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(substring(targ.classname, 0, 10) == "onslaught_")
110 return FALSE; // don't attack onslaught targets
112 if(IS_SPEC(targ) || IS_OBSERVER(targ))
113 return FALSE; // enemy is a spectator
115 if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
116 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
117 return FALSE; // enemy/self is dead
119 if(targ.monster_owner == ent || ent.monster_owner == targ)
120 return FALSE; // enemy owns us, or we own them
122 if not(targ.vehicle_flags & VHF_ISVEHICLE)
123 if(targ.flags & FL_NOTARGET)
124 return FALSE; // enemy can't be targetted
126 if not(autocvar_g_monsters_typefrag)
128 return FALSE; // no typefragging!
130 if not(IsDifferentTeam(targ, ent))
131 return FALSE; // enemy is on our team
133 if(autocvar_g_monsters_target_infront)
134 if(ent.enemy != targ)
138 makevectors (ent.angles);
139 dot = normalize (targ.origin - ent.origin) * v_forward;
148 entity FindTarget (entity ent)
150 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
153 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
154 if(monster_isvalidtarget(e, ent))
165 if(self.enemy != other)
166 if not(other.flags & FL_MONSTER)
167 if(monster_isvalidtarget(other, self))
171 void monster_sound(string msound, float sound_delay, float delaytoo)
173 if(delaytoo && time < self.msound_delay)
177 return; // sound doesn't exist
179 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
181 self.msound_delay = time + sound_delay;
184 void monster_precachesounds(entity e)
186 precache_sound(e.msound_idle);
187 precache_sound(e.msound_death);
188 precache_sound(e.msound_attack_melee);
189 precache_sound(e.msound_attack_ranged);
190 precache_sound(e.msound_sight);
191 precache_sound(e.msound_pain);
194 void monster_setupsounds(string mon)
196 if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
197 if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
198 if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
199 if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
200 if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
201 if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
204 void monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
206 float dot, rdmg = damg * random();
208 if (self.health <= 0)
217 self.state = MONSTER_STATE_ATTACK_MELEE;
218 self.SendFlags |= MSF_MOVE;
221 makevectors (self.angles);
222 dot = normalize (targ.origin - self.origin) * v_forward;
225 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
228 void Monster_CheckDropCvars (string mon)
231 return; // forced off
236 dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
237 dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
239 monster_dropitem = dropitem;
240 monster_dropsize = dropsize;
241 MUTATOR_CALLHOOK(MonsterDropItem);
242 dropitem = monster_dropitem;
243 dropsize = monster_dropsize;
245 if(autocvar_g_monsters_forcedrop)
246 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
247 else if(dropitem != "")
248 Monster_DropItem(dropitem, dropsize);
250 Monster_DropItem("armor", "medium");
253 void Monster_CheckMinibossFlag ()
255 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
258 float chance = random() * 100;
260 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
261 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
263 self.health += autocvar_g_monsters_miniboss_healthboost;
264 self.flags |= MONSTERFLAG_MINIBOSS;
266 self.weapon = WEP_NEX;
270 float Monster_CanRespawn(entity ent)
273 if(MUTATOR_CALLHOOK(MonsterRespawn))
274 return TRUE; // enabled by a mutator
276 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
279 if not(autocvar_g_monsters_respawn)
287 if(Monster_CanRespawn(self))
289 self.monster_respawned = TRUE;
290 self.think = self.monster_spawnfunc;
291 self.nextthink = time + self.respawntime;
292 self.deadflag = DEAD_RESPAWNING;
293 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
295 self.pos1 = self.origin;
296 self.pos2 = self.angles;
298 self.event_damage = func_null;
299 self.takedamage = DAMAGE_NO;
300 setorigin(self, self.pos1);
301 self.angles = self.pos2;
302 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
304 self.SendFlags |= MSF_MOVE;
305 self.SendFlags |= MSF_STATUS;
309 SUB_SetFade(self, time + 3, 1);
312 float Monster_CanJump (vector vel)
315 return FALSE; // already attacking
316 if not(self.flags & FL_ONGROUND)
317 return FALSE; // not on the ground
319 return FALSE; // called when dead?
