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();
17 self.think = SUB_Remove;
18 self.nextthink = time + 5;
20 self.velocity = randomvec() * 175 + '0 0 325';
21 self.touch = M_Item_Touch;
23 SUB_SetFade(self, time + 5, 1);
26 void Monster_DropItem (string itype, string itemsize)
28 vector org = self.origin + ((self.mins + self.maxs) * 0.5);
39 case "mega": e.monster_delayedattack = spawnfunc_item_armor_large; break;
40 case "large": e.monster_delayedattack = spawnfunc_item_armor_big; break;
41 case "medium": e.monster_delayedattack = spawnfunc_item_armor_medium; break;
42 case "small": e.monster_delayedattack = spawnfunc_item_armor_small; break;
50 case "mega": e.monster_delayedattack = spawnfunc_item_health_mega; break;
51 case "large": e.monster_delayedattack = spawnfunc_item_health_large; break;
52 case "medium": e.monster_delayedattack = spawnfunc_item_health_medium; break;
53 case "small": e.monster_delayedattack = spawnfunc_item_health_small; break;
61 case "shells": e.monster_delayedattack = spawnfunc_item_shells; break;
62 case "cells": e.monster_delayedattack = spawnfunc_item_cells; break;
63 case "rockets": e.monster_delayedattack = spawnfunc_item_rockets; break;
65 case "nails": e.monster_delayedattack = spawnfunc_item_bullets; break;
72 e.monster_delayedattack = spawnfunc_item_minst_cells;
74 e.think = monster_item_spawn;
75 e.nextthink = time + 0.1;
78 void monsters_setframe(float _frame)
80 if(self.frame == _frame)
83 self.anim_start_time = time;
85 self.SendFlags |= MSF_ANIM;
88 float monster_isvalidtarget (entity targ, entity ent)
91 return FALSE; // someone doesn't exist
93 if(time < game_starttime)
94 return FALSE; // monsters do nothing before the match has started
96 WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
98 if(vlen(targ.origin - ent.origin) >= ent.target_range)
99 return FALSE; // enemy is too far away
101 if not(targ.vehicle_flags & VHF_ISVEHICLE)
102 if(trace_ent != targ)
103 return FALSE; // we can't see the enemy
105 if(targ.takedamage == DAMAGE_NO)
106 return FALSE; // enemy can't be damaged
108 if(targ.items & IT_INVISIBILITY)
109 return FALSE; // enemy is invisible
111 if(IS_SPEC(targ) || IS_OBSERVER(targ))
112 return FALSE; // enemy is a spectator
114 if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
115 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
116 return FALSE; // enemy/self is dead
118 if(targ.monster_owner == ent || ent.monster_owner == targ)
119 return FALSE; // enemy owns us, or we own them
121 if not(targ.vehicle_flags & VHF_ISVEHICLE)
122 if(targ.flags & FL_NOTARGET)
123 return FALSE; // enemy can't be targetted
125 if not(autocvar_g_monsters_typefrag)
127 return FALSE; // no typefragging!
