X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fsv_monsters.qc;h=e95e3d1dea3ed0fddda349db2c98dd692478eb78;hb=4f8174124060b4de8af7429fb9e7003f87e734c7;hp=1155c6427108eb51320c3c382e3789d3e2b52683;hpb=c51698509e174e343dff48128a1dcfff1527c535;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/monsters/sv_monsters.qc b/qcsrc/common/monsters/sv_monsters.qc index 1155c6427..e95e3d1de 100644 --- a/qcsrc/common/monsters/sv_monsters.qc +++ b/qcsrc/common/monsters/sv_monsters.qc @@ -1,121 +1,117 @@ #if defined(CSQC) #elif defined(MENUQC) #elif defined(SVQC) - #include "../../lib/warpzone/common.qh" + #include #include "../constants.qh" #include "../teams.qh" #include "../util.qh" #include "all.qh" #include "sv_monsters.qh" + #include "../physics/movelib.qh" #include "../weapons/all.qh" - #include "../../server/autocvars.qh" - #include "../../server/defs.qh" + #include + #include #include "../deathtypes/all.qh" - #include "../../server/mutators/mutators_include.qh" - #include "../../server/steerlib.qh" + #include + #include #include "../turrets/sv_turrets.qh" #include "../turrets/util.qh" #include "../vehicles/all.qh" - #include "../../server/campaign.qh" - #include "../../server/command/common.qh" - #include "../../server/command/cmd.qh" + #include + #include + #include #include "../triggers/triggers.qh" - #include "../../lib/csqcmodel/sv_model.qh" - #include "../../server/round_handler.qh" + #include + #include #endif -void monsters_setstatus() -{SELFPARAM(); - self.stat_monsters_total = monsters_total; - self.stat_monsters_killed = monsters_killed; +void monsters_setstatus(entity this) +{ + this.stat_monsters_total = monsters_total; + this.stat_monsters_killed = monsters_killed; } -void monster_dropitem() -{SELFPARAM(); - if(!self.candrop || !self.monster_loot) +void monster_dropitem(entity this) +{ + if(!this.candrop || !this.monster_loot) return; - vector org = self.origin + ((self.mins + self.maxs) * 0.5); - entity e = spawn(); + vector org = this.origin + ((this.mins + this.maxs) * 0.5); + entity e = new(droppedweapon); // use weapon handling to remove it on touch e.spawnfunc_checked = true; - e.monster_loot = self.monster_loot; + e.monster_loot = this.monster_loot; MUTATOR_CALLHOOK(MonsterDropItem, e); e = other; if(e && e.monster_loot) { - setself(e); e.noalign = true; - e.monster_loot(e); + WITH(entity, self, e, e.monster_loot(e)); e.gravity = 1; e.movetype = MOVETYPE_TOSS; e.reset = SUB_Remove; setorigin(e, org); e.velocity = randomvec() * 175 + '0 0 325'; e.item_spawnshieldtime = time + 0.7; - e.classname = "droppedweapon"; // use weapon handling to remove it on touch SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1); - setself(this); } } -void monster_makevectors(entity e) -{SELFPARAM(); - if(IS_MONSTER(self)) +void monster_makevectors(entity this, entity targ) +{ + if(IS_MONSTER(this)) { - vector v; - - v = e.origin + (e.mins + e.maxs) * 0.5; - self.v_angle = vectoangles(v - (self.origin + self.view_ofs)); - self.v_angle_x = -self.v_angle_x; + vector v = targ.origin + (targ.mins + targ.maxs) * 0.5; + this.v_angle = vectoangles(v - (this.origin + this.view_ofs)); + this.v_angle_x = -this.v_angle_x; } - makevectors(self.v_angle); + makevectors(this.v_angle); } // =============== // Target handling // =============== -bool Monster_ValidTarget(entity mon, entity player) -{SELFPARAM(); +bool Monster_ValidTarget(entity this, entity targ) +{ // ensure we're not checking nonexistent monster/target - if(!mon || !player) { return false; } + if(!this || !targ) { return false; } - if((player == mon) - || (autocvar_g_monsters_lineofsight && !checkpvs(mon.origin + mon.view_ofs, player)) // enemy cannot be seen - || (IS_VEHICLE(player) && !((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless + if((targ == this) + || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen + || (IS_VEHICLE(targ) && !((get_monsterinfo(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless || (time < game_starttime) // monsters do nothing before match has started - || (player.takedamage == DAMAGE_NO) - || (player.items & IT_INVISIBILITY) - || (IS_SPEC(player) || IS_OBSERVER(player)) // don't attack spectators - || (!IS_VEHICLE(player) && (player.deadflag != DEAD_NO || mon.deadflag != DEAD_NO || player.health <= 0 || mon.health <= 0)) - || (mon.monster_follow == player || player.monster_follow == mon) - || (!IS_VEHICLE(player) && (player.flags & FL_NOTARGET)) - || (!autocvar_g_monsters_typefrag && player.BUTTON_CHAT) - || (SAME_TEAM(player, mon)) - || (player.frozen) - || (player.alpha != 0 && player.alpha < 0.5) + || (targ.takedamage == DAMAGE_NO) + || (targ.items & IT_INVISIBILITY) + || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators + || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0)) + || (this.monster_follow == targ || targ.monster_follow == this) + || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET)) + || (!autocvar_g_monsters_typefrag && targ.BUTTON_CHAT) + || (SAME_TEAM(targ, this)) + || (STAT(FROZEN, targ)) + || (targ.alpha != 0 && targ.alpha < 0.5) ) { // if any of the above checks fail, target is not valid return false; } - traceline(mon.origin + self.view_ofs, player.origin, 0, mon); + traceline(this.origin + this.view_ofs, targ.origin, 0, this); - if((trace_fraction < 1) && (trace_ent != player)) + if((trace_fraction < 1) && (trace_ent != targ)) return false; - if(autocvar_g_monsters_target_infront || (mon.spawnflags & MONSTERFLAG_INFRONT)) - if(mon.enemy != player) + if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)) + if(this.enemy != targ) { float dot; - makevectors (mon.angles); - dot = normalize (player.origin - mon.origin) * v_forward; + makevectors (this.angles); + dot = normalize (targ.origin - this.origin) * v_forward; if(dot <= autocvar_g_monsters_target_infront_range) { return false; } } @@ -194,37 +190,41 @@ void monster_changeteam(entity ent, float newteam) } } -void Monster_Delay_Action() -{SELFPARAM(); - entity oldself = self; - setself(self.owner); - if(Monster_ValidTarget(self, self.enemy)) { oldself.use(); } +.void(entity) monster_delayedfunc; +void Monster_Delay_Action_self(); +void Monster_Delay_Action(entity this) +{ + if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); } - if(oldself.cnt > 0) + if(this.cnt > 1) { - oldself.cnt -= 1; - oldself.think = Monster_Delay_Action; - oldself.nextthink = time + oldself.respawn_time; + this.cnt -= 1; + this.think = Monster_Delay_Action_self; + this.nextthink = time + this.count; } else { - oldself.think = SUB_Remove; - oldself.nextthink = time; + this.think = SUB_Remove_self; + this.nextthink = time; } } -void Monster_Delay(float repeat_count, float repeat_defer, float defer_amnt, void() func) -{SELFPARAM(); +void Monster_Delay_Action_self() +{ + Monster_Delay_Action(self); +} + +void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func) +{ // deferred attacking, checks if monster is still alive and target is still valid before attacking entity e = spawn(); - e.think = Monster_Delay_Action; + e.think = Monster_Delay_Action_self; e.nextthink = time + defer_amnt; e.count = defer_amnt; - e.owner = self; - e.use = func; + e.owner = this; + e.monster_delayedfunc = func; e.cnt = repeat_count; - e.respawn_time = repeat_defer; } @@ -264,9 +264,9 @@ void Monster_Sound_Precache(string f) fclose(fh); } -void Monster_Sounds_Precache() -{SELFPARAM(); - string m = (get_monsterinfo(self.monsterid)).m_model.model_str(); +void Monster_Sounds_Precache(entity this) +{ + string m = (Monsters_from(this.monsterid)).m_model.model_str(); float globhandle, n, i; string f; @@ -283,9 +283,9 @@ void Monster_Sounds_Precache() search_end(globhandle); } -void Monster_Sounds_Clear() -{SELFPARAM(); -#define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; } +void Monster_Sounds_Clear(entity this) +{ +#define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; } ALLMONSTERSOUNDS #undef _MSOUND } @@ -303,8 +303,8 @@ void Monster_Sounds_Clear() return string_null; } -bool Monster_Sounds_Load(string f, int first) -{SELFPARAM(); +bool Monster_Sounds_Load(entity this, string f, int first) +{ float fh; string s; var .string field; @@ -321,35 +321,35 @@ bool Monster_Sounds_Load(string f, int first) field = Monster_Sound_SampleField(argv(0)); if(GetMonsterSoundSampleField_notFound) continue; - if (self.(field)) - strunzone(self.(field)); - self.(field) = strzone(strcat(argv(1), " ", argv(2))); + if (this.(field)) + strunzone(this.(field)); + this.(field) = strzone(strcat(argv(1), " ", argv(2))); } fclose(fh); return true; } .int skin_for_monstersound; -void Monster_Sounds_Update() -{SELFPARAM(); - if(self.skin == self.skin_for_monstersound) { return; } +void Monster_Sounds_Update(entity this) +{ + if(this.skin == this.skin_for_monstersound) { return; } - self.skin_for_monstersound = self.skin; - Monster_Sounds_Clear(); - if(!Monster_Sounds_Load(get_monster_model_datafilename(self.model, self.skin, "sounds"), 0)) - Monster_Sounds_Load(get_monster_model_datafilename(self.model, 0, "sounds"), 0); + this.skin_for_monstersound = this.skin; + Monster_Sounds_Clear(this); + if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0)) + Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0); } -void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float chan) -{SELFPARAM(); +void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan) +{ if(!autocvar_g_monsters_sounds) { return; } if(delaytoo) - if(time < self.msound_delay) + if(time < this.msound_delay) return; // too early - GlobalSound(self.(samplefield), chan, VOICETYPE_PLAYERSOUND); + GlobalSound_string(this, this.