320 if(time < self.attack_finished_single)
321 return FALSE; // still attacking
323 vector old = self.velocity;
326 tracetoss(self, self);
328 if (trace_ent != self.enemy)
334 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
336 if(!Monster_CanJump(vel))
339 monsters_setframe(anm);
340 self.state = MONSTER_STATE_ATTACK_LEAP;
341 self.touch = touchfunc;
344 self.flags &~= FL_ONGROUND;
346 self.attack_finished_single = time + anim_finished;
351 void monster_checkattack(entity e, entity targ)
357 e.monster_delayedattack = func_null;
362 if not(e.monster_attackfunc)
365 if(e.monster_delayedattack && e.delay != -1)
370 e.monster_delayedattack();
375 if(time < e.attack_finished_single)
378 if(vlen(targ.origin - e.origin) <= e.attack_range)
379 if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
381 monster_sound(e.msound_attack_melee, 0, FALSE);
385 if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
387 monster_sound(e.msound_attack_ranged, 0, FALSE);
392 void monster_makevectors(entity e)
396 v = e.origin + (e.mins + e.maxs) * 0.5;
397 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
398 self.v_angle_x = -self.v_angle_x;
400 makevectors(self.v_angle);
407 if (self.health <= 0)
410 if(!monster_isvalidtarget(activator, self))
413 self.enemy = activator;
416 float trace_path(vector from, vector to)
418 vector dir = normalize(to - from) * 15, offset = '0 0 0';
419 float trace1 = trace_fraction;
423 traceline (from+offset, to+offset, TRUE, self);
425 traceline(from-offset, to-offset, TRUE, self);
427 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
431 vector monster_pickmovetarget(entity targ)
433 // enemy is always preferred target
436 self.monster_movestate = MONSTER_MOVE_ENEMY;
437 self.last_trace = time + 0.1;
438 return self.enemy.origin;
441 switch(self.monster_moveflags)
443 case MONSTER_MOVE_OWNER:
445 self.monster_movestate = MONSTER_MOVE_OWNER;
446 self.last_trace = time + 0.3;
447 if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
448 return self.monster_owner.origin;
450 case MONSTER_MOVE_SPAWNLOC:
452 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
453 self.last_trace = time + 2;
456 case MONSTER_MOVE_NOMOVE:
458 self.monster_movestate = MONSTER_MOVE_NOMOVE;
459 self.last_trace = time + 2;
463 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 pos = self.origin + v_forward * 600;
473 if(self.flags & FL_FLY || self.flags & FL_SWIM)
475 pos_z = random() * 200;
482 self.last_trace = time + 0.5;
491 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
494 self.goalentity = find(world, targetname, self.target2);
500 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
501 self.health = max(1, self.max_health * self.revive_progress);
503 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
505 movelib_beak_simple(stopspeed);
507 self.velocity = '0 0 0';
509 self.nextthink = time + 0.1;
511 if(self.revive_progress >= 1)
512 Unfreeze(self); // wait for next think before attacking
514 self.SendFlags |= MSF_MOVE;
516 return; // no moving while frozen
519 if(self.flags & FL_SWIM)
521 if(self.waterlevel < WATERLEVEL_WETFEET)
523 if(time >= self.last_trace)
525 self.last_trace = time + 0.4;
527 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
528 self.angles = '90 90 0';
531 self.velocity_y += random() * 50;
532 self.velocity_x -= random() * 50;
536 self.velocity_y -= random() * 50;
537 self.velocity_x += random() * 50;
539 self.velocity_z += random() * 150;
543 self.movetype = MOVETYPE_BOUNCE;
544 //self.velocity_z = -200;
546 self.SendFlags |= MSF_MOVE | MSF_ANG;
552 self.angles = '0 0 0';
553 self.movetype = MOVETYPE_WALK;
557 targ = self.goalentity;
559 monster_target = targ;
560 monster_speed_run = runspeed;
561 monster_speed_walk = walkspeed;
563 if(MUTATOR_CALLHOOK(MonsterMove) || gameover || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
565 runspeed = walkspeed = 0;
566 if(time >= self.spawn_time)
567 monsters_setframe(manim_idle);
568 movelib_beak_simple(stopspeed);
569 self.SendFlags |= MSF_MOVE;
573 targ = monster_target;
574 runspeed = monster_speed_run;
575 walkspeed = monster_speed_walk;
577 if(IsDifferentTeam(self.monster_owner, self))
578 self.monster_owner = world;
580 if not(monster_isvalidtarget(self.enemy, self))
581 self.enemy = world; // check enemy each think frame?