129 if not(IsDifferentTeam(targ, ent))
130 return FALSE; // enemy is on our team
135 entity FindTarget (entity ent)
137 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
140 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
141 if(monster_isvalidtarget(e, ent))
152 if(self.enemy != other)
153 if not(other.flags & FL_MONSTER)
154 if(monster_isvalidtarget(other, self))
158 void monster_sound(string msound, float sound_delay, float delaytoo)
160 if(delaytoo && time < self.msound_delay)
164 return; // sound doesn't exist
166 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
168 self.msound_delay = time + sound_delay;
171 void monster_precachesounds(entity e)
173 precache_sound(e.msound_idle);
174 precache_sound(e.msound_death);
175 precache_sound(e.msound_attack_melee);
176 precache_sound(e.msound_attack_ranged);
177 precache_sound(e.msound_sight);
178 precache_sound(e.msound_pain);
181 void monster_setupsounds(string mon)
183 if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
184 if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
185 if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
186 if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
187 if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
188 if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
191 void monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
193 float dot, rdmg = damg * random();
195 if (self.health <= 0)
204 self.state = MONSTER_STATE_ATTACK_MELEE;
205 self.SendFlags |= MSF_MOVE;
208 makevectors (self.angles);
209 dot = normalize (targ.origin - self.origin) * v_forward;
212 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
215 void Monster_CheckDropCvars (string mon)
218 return; // forced off
223 dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
224 dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
226 monster_dropitem = dropitem;
227 monster_dropsize = dropsize;
228 MUTATOR_CALLHOOK(MonsterDropItem);
229 dropitem = monster_dropitem;
230 dropsize = monster_dropsize;
232 if(autocvar_g_monsters_forcedrop)
233 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
234 else if(dropitem != "")
235 Monster_DropItem(dropitem, dropsize);
237 Monster_DropItem("armor", "medium");
240 void Monster_CheckMinibossFlag ()
242 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
245 float chance = random() * 100;
247 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
248 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
250 self.health += autocvar_g_monsters_miniboss_healthboost;
251 self.flags |= MONSTERFLAG_MINIBOSS;
253 self.weapon = WEP_NEX;
257 float Monster_CanRespawn(entity ent)
260 if(MUTATOR_CALLHOOK(MonsterRespawn))
261 return TRUE; // enabled by a mutator
263 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
266 if not(autocvar_g_monsters_respawn)
274 if(Monster_CanRespawn(self))
276 self.monster_respawned = TRUE;
277 self.think = self.monster_spawnfunc;
278 self.nextthink = time + self.respawntime;
279 self.deadflag = DEAD_RESPAWNING;
280 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
282 self.pos1 = self.origin;
283 self.pos2 = self.angles;
285 self.event_damage = func_null;
286 self.takedamage = DAMAGE_NO;
287 setorigin(self, self.pos1);
288 self.angles = self.pos2;
289 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
291 self.SendFlags |= MSF_MOVE;
292 self.SendFlags |= MSF_STATUS;
296 SUB_SetFade(self, time + 3, 1);
299 float Monster_CanJump (vector vel)
302 return FALSE; // already attacking
303 if not(self.flags & FL_ONGROUND)
304 return FALSE; // not on the ground
306 return FALSE; // called when dead?
307 if(time < self.attack_finished_single)
308 return FALSE; // still attacking
310 vector old = self.velocity;
313 tracetoss(self, self);
315 if (trace_ent != self.enemy)
321 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
323 if(!Monster_CanJump(vel))
326 monsters_setframe(anm);
327 self.state = MONSTER_STATE_ATTACK_LEAP;
328 self.touch = touchfunc;
331 self.flags &~= FL_ONGROUND;
333 self.attack_finished_single = time + anim_finished;
338 float GenericCheckAttack ()
340 // checking attack while dead?
341 if (self.health <= 0)
344 // reset delays when we have no enemy
347 self.monster_delayedattack = func_null;