(samplefield), chan, VOICETYPE_PLAYERSOUND); - self.msound_delay = time + sound_delay; + this.msound_delay = time + sound_delay; } @@ -357,94 +357,94 @@ void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float // Monster attack handlers // ======================= -float Monster_Attack_Melee(entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop) -{SELFPARAM(); - if(dostop && (self.flags & FL_MONSTER)) { self.state = MONSTER_ATTACK_MELEE; } +bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop) +{ + if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; } - setanim(self, anim, false, true, false); + setanim(this, anim, false, true, false); - if(self.animstate_endtime > time && (self.flags & FL_MONSTER)) - self.attack_finished_single = self.anim_finished = self.animstate_endtime; + if(this.animstate_endtime > time && IS_MONSTER(this)) + this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime; else - self.attack_finished_single = self.anim_finished = time + animtime; + this.attack_finished_single[0] = this.anim_finished = time + animtime; - monster_makevectors(targ); + monster_makevectors(this, targ); - traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self); + traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this); if(trace_ent.takedamage) - Damage(trace_ent, self, self, damg * MONSTER_SKILLMOD(self), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin)); + Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin)); return true; } -float Monster_Attack_Leap_Check(vector vel) -{SELFPARAM(); - if(self.state && (self.flags & FL_MONSTER)) +bool Monster_Attack_Leap_Check(entity this, vector vel) +{ + if(this.state && IS_MONSTER(this)) return false; // already attacking - if(!(self.flags & FL_ONGROUND)) + if(!IS_ONGROUND(this)) return false; // not on the ground - if(self.health <= 0) + if(this.health <= 0 || IS_DEAD(this)) return false; // called when dead? - if(time < self.attack_finished_single) + if(time < this.attack_finished_single[0]) return false; // still attacking - vector old = self.velocity; + vector old = this.velocity; - self.velocity = vel; - tracetoss(self, self); - self.velocity = old; - if (trace_ent != self.enemy) + this.velocity = vel; + tracetoss(this, this); + this.velocity = old; + if (trace_ent != this.enemy) return false; return true; } -bool Monster_Attack_Leap(vector anm, void() touchfunc, vector vel, float animtime) -{SELFPARAM(); - if(!Monster_Attack_Leap_Check(vel)) +bool Monster_Attack_Leap(entity this, vector anm, void() touchfunc, vector vel, float animtime) +{ + if(!Monster_Attack_Leap_Check(this, vel)) return false; - setanim(self, anm, false, true, false); + setanim(this, anm, false, true, false); - if(self.animstate_endtime > time && (self.flags & FL_MONSTER)) - self.attack_finished_single = self.anim_finished = self.animstate_endtime; + if(this.animstate_endtime > time && (this.flags & FL_MONSTER)) + this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime; else - self.attack_finished_single = self.anim_finished = time + animtime; + this.attack_finished_single[0] = this.anim_finished = time + animtime; - if(self.flags & FL_MONSTER) - self.state = MONSTER_ATTACK_RANGED; - self.touch = touchfunc; - self.origin_z += 1; - self.velocity = vel; - self.flags &= ~FL_ONGROUND; + if(this.flags & FL_MONSTER) + this.state = MONSTER_ATTACK_RANGED; + this.touch = touchfunc; + this.origin_z += 1; + this.velocity = vel; + UNSET_ONGROUND(this); return true; } -void Monster_Attack_Check(entity e, entity targ) +void Monster_Attack_Check(entity this, entity targ) { - if((e == world || targ == world) - || (!e.monster_attackfunc) - || (time < e.attack_finished_single) + if((this == world || targ == world) + || (!this.monster_attackfunc) + || (time < this.attack_finished_single[0]) ) { return; } - float targ_vlen = vlen(targ.origin - e.origin); + float targ_vlen = vlen(targ.origin - this.origin); - if(targ_vlen <= e.attack_range) + if(targ_vlen <= this.attack_range) { - float attack_success = e.monster_attackfunc(MONSTER_ATTACK_MELEE, targ); + bool attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ); if(attack_success == 1) - Monster_Sound(monstersound_melee, 0, false, CH_VOICE); + Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE); else if(attack_success > 0) return; } - if(targ_vlen > e.attack_range) + if(targ_vlen > this.attack_range) { - float attack_success = e.monster_attackfunc(MONSTER_ATTACK_RANGED, targ); + float attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ); if(attack_success == 1) - Monster_Sound(monstersound_melee, 0, false, CH_VOICE); + Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE); else if(attack_success > 0) return; } @@ -455,23 +455,23 @@ void Monster_Attack_Check(entity e, entity targ) // Main monster functions // ====================== -void Monster_UpdateModel() -{SELFPARAM(); +void Monster_UpdateModel(entity this) +{ // assume some defaults - /*self.anim_idle = animfixfps(self, '0 1 0.01', '0 0 0'); - self.anim_walk = animfixfps(self, '1 1 0.01', '0 0 0'); - self.anim_run = animfixfps(self, '2 1 0.01', '0 0 0'); - self.anim_fire1 = animfixfps(self, '3 1 0.01', '0 0 0'); - self.anim_fire2 = animfixfps(self, '4 1 0.01', '0 0 0'); - self.anim_melee = animfixfps(self, '5 1 0.01', '0 0 0'); - self.anim_pain1 = animfixfps(self, '6 1 0.01', '0 0 0'); - self.anim_pain2 = animfixfps(self, '7 1 0.01', '0 0 0'); - self.anim_die1 = animfixfps(self, '8 1 0.01', '0 0 0'); - self.anim_die2 = animfixfps(self, '9 1 0.01', '0 0 0');*/ + /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0'); + this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0'); + this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0'); + this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0'); + this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0'); + this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0'); + this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0'); + this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0'); + this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0'); + this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/ // then get the real values - Monster mon = get_monsterinfo(self.monsterid); - mon.mr_anim(mon); + Monster mon = get_monsterinfo(this.monsterid); + mon.mr_anim(mon, this); } void Monster_Touch() @@ -485,30 +485,30 @@ void Monster_Touch() self.enemy = other; } -void Monster_Miniboss_Check() -{SELFPARAM(); - if(MUTATOR_CALLHOOK(MonsterCheckBossFlag)) +void Monster_Miniboss_Check(entity this) +{ + if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this)) return; float chance = random() * 100; // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss - if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance)) + if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance)) { - self.health += autocvar_g_monsters_miniboss_healthboost; - self.effects |= EF_RED; - if(!self.weapon) - self.weapon = WEP_VORTEX.m_id; + this.health += autocvar_g_monsters_miniboss_healthboost; + this.effects |= EF_RED; + if(!this.weapon) + this.weapon = WEP_VORTEX.m_id; } } -bool Monster_Respawn_Check() -{SELFPARAM(); - if(self.deadflag == DEAD_DEAD) // don't call when monster isn't dead - if(MUTATOR_CALLHOOK(MonsterRespawn, self)) +bool Monster_Respawn_Check(entity this) +{ + if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead + if(MUTATOR_CALLHOOK(MonsterRespawn, this)) return true; // enabled by a mutator - if(self.spawnflags & MONSTERFLAG_NORESPAWN) + if(this.spawnflags & MONSTERFLAG_NORESPAWN) return false; if(!autocvar_g_monsters_respawn) @@ -517,35 +517,35 @@ bool Monster_Respawn_Check() return true; } -void Monster_Respawn() { SELFPARAM(); Monster_Spawn(self.monsterid); } +void Monster_Respawn() { SELFPARAM(); Monster_Spawn(self, self.monsterid); } -void Monster_Dead_Fade() -{SELFPARAM(); - if(Monster_Respawn_Check()) +void Monster_Dead_Fade(entity this) +{ + if(Monster_Respawn_Check(this)) { - self.spawnflags |= MONSTERFLAG_RESPAWNED; - self.think = Monster_Respawn; - self.nextthink = time + self.respawntime; - self.monster_lifetime = 0; - self.deadflag = DEAD_RESPAWNING; - if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT) + this.spawnflags |= MONSTERFLAG_RESPAWNED; + this.think = Monster_Respawn; + this.nextthink = time + this.respawntime; + this.monster_lifetime = 0; + this.deadflag = DEAD_RESPAWNING; + if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT) { - self.pos1 = self.origin; - self.pos2 = self.angles; + this.pos1 = this.origin; + this.pos2 = this.angles; } - self.event_damage = func_null; - self.takedamage = DAMAGE_NO; - setorigin(self, self.pos1); - self.angles = self.pos2; - self.health = self.max_health; - setmodel(self, MDL_Null); + this.event_damage = func_null; + this.takedamage = DAMAGE_NO; + setorigin(this, this.pos1); + this.angles = this.pos2; + this.health = this.max_health; + setmodel(this, MDL_Null); } else { // number of monsters spawned with mobspawn command totalspawned -= 1; - SUB_SetFade(self, time + 3, 1); + SUB_SetFade(this, time + 3, 1); } } @@ -554,103 +554,102 @@ void Monster_Use() if(Monster_ValidTarget(self, activator)) { self.enemy = activator; } } -vector Monster_Move_Target(entity targ) -{SELFPARAM(); +vector Monster_Move_Target(entity this, entity targ) +{ // enemy is always preferred target - if(self.enemy) + if(this.enemy) { - vector targ_origin = ((self.enemy.absmin + self.enemy.absmax) * 0.5); - targ_origin = WarpZone_RefSys_TransformOrigin(self.enemy, self, targ_origin); // origin of target as seen by the monster (us) - WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self); - - if((self.enemy == world) - || (self.enemy.deadflag != DEAD_NO || self.enemy.health < 1) - || (self.enemy.frozen) - || (self.enemy.flags & FL_NOTARGET) - || (self.enemy.alpha < 0.5 && self.enemy.alpha != 0) - || (self.enemy.takedamage == DAMAGE_NO) - || (vlen(self.origin - targ_origin) > self.target_range) - || ((trace_fraction < 1) && (trace_ent != self.enemy))) - //|| (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit)) // TODO: chase timelimit? + vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5); + targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us) + WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this); + + if((this.enemy == world) + || (IS_DEAD(this.enemy) || this.enemy.health < 1) + || (STAT(FROZEN, this.enemy)) + || (this.enemy.flags & FL_NOTARGET) + || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0) + || (this.enemy.takedamage == DAMAGE_NO) + || (vlen(this.origin - targ_origin) > this.target_range) + || ((trace_fraction < 1) && (trace_ent != this.enemy))) { - self.enemy = world; - self.pass_distance = 0; + this.enemy = world; + this.pass_distance = 0; } - if(self.enemy) + if(this.enemy) { - /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), self.origin, targ_origin); + /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin); print("Trace origin: ", vtos(targ_origin), "\n"); - print("Target origin: ", vtos(self.enemy.origin), "\n"); - print("My origin: ", vtos(self.origin), "\n"); */ + print("Target origin: ", vtos(this.enemy.origin), "\n"); + print("My origin: ", vtos(this.origin), "\n"); */ - self.monster_movestate = MONSTER_MOVE_ENEMY; - self.last_trace = time + 1.2; - if(self.monster_moveto) - return self.monster_moveto; // assumes code is properly setting this when monster has an enemy + this.monster_movestate = MONSTER_MOVE_ENEMY; + this.last_trace = time + 1.2; + if(this.monster_moveto) + return this.monster_moveto; // assumes code is properly setting this when monster has an enemy else return targ_origin; } - /*makevectors(self.angles); - self.monster_movestate = MONSTER_MOVE_ENEMY; - self.last_trace = time + 1.2; - return self.enemy.origin; */ + /*makevectors(this.angles); + this.monster_movestate = MONSTER_MOVE_ENEMY; + this.last_trace = time + 1.2; + return this.enemy.origin; */ } - switch(self.monster_moveflags) + switch(this.monster_moveflags) { case MONSTER_MOVE_FOLLOW: { - self.monster_movestate = MONSTER_MOVE_FOLLOW; - self.last_trace = time + 0.3; - return (self.monster_follow) ? self.monster_follow.origin : self.origin; + this.monster_movestate = MONSTER_MOVE_FOLLOW; + this.last_trace = time + 0.3; + return (this.monster_follow) ? this.monster_follow.origin : this.origin; } case MONSTER_MOVE_SPAWNLOC: { - self.monster_movestate = MONSTER_MOVE_SPAWNLOC; - self.last_trace = time + 2; - return self.pos1; + this.monster_movestate = MONSTER_MOVE_SPAWNLOC; + this.last_trace = time + 2; + return this.pos1; } case MONSTER_MOVE_NOMOVE: { - if(self.monster_moveto) + if(this.monster_moveto) { - self.last_trace = time + 0.5; - return self.monster_moveto; + this.last_trace = time + 0.5; + return this.monster_moveto; } else { - self.monster_movestate = MONSTER_MOVE_NOMOVE; - self.last_trace = time + 2; + this.monster_movestate = MONSTER_MOVE_NOMOVE; + this.last_trace = time + 2; } - return self.origin; + return this.origin; } default: case MONSTER_MOVE_WANDER: { vector pos; - self.monster_movestate = MONSTER_MOVE_WANDER; + this.monster_movestate = MONSTER_MOVE_WANDER; - if(self.monster_moveto) + if(this.monster_moveto) { - self.last_trace = time + 0.5; - pos = self.monster_moveto; + this.last_trace = time + 0.5; + pos = this.monster_moveto; } else if(targ) { - self.last_trace = time + 0.5; + this.last_trace = time + 0.5; pos = targ.origin; } else { - self.last_trace = time + self.wander_delay; + this.last_trace = time + this.wander_delay; - self.angles_y = rint(random() * 500); - makevectors(self.angles); - pos = self.origin + v_forward * self.wander_distance; + this.angles_y = rint(random() * 500); + makevectors(this.angles); + pos = this.origin + v_forward * this.wander_distance; - if(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM)) + if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM)) { pos.z = random() * 200; if(random() >= 0.5) @@ -663,264 +662,259 @@ vector Monster_Move_Target(entity targ) } } -void Monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed) -{SELFPARAM(); +void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed) +{ float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis float initial_height = 0; //min(50, (targ_distance * tanh(20))); - float current_height = (initial_height * min(1, (self.pass_distance) ? (current_distance / self.pass_distance) : current_distance)); + float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance)); //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n"); vector targpos; if(current_height) // make sure we can actually do this arcing path { targpos = (to + ('0 0 1' * current_height)); - WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon); + WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this); if(trace_fraction < 1) { //print("normal arc line failed, trying to find new pos..."); - WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, mon); + WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this); targpos = (trace_endpos + '0 0 -10'); - WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon); + WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this); if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ } /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */ } } else { targpos = to; } - //mon.