585 self.enemy = FindTarget(self);
587 monster_sound(self.msound_sight, 0, FALSE);
590 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
593 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
594 if(time >= self.last_trace || self.enemy) // update enemy instantly
595 self.moveto = monster_pickmovetarget(targ);
598 monster_sound(self.msound_idle, 5, TRUE);
600 vector angles_face = vectoangles(self.moveto - self.origin);
601 vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
602 vector enemy_face = vectoangles(self.enemy.origin - self.origin);
604 if(!(self.flags & FL_FLY || self.flags & FL_SWIM))
605 self.moveto_z = self.origin_z;
607 if(self.state != MONSTER_STATE_ATTACK_LEAP)
608 self.angles_y = angles_face_y;
610 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
613 self.touch = MonsterTouch;
616 v_forward = normalize(self.moveto - self.origin);
618 float l = vlen(self.moveto - self.origin);
619 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
620 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
622 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
623 if(self.flags & FL_ONGROUND)
624 movelib_jump_simple(100);
626 if(vlen(self.origin - self.moveto) > 64)
628 if(self.flags & FL_FLY || self.flags & FL_SWIM)
629 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
631 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
632 if(time > self.pain_finished)
633 if(time > self.attack_finished_single)
634 monsters_setframe((self.enemy) ? manim_run : manim_walk);
639 self.target2 = targ.target;
640 else if(targ.target2)
641 self.target2 = targ.target2;
644 movelib_beak_simple(stopspeed);
645 if(time > self.attack_finished_single)
646 if(time > self.pain_finished)
647 if (vlen(self.velocity) <= 30)
649 monsters_setframe(manim_idle);
651 self.angles_y = enemy_face_y;
653 self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
659 monster_checkattack(self, self.enemy);
661 self.SendFlags |= MSF_ANG;
662 self.SendFlags |= MSF_MOVE;
665 void monster_dead_think()
667 self.think = monster_dead_think;
668 self.nextthink = time + 0.3; // don't need to update so often now
670 self.deadflag = DEAD_DEAD;
672 if(time >= self.ltime)
678 self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
681 void monsters_setstatus()
683 self.stat_monsters_total = monsters_total;
684 self.stat_monsters_killed = monsters_killed;
687 void Monster_Appear()
689 self.enemy = activator;
690 self.spawnflags &~= MONSTERFLAG_APPEAR;
691 self.monster_spawnfunc();
694 float Monster_CheckAppearFlags(entity ent)
696 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
699 ent.think = func_null;
701 ent.use = Monster_Appear;
702 ent.flags = FL_MONSTER; // set so this monster can get butchered
707 void monsters_reset()
709 setorigin(self, self.pos1);
710 self.angles = self.pos2;
712 self.health = self.max_health;
713 self.velocity = '0 0 0';
715 self.goalentity = world;
716 self.attack_finished_single = 0;
717 self.moveto = self.origin;
719 WaypointSprite_UpdateHealth(self.sprite, self.health);
722 float monster_send(entity to, float sf)
724 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
725 WriteByte(MSG_ENTITY, sf);
728 WriteByte(MSG_ENTITY, self.monsterid);
730 WriteCoord(MSG_ENTITY, self.origin_x);
731 WriteCoord(MSG_ENTITY, self.origin_y);
732 WriteCoord(MSG_ENTITY, self.origin_z);
734 WriteAngle(MSG_ENTITY, self.angles_x);
735 WriteAngle(MSG_ENTITY, self.angles_y);
737 WriteByte(MSG_ENTITY, self.skin);
738 WriteByte(MSG_ENTITY, self.team);
743 WriteShort(MSG_ENTITY, rint(self.angles_x));
744 WriteShort(MSG_ENTITY, rint(self.angles_y));
749 WriteShort(MSG_ENTITY, rint(self.origin_x));
750 WriteShort(MSG_ENTITY, rint(self.origin_y));
751 WriteShort(MSG_ENTITY, rint(self.origin_z));
753 WriteShort(MSG_ENTITY, rint(self.velocity_x));
754 WriteShort(MSG_ENTITY, rint(self.velocity_y));
755 WriteShort(MSG_ENTITY, rint(self.velocity_z));
757 WriteShort(MSG_ENTITY, rint(self.angles_y));
762 WriteCoord(MSG_ENTITY, self.anim_start_time);
763 WriteByte(MSG_ENTITY, self.frame);
768 WriteByte(MSG_ENTITY, self.skin);
770 WriteByte(MSG_ENTITY, self.team);
772 WriteByte(MSG_ENTITY, self.deadflag);
775 WriteByte(MSG_ENTITY, 0);
777 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
783 void monster_link(void() spawnproc)
785 Net_LinkEntity(self, TRUE, 0, monster_send);
786 self.think = spawnproc;
787 self.nextthink = time;
790 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
792 self.health -= damage;
794 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
796 if(self.health <= -100) // 100 health until gone?