351 if(self.monster_delayedattack && self.delay != -1)
353 if(time < self.delay)
356 self.monster_delayedattack();
359 if (time < self.attack_finished_single)
362 if(self.attack_melee)
363 if(vlen(self.enemy.origin - self.origin) <= 100)
365 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
366 self.attack_melee(); // don't wait for nextthink - too slow
370 // monster doesn't have a ranged attack function, so stop here
371 if not(self.attack_ranged)
374 // see if any entities are in the way of the shot
375 if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
378 if(self.attack_ranged())
380 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
391 if (self.health <= 0)
394 if(!monster_isvalidtarget(activator, self))
397 self.enemy = activator;
400 float trace_path(vector from, vector to)
402 vector dir = normalize(to - from) * 15, offset = '0 0 0';
403 float trace1 = trace_fraction;
407 traceline (from+offset, to+offset, TRUE, self);
409 traceline(from-offset, to-offset, TRUE, self);
411 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
415 vector monster_pickmovetarget(entity targ)
417 // enemy is always preferred target
420 self.monster_movestate = MONSTER_MOVE_ENEMY;
421 self.last_trace = time + 0.1;
422 return self.enemy.origin;
426 self.monster_movestate = MONSTER_MOVE_WANDER;
427 self.last_trace = time + 0.5;
431 switch(self.monster_moveflags)
433 case MONSTER_MOVE_OWNER:
435 self.monster_movestate = MONSTER_MOVE_OWNER;
436 self.last_trace = time + 0.3;
437 if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
438 return self.monster_owner.origin;
440 case MONSTER_MOVE_WANDER:
443 self.monster_movestate = MONSTER_MOVE_WANDER;
444 self.last_trace = time + 2;
446 self.angles_y = random() * 500;
447 makevectors(self.angles);
448 pos = self.origin + v_forward * 600;
450 if(self.flags & FL_FLY || self.flags & FL_SWIM)
452 pos_z = random() * 200;
459 case MONSTER_MOVE_SPAWNLOC:
461 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
462 self.last_trace = time + 2;
466 case MONSTER_MOVE_NOMOVE:
468 self.monster_movestate = MONSTER_MOVE_NOMOVE;
469 self.last_trace = time + 2;
475 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
478 self.goalentity = find(world, targetname, self.target2);
484 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
485 self.health = max(1, self.max_health * self.revive_progress);
487 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
489 movelib_beak_simple(stopspeed);
491 self.velocity = '0 0 0';
493 self.nextthink = time + 0.1;
495 if(self.revive_progress >= 1)
496 Unfreeze(self); // wait for next think before attacking
498 self.SendFlags |= MSF_MOVE;
500 return; // no moving while frozen
503 if(self.flags & FL_SWIM)
505 if(self.waterlevel < WATERLEVEL_WETFEET)
507 if(time >= self.last_trace)
509 self.last_trace = time + 0.4;
511 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
512 self.angles = '90 90 0';
515 self.velocity_y += random() * 50;
516 self.velocity_x -= random() * 50;
520 self.velocity_y -= random() * 50;
521 self.velocity_x += random() * 50;
523 self.velocity_z += random() * 150;
527 self.movetype = MOVETYPE_BOUNCE;
528 //self.velocity_z = -200;
530 self.SendFlags |= MSF_MOVE | MSF_ANG;
536 self.angles = '0 0 0';
537 self.movetype = MOVETYPE_WALK;
541 if(gameover || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
543 runspeed = walkspeed = 0;
544 if(time >= self.spawn_time)
545 monsters_setframe(manim_idle);
546 movelib_beak_simple(stopspeed);
547 self.SendFlags |= MSF_MOVE;
551 targ = self.goalentity;
553 monster_target = targ;
554 monster_speed_run = runspeed;
555 monster_speed_walk = walkspeed;
556 MUTATOR_CALLHOOK(MonsterMove);
557 targ = monster_target;
558 runspeed = monster_speed_run;
559 walkspeed = monster_speed_walk;
561 if(IsDifferentTeam(self.monster_owner, self))
562 self.monster_owner = world;
564 if not(monster_isvalidtarget(self.enemy, self))
565 self.enemy = world; // check enemy each think frame?
569 self.enemy = FindTarget(self);
571 monster_sound(self.msound_sight, 0, FALSE);
574 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
577 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
578 if(time >= self.last_trace || self.enemy) // update enemy instantly
579 self.moveto = monster_pickmovetarget(targ);
