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 = monster_item_spawn;
18 self.nextthink = time + 0.1;
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;
51 case "mega": e.monster_delayedattack = spawnfunc_item_health_mega; break;
52 case "large": e.monster_delayedattack = spawnfunc_item_health_large; break;
53 case "medium": e.monster_delayedattack = spawnfunc_item_health_medium; break;
54 case "small": e.monster_delayedattack = spawnfunc_item_health_small; break;
63 case "shells": e.monster_delayedattack = spawnfunc_item_shells; break;
64 case "cells": e.monster_delayedattack = spawnfunc_item_cells; break;
65 case "rockets": e.monster_delayedattack = spawnfunc_item_rockets; break;
67 case "nails": e.monster_delayedattack = spawnfunc_item_bullets; break;
76 e.monster_delayedattack = spawnfunc_item_minst_cells;
78 e.think = monster_item_spawn;
79 e.nextthink = time + 0.1;
82 void monsters_setframe(float _frame)
84 if(self.frame == _frame)
87 self.anim_start_time = time;
89 self.SendFlags |= MSF_ANIM;
92 float monster_isvalidtarget (entity targ, entity ent)
95 return FALSE; // this check should fix a crash
97 if(time < game_starttime)
98 return FALSE; // monsters do nothing before the match has started
100 WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
102 if(vlen(targ.origin - ent.origin) >= ent.target_range)
103 return FALSE; // enemy is too far away
105 if not(targ.vehicle_flags & VHF_ISVEHICLE)
106 if(trace_ent != targ)
107 return FALSE; // we can't see the enemy
109 if(targ.takedamage == DAMAGE_NO)
110 return FALSE; // enemy can't be damaged
112 if(targ.items & IT_INVISIBILITY)
113 return FALSE; // enemy is invisible
115 if(IS_SPEC(targ) || IS_OBSERVER(targ))
116 return FALSE; // enemy is a spectator
118 if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
119 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
120 return FALSE; // enemy/self is dead
122 if(targ.monster_owner == ent || ent.monster_owner == targ)
123 return FALSE; // enemy owns us, or we own them
125 if not(targ.vehicle_flags & VHF_ISVEHICLE)
126 if(targ.flags & FL_NOTARGET)
127 return FALSE; // enemy can't be targetted
129 if not(autocvar_g_monsters_typefrag)
131 return FALSE; // no typefragging!
133 if not(IsDifferentTeam(targ, ent))
134 return FALSE; // enemy is on our team
139 entity FindTarget (entity ent)
141 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
144 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
145 if(monster_isvalidtarget(e, ent))
156 if(self.enemy != other)
157 if not(other.flags & FL_MONSTER)
158 if(monster_isvalidtarget(other, self))
162 void monster_sound(string msound, float sound_delay, float delaytoo)
164 if(delaytoo && time < self.msound_delay)
168 return; // sound doesn't exist
170 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
172 self.msound_delay = time + sound_delay;
175 void monster_precachesounds(entity e)
177 precache_sound(e.msound_idle);
178 precache_sound(e.msound_death);
179 precache_sound(e.msound_attack_melee);
180 precache_sound(e.msound_attack_ranged);
181 precache_sound(e.msound_sight);
182 precache_sound(e.msound_pain);
185 void monster_setupsounds(string mon)
187 if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
188 if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
189 if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
190 if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
191 if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
192 if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
195 void monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
