damage;
778 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
780 if(self.health <= -100) // 100 health until gone?
782 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
784 self.think = SUB_Remove;
785 self.nextthink = time + 0.1;
789 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
791 if(self.frozen && deathtype != DEATH_KILL)
794 if(time < self.pain_finished && deathtype != DEATH_KILL)
797 if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
798 if(monster_isvalidtarget(attacker, self))
799 self.enemy = attacker;
801 if(deathtype != DEATH_KILL)
802 damage *= self.armorvalue;
804 if(self.weaponentity && self.weaponentity.classname == "shield")
805 self.weaponentity.health -= damage;
807 self.health -= damage;
810 WaypointSprite_UpdateHealth(self.sprite, self.health);
812 self.dmg_time = time;
814 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
815 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
817 self.velocity += force * self.damageforcescale;
819 if(deathtype != DEATH_DROWN)
821 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
823 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
825 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
832 // Update one more time to avoid waypoint fading without emptying healthbar
833 WaypointSprite_UpdateHealth(self.sprite, 0);
836 if(deathtype == DEATH_KILL)
837 self.candrop = FALSE; // killed by mobkill command
840 activator = attacker;
843 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
847 frag_attacker = attacker;
849 MUTATOR_CALLHOOK(MonsterDies);
851 if(self.health <= -100) // check if we're already gibbed
853 Violence_GibSplash(self, 1, 0.5, attacker);
855 self.think = SUB_Remove;
856 self.nextthink = time + 0.1;
860 self.SendFlags |= MSF_STATUS;
863 // used to hook into monster post death functions without a mutator
864 void monster_hook_death()
866 WaypointSprite_Kill(self.sprite);
868 if(self.weaponentity)
870 remove(self.weaponentity);
871 self.weaponentity = world;
874 monster_sound(self.msound_death, 0, FALSE);
876 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
877 monsters_killed += 1;
879 if(self.candrop && self.weapon)
880 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
882 if(IS_CLIENT(self.realowner))
883 self.realowner.monstercount -= 1;
885 self.event_damage = monsters_corpse_damage;
886 self.solid = SOLID_CORPSE;
887 self.takedamage = DAMAGE_AIM;
889 self.movetype = MOVETYPE_TOSS;
890 self.moveto = self.origin;
892 if not(self.flags & FL_FLY)
893 self.velocity = '0 0 0';
895 self.SendFlags |= MSF_MOVE;
900 // used to hook into monster post spawn functions without a mutator
901 void monster_hook_spawn()
903 if not(self.monster_respawned)
904 Monster_CheckMinibossFlag();
906 self.max_health = self.health;
907 self.pain_finished = self.nextthink;
908 self.anim_start_time = time;
912 setorigin(self, self.origin + '0 0 20');
913 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
914 setorigin(self, trace_endpos);
917 if not(self.monster_respawned)
918 self.skin = rint(random() * 4);
920 self.pos1 = self.origin;
922 monster_precachesounds(self);
925 self.monster_attack = TRUE; // we can have monster enemies in team games
927 if(autocvar_g_monsters_healthbars)
929 WaypointSprite_Spawn(strzone(strdecolorize(self.netname)), 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'));
930 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
931 WaypointSprite_UpdateHealth(self.sprite, self.health);
934 monster_sound(self.msound_spawn, 0, FALSE);
936 MUTATOR_CALLHOOK(MonsterSpawn);
938 self.SendFlags = MSF_SETUP;
941 float monster_initialize(string net_name, float mon_id,
948 if not(autocvar_g_monsters)
951 // support for quake style removing monsters based on skill
952 if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
953 if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
954 if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
955 if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
956 if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
958 if(self.netname == "")
959 self.netname = ((net_name == "") ? self.classname : net_name);
961 if(self.team && !teamplay)
964 self.flags = FL_MONSTER;
966 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
967 if not(self.monster_respawned)
970 setsize(self, min_s, max_s);
971 self.takedamage = DAMAGE_AIM;
972 self.bot_attack = TRUE;
973 self.iscreature = TRUE;
974 self.teleportable = TRUE;
975 self.damagedbycontents = TRUE;
976 self.monsterid = mon_id;
977 self.damageforcescale = 0.003;
978 self.monster_die = dieproc;
979 self.event_damage = monsters_damage;
980 self.touch = MonsterTouch;
981 self.use = monster_use;
982 self.solid = SOLID_BBOX;
984 self.movetype = MOVETYPE_WALK;
985 self.delay = -1; // used in attack delay code
986 monsters_spawned += 1;
988 self.velocity = '0 0 0';
989 self.moveto = self.origin;
990 self.pos2 = self.angles;
991 self.reset = monsters_reset;
993 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
994 self.oldtarget2 = self.target2;
995 self.deadflag = DEAD_NO; // UNDEAD
996 self.noalign = nodrop;
997 self.spawn_time = time;
998 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1000 if not(self.ticrate)
1001 self.ticrate = autocvar_g_monsters_think_delay;
1003 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1005 if not(self.armorvalue)
1006 self.armorvalue = 1; // multiplier
1008 if not(self.target_range)
1009 self.target_range = autocvar_g_monsters_target_range;
1011 if not(self.respawntime)
1012 self.respawntime = autocvar_g_monsters_respawn_delay;
1014 if not(self.monster_moveflags)
1015 self.monster_moveflags = MONSTER_MOVE_WANDER;
1017 monster_link(spawnproc);