582 monster_sound(self.msound_idle, 5, TRUE);
584 vector angles_face = vectoangles(self.moveto - self.origin);
585 vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
586 vector enemy_face = vectoangles(self.enemy.origin - self.origin);
588 if(!(self.flags & FL_FLY || self.flags & FL_SWIM))
589 self.moveto_z = self.origin_z;
591 if(self.state != MONSTER_STATE_ATTACK_LEAP)
593 self.angles_y = angles_face_y;
594 self.v_angle = self.angles;
597 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
600 self.touch = MonsterTouch;
603 v_forward = normalize(self.moveto - self.origin);
605 float l = vlen(self.moveto - self.origin);
606 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
607 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
609 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
610 if(self.flags & FL_ONGROUND)
611 movelib_jump_simple(100);
613 if(vlen(self.origin - self.moveto) > 64)
615 if(self.flags & FL_FLY || self.flags & FL_SWIM)
616 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
618 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
619 if(time > self.pain_finished)
620 if(time > self.attack_finished_single)
621 monsters_setframe((self.enemy) ? manim_run : manim_walk);
626 self.target2 = targ.target;
627 else if(targ.target2)
628 self.target2 = targ.target2;
631 movelib_beak_simple(stopspeed);
632 if(time > self.attack_finished_single)
633 if(time > self.pain_finished)
634 if (vlen(self.velocity) <= 30)
636 monsters_setframe(manim_idle);
638 self.angles_y = enemy_face_y;
640 self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
645 if(self.enemy && self.checkattack)
648 self.SendFlags |= MSF_ANG;
649 self.SendFlags |= MSF_MOVE;
652 void monster_dead_think()
654 self.think = monster_dead_think;
655 self.nextthink = time + 0.3; // don't need to update so often now
657 self.deadflag = DEAD_DEAD;
659 if(time >= self.ltime)
665 self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
668 void monsters_setstatus()
670 self.stat_monsters_total = monsters_total;
671 self.stat_monsters_killed = monsters_killed;
674 void Monster_Appear()
676 self.enemy = activator;
677 self.spawnflags &~= MONSTERFLAG_APPEAR;
678 self.monster_spawnfunc();
681 float Monster_CheckAppearFlags(entity ent)
683 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
686 ent.think = func_null;
688 ent.use = Monster_Appear;
689 ent.flags = FL_MONSTER; // set so this monster can get butchered
694 void monsters_reset()
696 setorigin(self, self.pos1);
697 self.angles = self.pos2;
699 self.health = self.max_health;
700 self.velocity = '0 0 0';
702 self.goalentity = world;
703 self.attack_finished_single = 0;
704 self.moveto = self.origin;
706 WaypointSprite_UpdateHealth(self.sprite, self.health);
709 float monster_send(entity to, float sf)
711 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
712 WriteByte(MSG_ENTITY, sf);
715 WriteByte(MSG_ENTITY, self.monsterid);
717 WriteCoord(MSG_ENTITY, self.origin_x);
718 WriteCoord(MSG_ENTITY, self.origin_y);
719 WriteCoord(MSG_ENTITY, self.origin_z);
721 WriteAngle(MSG_ENTITY, self.angles_x);
722 WriteAngle(MSG_ENTITY, self.angles_y);
724 WriteByte(MSG_ENTITY, self.skin);
729 WriteShort(MSG_ENTITY, rint(self.angles_x));
730 WriteShort(MSG_ENTITY, rint(self.angles_y));
735 WriteShort(MSG_ENTITY, rint(self.origin_x));
736 WriteShort(MSG_ENTITY, rint(self.origin_y));
737 WriteShort(MSG_ENTITY, rint(self.origin_z));
739 WriteShort(MSG_ENTITY, rint(self.velocity_x));
740 WriteShort(MSG_ENTITY, rint(self.velocity_y));
741 WriteShort(MSG_ENTITY, rint(self.velocity_z));
743 WriteShort(MSG_ENTITY, rint(self.angles_y));
748 WriteCoord(MSG_ENTITY, self.anim_start_time);
749 WriteByte(MSG_ENTITY, self.frame);
754 WriteByte(MSG_ENTITY, self.skin);
756 WriteByte(MSG_ENTITY, self.team);
758 WriteByte(MSG_ENTITY, self.deadflag);
761 WriteByte(MSG_ENTITY, 0);
763 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
769 void monster_link(void() spawnproc)
771 Net_LinkEntity(self, TRUE, 0, monster_send);
772 self.think = spawnproc;
773 self.nextthink = time;
776 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
778 self.health -= damage;
780 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
782 if(self.health <= -100) // 100 health until gone?