197 float bigdmg, dot, rdmg = damg * random();
199 if (self.health <= 0)
208 self.state = MONSTER_STATE_ATTACK_MELEE;
209 self.SendFlags |= MSF_MOVE;
212 makevectors (self.angles);
213 dot = normalize (targ.origin - self.origin) * v_forward;
215 bigdmg = rdmg * self.scale;
218 Damage(targ, self, self, bigdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
221 void Monster_CheckDropCvars (string mon)
224 return; // forced off
229 dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
230 dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
232 monster_dropitem = dropitem;
233 monster_dropsize = dropsize;
234 MUTATOR_CALLHOOK(MonsterDropItem);
235 dropitem = monster_dropitem;
236 dropsize = monster_dropsize;
238 if(autocvar_g_monsters_forcedrop)
239 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
240 else if(dropitem != "")
241 Monster_DropItem(dropitem, dropsize);
243 Monster_DropItem("armor", "medium");
246 void ScaleMonster (float scle, vector min_s, vector max_s)
248 // this should prevent monster from falling through floor when scale changes
250 setsize(self, min_s * scle, max_s * scle);
251 setorigin(self, self.origin + ('0 0 30' * scle));
252 self.SendFlags |= MSF_SIZE | MSF_MOVE;
255 void Monster_CheckMinibossFlag ()
257 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
260 if(self.spawnflags & MONSTERFLAG_GIANT)
261 return; // 1 size modifier at a time
263 float r = random() * 4, chance = random() * 100;
265 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
266 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
268 self.health += autocvar_g_monsters_miniboss_healthboost;
269 ScaleMonster(1.5, self.mins, self.maxs);
270 self.flags |= MONSTERFLAG_MINIBOSS;
272 self.weapon = WEP_NEX;
274 if (r < 2 || self.team == NUM_TEAM_2)
276 self.strength_finished = -1;
277 self.effects |= (EF_FULLBRIGHT | EF_BLUE);
279 else if (r >= 1 || self.team == NUM_TEAM_1)
281 self.invincible_finished = -1;
282 self.effects |= (EF_FULLBRIGHT | EF_RED);
285 self.effects |= (EF_FULLBRIGHT | EF_RED | EF_BLUE);
288 self.colormod = randomvec();
292 float Monster_CanRespawn(entity ent)
295 if(MUTATOR_CALLHOOK(MonsterRespawn))
296 return TRUE; // enabled by a mutator
298 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
301 if not(autocvar_g_monsters_respawn)
309 if(Monster_CanRespawn(self))
311 self.monster_respawned = TRUE;
312 self.netname = ""; // needed to fix sprite (TODO: fix!)
313 self.think = self.monster_spawnfunc;
314 self.nextthink = time + self.respawntime;
315 if(self.respawnflags & MONSTER_RESPAWN_DEATHPOINT)
317 self.pos1 = self.origin;
318 self.pos2 = self.angles;
320 setorigin(self, self.pos1);
321 self.angles = self.pos2;
322 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
325 self.think = SUB_Remove;
326 self.nextthink = time + 4;
327 SUB_SetFade(self, time + 3, 1);
330 float Monster_CanJump (vector vel)
333 return FALSE; // already attacking
334 if not(self.flags & FL_ONGROUND)
335 return FALSE; // not on the ground
337 return FALSE; // called when dead?
338 if(time < self.attack_finished_single)
339 return FALSE; // still attacking
341 vector old = self.velocity;
344 tracetoss(self, self);
346 if (trace_ent != self.enemy)
352 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
354 if(!Monster_CanJump(vel))
357 monsters_setframe(anm);
358 self.state = MONSTER_STATE_ATTACK_LEAP;
359 self.touch = touchfunc;
362 self.flags &~= FL_ONGROUND;
364 self.attack_finished_single = time + anim_finished;
369 float GenericCheckAttack ()
371 // checking attack while dead?