798 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
800 self.think = SUB_Remove;
801 self.nextthink = time + 0.1;
805 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
807 if(self.frozen && deathtype != DEATH_KILL)
810 if(time < self.pain_finished && deathtype != DEATH_KILL)
813 if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
814 if(monster_isvalidtarget(attacker, self))
815 self.enemy = attacker;
817 if(deathtype != DEATH_KILL)
818 damage *= self.armorvalue;
820 if(self.weaponentity && self.weaponentity.classname == "shield")
821 self.weaponentity.health -= damage;
823 self.health -= damage;
826 WaypointSprite_UpdateHealth(self.sprite, self.health);
828 self.dmg_time = time;
830 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
831 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
833 self.velocity += force * self.damageforcescale;
835 if(deathtype != DEATH_DROWN)
837 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
839 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
841 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
848 // Update one more time to avoid waypoint fading without emptying healthbar
849 WaypointSprite_UpdateHealth(self.sprite, 0);
852 if(deathtype == DEATH_KILL)
853 self.candrop = FALSE; // killed by mobkill command
856 activator = attacker;
859 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
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;
907 self.touch = MonsterTouch; // reset incase monster was pouncing
909 if not(self.flags & FL_FLY)
910 self.velocity = '0 0 0';
912 self.SendFlags |= MSF_MOVE;
917 // used to hook into monster post spawn functions without a mutator
918 void monster_hook_spawn()
920 if not(self.monster_respawned)
921 Monster_CheckMinibossFlag();
923 self.max_health = self.health;
924 self.pain_finished = self.nextthink;
925 self.anim_start_time = time;
929 setorigin(self, self.origin + '0 0 20');
930 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
931 setorigin(self, trace_endpos);
934 if not(self.monster_respawned)
935 self.skin = rint(random() * 4);
937 self.pos1 = self.origin;
939 monster_precachesounds(self);
942 self.monster_attack = TRUE; // we can have monster enemies in team games
944 if(autocvar_g_monsters_healthbars)
946 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'));
947 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
948 WaypointSprite_UpdateHealth(self.sprite, self.health);
951 monster_sound(self.msound_spawn, 0, FALSE);
953 MUTATOR_CALLHOOK(MonsterSpawn);
955 self.SendFlags = MSF_SETUP;
958 float monster_initialize(string net_name, float mon_id,
965 if not(autocvar_g_monsters)
968 // support for quake style removing monsters based on skill
969 if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
970 if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
971 if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
972 if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
973 if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
975 if(self.netname == "")
976 self.netname = ((net_name == "") ? self.classname : net_name);
978 if(self.team && !teamplay)
981 self.flags = FL_MONSTER;
983 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
984 if not(self.monster_respawned)
987 setsize(self, min_s, max_s);
988 self.takedamage = DAMAGE_AIM;
989 self.bot_attack = TRUE;
990 self.iscreature = TRUE;
991 self.teleportable = TRUE;
992 self.damagedbycontents = TRUE;
993 self.monsterid = mon_id;
994 self.damageforcescale = 0.003;
995 self.monster_die = dieproc;
996 self.event_damage = monsters_damage;
997 self.touch = MonsterTouch;
998 self.use = monster_use;
999 self.solid = SOLID_BBOX;
1001 self.movetype = MOVETYPE_WALK;
1002 self.delay = -1; // used in attack delay code
1003 monsters_spawned += 1;
1005 self.velocity = '0 0 0';
1006 self.moveto = self.origin;
1007 self.pos2 = self.angles;
1008 self.reset = monsters_reset;
1009 self.candrop = TRUE;
1010 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1011 self.oldtarget2 = self.target2;
1012 self.deadflag = DEAD_NO; // UNDEAD
1013 self.noalign = nodrop;
1014 self.spawn_time = time;
1015 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1017 if not(self.attack_range)
1018 self.attack_range = 120;
1020 if not(self.ticrate)
1021 self.ticrate = autocvar_g_monsters_think_delay;
1023 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1025 if not(self.armorvalue)
1026 self.armorvalue = 1; // multiplier
1028 if not(self.target_range)
1029 self.target_range = autocvar_g_monsters_target_range;
1031 if not(self.respawntime)
1032 self.respawntime = autocvar_g_monsters_respawn_delay;
1034 if not(self.monster_moveflags)
1035 self.monster_moveflags = MONSTER_MOVE_WANDER;
1037 monster_link(spawnproc);