784 Violence_GibSplash(self, 1, 0.5, attacker);
786 self.think = SUB_Remove;
787 self.nextthink = time + 0.1;
791 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
793 if(self.frozen && deathtype != DEATH_KILL)
796 if(time < self.pain_finished && deathtype != DEATH_KILL)
799 if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
800 if(monster_isvalidtarget(attacker, self))
801 self.enemy = attacker;
803 if(deathtype != DEATH_KILL)
804 damage *= self.armorvalue;
806 if(self.weaponentity && self.weaponentity.classname == "shield")
807 self.weaponentity.health -= damage;
809 self.health -= damage;
812 WaypointSprite_UpdateHealth(self.sprite, self.health);
814 self.dmg_time = time;
816 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
817 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
819 self.velocity += force * self.damageforcescale;
821 if(deathtype != DEATH_DROWN)
823 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
825 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
827 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
834 // Update one more time to avoid waypoint fading without emptying healthbar
835 WaypointSprite_UpdateHealth(self.sprite, 0);
838 if(deathtype == DEATH_KILL)
839 self.candrop = FALSE; // killed by mobkill command
842 activator = attacker;
845 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
849 frag_attacker = attacker;
851 MUTATOR_CALLHOOK(MonsterDies);
853 if(self.health <= -100) // check if we're already gibbed
855 Violence_GibSplash(self, 1, 0.5, attacker);
857 self.think = SUB_Remove;
858 self.nextthink = time + 0.1;
862 self.SendFlags |= MSF_STATUS;
865 // used to hook into monster post death functions without a mutator
866 void monster_hook_death()
868 WaypointSprite_Kill(self.sprite);
870 if(self.weaponentity)
872 remove(self.weaponentity);
873 self.weaponentity = world;
876 monster_sound(self.msound_death, 0, FALSE);
878 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
879 monsters_killed += 1;
881 if(self.candrop && self.weapon)
882 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
884 if(IS_CLIENT(self.realowner))
885 self.realowner.monstercount -= 1;
887 self.event_damage = monsters_corpse_damage;
888 self.solid = SOLID_CORPSE;
889 self.takedamage = DAMAGE_AIM;
891 self.movetype = MOVETYPE_TOSS;
892 self.moveto = self.origin;
894 if not(self.flags & FL_FLY)
895 self.velocity = '0 0 0';
897 self.SendFlags |= MSF_MOVE;
902 // used to hook into monster post spawn functions without a mutator
903 void monster_hook_spawn()
905 if not(self.monster_respawned)
906 Monster_CheckMinibossFlag();
908 self.max_health = self.health;
909 self.pain_finished = self.nextthink;
910 self.anim_start_time = time;
914 setorigin(self, self.origin + '0 0 20');
915 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
916 setorigin(self, trace_endpos);
919 self.pos1 = self.origin;
921 monster_precachesounds(self);
924 self.monster_attack = TRUE; // we can have monster enemies in team games
926 if(autocvar_g_monsters_healthbars)
928 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'));
929 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
930 WaypointSprite_UpdateHealth(self.sprite, self.health);
933 monster_sound(self.msound_spawn, 0, FALSE);
935 MUTATOR_CALLHOOK(MonsterSpawn);
937 self.SendFlags = MSF_SETUP;
940 float monster_initialize(string net_name, float mon_id,
947 if not(autocvar_g_monsters)
950 // support for quake style removing monsters based on skill
951 if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
952 if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
953 if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
954 if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
955 if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
957 if(self.netname == "")
958 self.netname = ((net_name == "") ? self.classname : net_name);
960 if(self.team && !teamplay)
963 self.flags = FL_MONSTER;
965 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
966 if not(self.monster_respawned)
969 setsize(self, min_s, max_s);
970 self.takedamage = DAMAGE_AIM;
971 self.bot_attack = TRUE;
972 self.iscreature = TRUE;
973 self.teleportable = TRUE;
974 self.damagedbycontents = TRUE;
975 self.monsterid = mon_id;
976 self.damageforcescale = 0.003;
977 self.monster_die = dieproc;
978 self.event_damage = monsters_damage;
979 self.touch = MonsterTouch;
980 self.use = monster_use;
981 self.solid = SOLID_BBOX;
983 self.movetype = MOVETYPE_WALK;
984 self.delay = -1; // used in attack delay code
985 monsters_spawned += 1;
987 self.velocity = '0 0 0';
988 self.moveto = self.origin;
989 self.pos2 = self.angles;
990 self.reset = monsters_reset;
992 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
993 self.oldtarget2 = self.target2;
994 self.deadflag = DEAD_NO; // UNDEAD
995 self.noalign = nodrop;
996 self.spawn_time = time;
997 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1000 self.ticrate = autocvar_g_monsters_think_delay;
1002 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1004 if not(self.armorvalue)
1005 self.armorvalue = 1; // multiplier
1007 if not(self.target_range)
1008 self.target_range = autocvar_g_monsters_target_range;
1010 if not(self.respawntime)
1011 self.respawntime = autocvar_g_monsters_respawn_delay;
1013 if not(self.monster_moveflags)
1014 self.monster_moveflags = MONSTER_MOVE_WANDER;
1016 monster_link(spawnproc);