372 if (self.health <= 0 || self.enemy == world)
375 if(self.monster_delayedattack && self.delay != -1)
377 if(time < self.delay)
380 self.monster_delayedattack();
383 if (time < self.attack_finished_single)
386 if(self.attack_melee)
387 if(vlen(self.enemy.origin - self.origin) <= 100 * self.scale)
389 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
390 self.attack_melee(); // don't wait for nextthink - too slow
394 // monster doesn't have a ranged attack function, so stop here
395 if not(self.attack_ranged)
398 // see if any entities are in the way of the shot
399 if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
402 if(self.attack_ranged())
404 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
415 if (self.health <= 0)
418 if(!monster_isvalidtarget(activator, self))
421 self.enemy = activator;
424 float trace_path(vector from, vector to)
426 vector dir = normalize(to - from) * 15, offset = '0 0 0';
427 float trace1 = trace_fraction;
431 traceline (from+offset, to+offset, TRUE, self);
433 traceline(from-offset, to-offset, TRUE, self);
435 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
439 vector monster_pickmovetarget(entity targ)
441 // enemy is always preferred target
444 self.monster_movestate = MONSTER_MOVE_ENEMY;
445 self.last_trace = time + 0.1;
446 return self.enemy.origin;
450 self.monster_movestate = MONSTER_MOVE_WANDER;
451 self.last_trace = time + 0.5;
455 switch(self.monster_moveflags)
457 case MONSTER_MOVE_OWNER:
459 self.monster_movestate = MONSTER_MOVE_OWNER;
460 self.last_trace = time + 0.3;
461 if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
462 return self.monster_owner.origin;
464 case MONSTER_MOVE_WANDER:
466 self.monster_movestate = MONSTER_MOVE_WANDER;
467 self.last_trace = time + 2;
469 self.angles_y = random() * 500;
470 makevectors(self.angles);
471 return self.origin + v_forward * 600;
473 case MONSTER_MOVE_SPAWNLOC:
475 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
476 self.last_trace = time + 2;
480 case MONSTER_MOVE_NOMOVE:
482 self.monster_movestate = MONSTER_MOVE_NOMOVE;
483 self.last_trace = time + 2;
489 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
492 self.goalentity = find(world, targetname, self.target);
498 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
499 self.health = max(1, self.max_health * self.revive_progress);
501 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
503 movelib_beak_simple(stopspeed);
505 self.velocity = '0 0 0';
507 self.nextthink = time + 0.1;
509 if(self.revive_progress >= 1)
510 Unfreeze(self); // wait for next think before attacking
512 return; // no moving while frozen
515 if(self.flags & FL_SWIM)
517 if(self.waterlevel < WATERLEVEL_WETFEET)
519 if(time >= self.last_trace)
521 self.last_trace = time + 0.4;
523 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
524 self.angles = '90 90 0';
527 self.velocity_y += random() * 50;
528 self.velocity_x -= random() * 50;
532 self.velocity_y -= random() * 50;
533 self.velocity_x += random() * 50;
535 self.velocity_z += random() * 150;
539 self.movetype = MOVETYPE_BOUNCE;
540 //self.velocity_z = -200;
542 self.SendFlags |= MSF_MOVE | MSF_ANG;
548 self.angles = '0 0 0';
549 self.movetype = MOVETYPE_WALK;
553 if(gameover || time < game_starttime)
555 runspeed = walkspeed = 0;
556 monsters_setframe(manim_idle);
557 movelib_beak_simple(stopspeed);
561 targ = self.goalentity;
563 monster_target = targ;
564 monster_speed_run = runspeed;
565 monster_speed_walk = walkspeed;
566 MUTATOR_CALLHOOK(MonsterMove);
567 targ = monster_target;
568 runspeed = monster_speed_run;
569 walkspeed = monster_speed_walk;
571 if(IsDifferentTeam(self.monster_owner, self))
572 self.monster_owner = world;
574 if not(monster_isvalidtarget(self.enemy, self))
575 self.enemy = world; // check enemy each think frame?
579 self.enemy = FindTarget(self);
581 monster_sound(self.msound_sight, 0, FALSE);
584 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
587 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
588 if(time >= self.last_trace || self.enemy) // update enemy instantly
589 self.moveto = monster_pickmovetarget(targ);
592 monster_sound(self.msound_idle, 5, TRUE);
594 vector angles_face = vectoangles(self.moveto - self.origin);
595 vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
596 vector enemy_face = vectoangles(self.enemy.origin - self.origin);