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y)); + //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y)); vector desired_direction = normalize(targpos - from); - if(turnrate) { mon.velocity = (normalize(normalize(mon.velocity) + (desired_direction * 50)) * movespeed); } - else { mon.velocity = (desired_direction * movespeed); } + if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); } + else { this.velocity = (desired_direction * movespeed); } - //mon.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95); - //mon.angles = vectoangles(mon.velocity); + //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95); + //this.angles = vectoangles(this.velocity); } -void Monster_Move(float runspeed, float walkspeed, float stpspeed) -{SELFPARAM(); - if(self.target2) { self.goalentity = find(world, targetname, self.target2); } +void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) +{ + if(this.target2) { this.goalentity = find(world, targetname, this.target2); } entity targ; - if(self.frozen == 2) + if(STAT(FROZEN, this) == 2) { - self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1); - self.health = max(1, self.revive_progress * self.max_health); - self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1); + this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1); + this.health = max(1, this.revive_progress * this.max_health); + this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1); - if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite) - WaypointSprite_UpdateHealth(self.sprite, self.health); + if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite) + WaypointSprite_UpdateHealth(this.sprite, this.health); - movelib_beak_simple(stpspeed); - setanim(self, self.anim_idle, true, false, false); + movelib_brake_simple(this, stpspeed); + setanim(this, this.anim_idle, true, false, false); - self.enemy = world; - self.nextthink = time + self.ticrate; + this.enemy = world; + this.nextthink = time + this.ticrate; - if(self.revive_progress >= 1) - Unfreeze(self); + if(this.revive_progress >= 1) + Unfreeze(this); return; } - else if(self.frozen == 3) + else if(STAT(FROZEN, this) == 3) { - self.revive_progress = bound(0, self.revive_progress - self.ticrate * self.revive_speed, 1); - self.health = max(0, autocvar_g_nades_ice_health + (self.max_health-autocvar_g_nades_ice_health) * self.revive_progress ); + this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1); + this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress ); - if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite) - WaypointSprite_UpdateHealth(self.sprite, self.health); + if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite) + WaypointSprite_UpdateHealth(this.sprite, this.health); - movelib_beak_simple(stpspeed); - setanim(self, self.anim_idle, true, false, false); + movelib_brake_simple(this, stpspeed); + setanim(this, this.anim_idle, true, false, false); - self.enemy = world; - self.nextthink = time + self.ticrate; + this.enemy = world; + this.nextthink = time + this.ticrate; - if(self.health < 1) + if(this.health < 1) { - Unfreeze(self); - self.health = 0; - if(self.event_damage) - self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0'); + Unfreeze(this); + this.health = 0; + if(this.event_damage) + this.event_damage(this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0'); } - else if ( self.revive_progress <= 0 ) - Unfreeze(self); + else if ( this.revive_progress <= 0 ) + Unfreeze(this); return; } - if(self.flags & FL_SWIM) + if(this.flags & FL_SWIM) { - if(self.waterlevel < WATERLEVEL_WETFEET) + if(this.waterlevel < WATERLEVEL_WETFEET) { - if(time >= self.last_trace) + if(time >= this.last_trace) { - self.last_trace = time + 0.4; + this.last_trace = time + 0.4; - Damage (self, world, world, 2, DEATH_DROWN.m_id, self.origin, '0 0 0'); - self.angles = '90 90 0'; + Damage (this, world, world, 2, DEATH_DROWN.m_id, this.origin, '0 0 0'); + this.angles = '90 90 0'; if(random() < 0.5) { - self.velocity_y += random() * 50; - self.velocity_x -= random() * 50; + this.velocity_y += random() * 50; + this.velocity_x -= random() * 50; } else { - self.velocity_y -= random() * 50; - self.velocity_x += random() * 50; + this.velocity_y -= random() * 50; + this.velocity_x += random() * 50; } - self.velocity_z += random() * 150; + this.velocity_z += random() * 150; } - self.movetype = MOVETYPE_BOUNCE; - //self.velocity_z = -200; + this.movetype = MOVETYPE_BOUNCE; + //this.velocity_z = -200; return; } - else if(self.movetype == MOVETYPE_BOUNCE) + else if(this.movetype == MOVETYPE_BOUNCE) { - self.angles_x = 0; - self.movetype = MOVETYPE_WALK; + this.angles_x = 0; + this.movetype = MOVETYPE_WALK; } } - targ = self.goalentity; + targ = this.goalentity; - if (MUTATOR_CALLHOOK(MonsterMove, runspeed, walkspeed, targ) + if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ) || gameover - || self.draggedby != world + || this.draggedby != world || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) - || time < self.spawn_time) + || time < this.spawn_time) { runspeed = walkspeed = 0; - if(time >= self.spawn_time) - setanim(self, self.anim_idle, true, false, false); - movelib_beak_simple(stpspeed); + if(time >= this.spawn_time) + setanim(this, this.anim_idle, true, false, false); + movelib_brake_simple(this, stpspeed); return; } targ = monster_target; - runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(self), runspeed * 2.5); // limit maxspeed to prevent craziness - walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(self), walkspeed * 2.5); // limit maxspeed to prevent craziness - - if(time < self.spider_slowness) - { - runspeed *= 0.5; - walkspeed *= 0.5; - } + runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness + walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness if(teamplay) if(autocvar_g_monsters_teams) - if(DIFF_TEAM(self.monster_follow, self)) - self.monster_follow = world; + if(DIFF_TEAM(this.monster_follow, this)) + this.monster_follow = world; - if(time >= self.last_enemycheck) + if(time >= this.last_enemycheck) { - if(!self.enemy) + if(!this.enemy) { - self.enemy = Monster_FindTarget(self); - if(self.enemy) + this.enemy = Monster_FindTarget(this); + if(this.enemy) { - WarpZone_RefSys_Copy(self.enemy, self); - WarpZone_RefSys_AddInverse(self.enemy, self); // wz1^-1 ... wzn^-1 receiver - self.moveto = WarpZone_RefSys_TransformOrigin(self.enemy, self, (0.5 * (self.enemy.absmin + self.enemy.absmax))); - self.monster_moveto = '0 0 0'; - self.monster_face = '0 0 0'; - - self.pass_distance = vlen((('1 0 0' * self.enemy.origin_x) + ('0 1 0' * self.enemy.origin_y)) - (('1 0 0' * self.origin_x) + ('0 1 0' * self.origin_y))); - Monster_Sound(monstersound_sight, 0, false, CH_VOICE); + WarpZone_RefSys_Copy(this.enemy, this); + WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver + this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax))); + this.monster_moveto = '0 0 0'; + this.monster_face = '0 0 0'; + + this.pass_distance = vlen((('1 0 0' * this.enemy.origin_x) + ('0 1 0' * this.enemy.origin_y)) - (('1 0 0' * this.origin_x) + ('0 1 0' * this.origin_y))); + Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE); } } - self.last_enemycheck = time + 1; // check for enemies every second + this.last_enemycheck = time + 1; // check for enemies every second } - if(self.state == MONSTER_ATTACK_RANGED && (self.flags & FL_ONGROUND)) + if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this)) { - self.state = 0; - self.touch = Monster_Touch; + this.state = 0; + this.touch = Monster_Touch; } - if(self.state && time >= self.attack_finished_single) - self.state = 0; // attack is over + if(this.state && time >= this.attack_finished_single[0]) + this.state = 0; // attack is over - if(self.state != MONSTER_ATTACK_MELEE) // don't move if set - if(time >= self.last_trace || self.enemy) // update enemy or rider instantly - self.moveto = Monster_Move_Target(targ); + if(this.state != MONSTER_ATTACK_MELEE) // don't move if set + if(time >= this.last_trace || this.enemy) // update enemy or rider instantly + this.moveto = Monster_Move_Target(this, targ); - if(!self.enemy) - Monster_Sound(monstersound_idle, 7, true, CH_VOICE); + if(!this.enemy) + Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE); - if(self.state == MONSTER_ATTACK_MELEE) - self.moveto = self.origin; + if(this.state == MONSTER_ATTACK_MELEE) + this.moveto = this.origin; - if(self.enemy && self.enemy.vehicle) + if(this.enemy && this.enemy.vehicle) runspeed = 0; - if(!(self.