598 if(self.state != MONSTER_STATE_ATTACK_LEAP)
600 self.angles_y = angles_face_y;
601 self.v_angle = self.angles;
604 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
607 self.touch = MonsterTouch;
610 v_forward = normalize(self.moveto - self.origin);
612 float l = vlen(self.moveto - self.origin);
613 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
614 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
616 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
617 if(self.flags & FL_ONGROUND)
618 movelib_jump_simple(100);
620 if(vlen(self.origin - self.moveto) > 64 * self.scale)
622 if(self.flags & FL_FLY || self.flags & FL_SWIM)
623 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
625 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
626 if(time > self.pain_finished)
627 if(time > self.attack_finished_single)
628 monsters_setframe((self.enemy) ? manim_run : manim_walk);
632 movelib_beak_simple(stopspeed);
633 if(time > self.attack_finished_single)
634 if(time > self.pain_finished)
635 if (vlen(self.velocity) <= 30)
637 monsters_setframe(manim_idle);
639 self.angles_y = enemy_face_y;
641 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 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.scale);
723 WriteByte(MSG_ENTITY, self.skin);
728 WriteByte(MSG_ENTITY, self.scale);
730 WriteCoord(MSG_ENTITY, self.mins_x);
731 WriteCoord(MSG_ENTITY, self.mins_y);
732 WriteCoord(MSG_ENTITY, self.mins_z);
734 WriteCoord(MSG_ENTITY, self.maxs_x);
735 WriteCoord(MSG_ENTITY, self.maxs_y);
736 WriteCoord(MSG_ENTITY, self.maxs_z);
741 WriteShort(MSG_ENTITY, rint(self.angles_x));
742 WriteShort(MSG_ENTITY, rint(self.angles_y));
747 WriteShort(MSG_ENTITY, rint(self.origin_x));
748 WriteShort(MSG_ENTITY, rint(self.origin_y));
749 WriteShort(MSG_ENTITY, rint(self.origin_z));
751 WriteShort(MSG_ENTITY, rint(self.velocity_x));
752 WriteShort(MSG_ENTITY, rint(self.velocity_y));
753 WriteShort(MSG_ENTITY, rint(self.velocity_z));
755 WriteShort(MSG_ENTITY, rint(self.angles_y));
760 WriteCoord(MSG_ENTITY, self.anim_start_time);
761 WriteByte(MSG_ENTITY, self.frame);
766 WriteByte(MSG_ENTITY, self.skin);
768 WriteByte(MSG_ENTITY, self.team);
771 WriteByte(MSG_ENTITY, 0);
773 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
779 void monster_link(void() spawnproc)
781 Net_LinkEntity(self, TRUE, 0, monster_send);
782 self.think = spawnproc;
783 self.nextthink = time;
786 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
788 self.health -= damage;
790 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
792 if(self.health <= -100) // 100 health until gone?
794 Violence_GibSplash(self, 1, 0.5, attacker);
796 self.think = SUB_Remove;
797 self.nextthink = time + 0.1;
801 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
805 if(self.frozen && deathtype != DEATH_KILL)
808 if(time < self.pain_finished && deathtype != DEATH_KILL)
811 if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
812 if(monster_isvalidtarget(attacker, self))
813 self.enemy = attacker;
815 if(deathtype != DEATH_KILL)
816 damage *= self.armorvalue;
818 self.health -= damage;
821 WaypointSprite_UpdateHealth(self.sprite, self.health);
823 self.dmg_time = time;
825 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
826 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
828 self.velocity += force * self.damageforcescale;
830 if(deathtype != DEATH_DROWN)
832 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
834 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
836 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
843 // Update one more time to avoid waypoint fading without emptying healthbar
844 WaypointSprite_UpdateHealth(self.sprite, 0);
847 if(deathtype == DEATH_KILL)
848 self.candrop = FALSE; // killed by mobkill command
851 activator = attacker;
855 self.target = self.target2;
863 frag_attacker = attacker;
865 MUTATOR_CALLHOOK(MonsterDies);
867 if(self.health <= -100) // check if we're already gibbed
869 Violence_GibSplash(self, 1, 0.5, attacker);
871 self.think = SUB_Remove;
872 self.nextthink = time + 0.1;
876 self.SendFlags |= MSF_STATUS;
879 // used to hook into monster post death functions without a mutator
880 void monster_hook_death()
882 WaypointSprite_Kill(self.sprite);
884 if(self.weaponentity)
886 remove(self.weaponentity);
887 self.weaponentity = world;
890 monster_sound(self.msound_death, 0, FALSE);
892 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
893 monsters_killed += 1;
895 if(self.candrop && self.weapon)
896 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
898 if(IS_CLIENT(self.realowner))
899 self.realowner.monstercount -= 1;
901 self.event_damage = monsters_corpse_damage;
902 self.solid = SOLID_CORPSE;
903 self.takedamage = DAMAGE_AIM;
905 self.movetype = MOVETYPE_TOSS;
906 self.moveto = self.origin;
908 if not(self.flags & FL_FLY)
909 self.velocity = '0 0 0';
911 self.SendFlags |= MSF_MOVE;
916 // used to hook into monster post spawn functions without a mutator
917 void monster_hook_spawn()
919 if not(self.monster_respawned)
920 Monster_CheckMinibossFlag();
922 self.max_health = self.health;
923 self.pain_finished = self.nextthink;
924 self.anim_start_time = time;
926 monster_precachesounds(self);
930 //self.colormod = Team_ColorRGB(self.team);
931 //self.glowmod = self.colormod;
932 self.colormap = 1024 + (self.team - 1) * 17;
933 self.colormod = '1 1 1';
934 self.glowmod = Team_ColorRGB(self.team);
935 self.monster_attack = TRUE;
938 self.colormod = self.glowmod = '1 1 1';
943 self.target2 = self.target;
944 self.goalentity = find(world, targetname, self.target);
947 self.sprite_height *= self.scale; // do this after setting the monster's scale
949 if(autocvar_g_monsters_healthbars)
951 WaypointSprite_Spawn(self.message, 0, 600, self, '0 0 1' * self.sprite_height, world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));
952 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
953 WaypointSprite_UpdateHealth(self.sprite, self.health);
956 self.message = self.oldmessage;
958 monster_sound(self.msound_spawn, 0, FALSE);
960 MUTATOR_CALLHOOK(MonsterSpawn);
962 self.SendFlags = MSF_SETUP;
965 float monster_initialize(string net_name, float mon_id,
972 if not(autocvar_g_monsters)
975 // support for quake style removing monsters based on skill
976 if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
977 if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
978 if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
979 if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
980 if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
982 if(self.netname == "")
984 if(net_name != "" && IS_PLAYER(self.realowner))
985 net_name = strzone(sprintf("%s^7's %s", self.realowner.netname, net_name));
986 self.netname = ((net_name == "") ? self.classname : net_name);
987 self.oldmessage = self.message;
988 self.message = strzone(strdecolorize(self.netname));
991 if(autocvar_g_monsters_giants_only)
992 self.spawnflags |= MONSTERFLAG_GIANT;
997 if(self.spawnflags & MONSTERFLAG_GIANT && !autocvar_g_monsters_nogiants)
1000 if(self.team && !teamplay)
1003 self.flags = FL_MONSTER;
1005 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
1006 if not(self.monster_respawned)
1007 monsters_total += 1;
1009 ScaleMonster(self.scale, min_s, max_s);
1011 self.takedamage = DAMAGE_AIM;
1012 self.bot_attack = TRUE;
1013 self.iscreature = TRUE;
1014 self.teleportable = TRUE;
1015 self.damagedbycontents = TRUE;
1016 self.monsterid = mon_id;
1017 self.damageforcescale = 0.003;
1018 self.monster_die = dieproc;
1019 self.event_damage = monsters_damage;
1020 self.touch = MonsterTouch;
1021 self.use = monster_use;
1022 self.solid = SOLID_BBOX;
1023 self.movetype = MOVETYPE_WALK;
1024 self.delay = -1; // used in attack delay code
1025 monsters_spawned += 1;
1027 self.velocity = '0 0 0';
1028 self.moveto = self.origin;
1029 self.pos2 = self.angles;
1030 self.reset = monsters_reset;
1031 self.candrop = TRUE;
1032 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1034 if not(self.ticrate)
1035 self.ticrate = autocvar_g_monsters_think_delay;
1037 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1039 if not(self.armorvalue)
1040 self.armorvalue = 1; // multiplier
1042 if not(self.target_range)
1043 self.target_range = autocvar_g_monsters_target_range;
1045 if not(self.respawntime)
1046 self.respawntime = autocvar_g_monsters_respawn_delay;
1048 if not(self.monster_moveflags)
1049 self.monster_moveflags = MONSTER_MOVE_WANDER;
1051 if(autocvar_g_nodepthtestplayers)
1052 self.effects |= EF_NODEPTHTEST;
1054 if(autocvar_g_fullbrightplayers)
1055 self.effects |= EF_FULLBRIGHT;
1059 setorigin(self, self.origin);
1060 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1061 setorigin(self, trace_endpos);
1064 self.pos1 = self.origin;
1066 monster_link(spawnproc);