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(self.flags & FL_SWIM)) - self.moveto_z = self.origin_z; + if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM)) + this.moveto_z = this.origin_z; - if(vlen(self.origin - self.moveto) > 100) + if(vlen(this.origin - this.moveto) > 100) { - float do_run = (self.enemy || self.monster_moveto); - if((self.flags & FL_ONGROUND) || ((self.flags & FL_FLY) || (self.flags & FL_SWIM))) - Monster_CalculateVelocity(self, self.moveto, self.origin, true, ((do_run) ? runspeed : walkspeed)); - - if(time > self.pain_finished) // TODO: use anim_finished instead! - if(!self.state) - if(time > self.anim_finished) - if(vlen(self.velocity) > 10) - setanim(self, ((do_run) ? self.anim_run : self.anim_walk), true, false, false); + float do_run = (this.enemy || this.monster_moveto); + if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM))) + Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed)); + + if(time > this.pain_finished) // TODO: use anim_finished instead! + if(!this.state) + if(time > this.anim_finished) + if(vlen(this.velocity) > 10) + setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false); else - setanim(self, self.anim_idle, true, false, false); + setanim(this, this.anim_idle, true, false, false); } else { - entity e = find(world, targetname, self.target2); + entity e = find(world, targetname, this.target2); if(e.target2) - self.target2 = e.target2; + this.target2 = e.target2; else if(e.target) - self.target2 = e.target; - - movelib_beak_simple(stpspeed); - if(time > self.anim_finished) - if(time > self.pain_finished) - if(!self.state) - if(vlen(self.velocity) <= 30) - setanim(self, self.anim_idle, true, false, false); + this.target2 = e.target; + + movelib_brake_simple(this, stpspeed); + if(time > this.anim_finished) + if(time > this.pain_finished) + if(!this.state) + if(vlen(this.velocity) <= 30) + setanim(this, this.anim_idle, true, false, false); } - self.steerto = steerlib_attract2(((self.monster_face) ? self.monster_face : self.moveto), 0.5, 500, 0.95); + this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95); - vector real_angle = vectoangles(self.steerto) - self.angles; + vector real_angle = vectoangles(this.steerto) - this.angles; float turny = 25; - if(self.state == MONSTER_ATTACK_MELEE) + if(this.state == MONSTER_ATTACK_MELEE) turny = 0; if(turny) { - turny = bound(turny * -1, shortangle_f(real_angle.y, self.angles.y), turny); - self.angles_y += turny; + turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny); + this.angles_y += turny; } - Monster_Attack_Check(self, self.enemy); + Monster_Attack_Check(this, this.enemy); } -void Monster_Remove(entity mon) +void Monster_Remove(entity this) { - if(!mon) { return; } + .entity weaponentity = weaponentities[0]; + if(!this) { return; } - if(!MUTATOR_CALLHOOK(MonsterRemove, mon)) - Send_Effect(EFFECT_ITEM_PICKUP, mon.origin, '0 0 0', 1); + if(!MUTATOR_CALLHOOK(MonsterRemove, this)) + Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1); - if(mon.weaponentity) { remove(mon.weaponentity); } - if(mon.iceblock) { remove(mon.iceblock); } - WaypointSprite_Kill(mon.sprite); - remove(mon); + if(this.(weaponentity)) { remove(this.(weaponentity)); } + if(this.iceblock) { remove(this.iceblock); } + WaypointSprite_Kill(this.sprite); + remove(this); } void Monster_Dead_Think() @@ -930,7 +924,7 @@ void Monster_Dead_Think() if(self.monster_lifetime != 0) if(time >= self.monster_lifetime) { - Monster_Dead_Fade(); + Monster_Dead_Fade(self); return; } } @@ -939,36 +933,36 @@ void Monster_Appear() {SELFPARAM(); self.enemy = activator; self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop - Monster_Spawn(self.monsterid); + Monster_Spawn(self, self.monsterid); } -float Monster_Appear_Check(entity ent, float monster_id) +bool Monster_Appear_Check(entity this, int monster_id) { - if(!(ent.spawnflags & MONSTERFLAG_APPEAR)) + if(!(this.spawnflags & MONSTERFLAG_APPEAR)) return false; - ent.think = func_null; - ent.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used) - ent.nextthink = 0; - ent.use = Monster_Appear; - ent.flags = FL_MONSTER; // set so this monster can get butchered + this.think = func_null; + this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used) + this.nextthink = 0; + this.use = Monster_Appear; + this.flags = FL_MONSTER; // set so this monster can get butchered return true; } -void Monster_Reset() -{SELFPARAM(); - setorigin(self, self.pos1); - self.angles = self.pos2; +void Monster_Reset(entity this) +{ + setorigin(this, this.pos1); + this.angles = this.pos2; - Unfreeze(self); // remove any icy remains + Unfreeze(this); // remove any icy remains - self.health = self.max_health; - self.velocity = '0 0 0'; - self.enemy = world; - self.goalentity = world; - self.attack_finished_single = 0; - self.moveto = self.origin; + this.health = this.max_health; + this.velocity = '0 0 0'; + this.enemy = world; + this.goalentity = world; + this.attack_finished_single[0] = 0; + this.moveto = this.origin; } void Monster_Dead_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) @@ -984,33 +978,33 @@ void Monster_Dead_Damage(entity inflictor, entity attacker, float damage, int de // number of monsters spawned with mobspawn command totalspawned -= 1; - self.think = SUB_Remove; + self.think = SUB_Remove_self; self.nextthink = time + 0.1; self.event_damage = func_null; } } -void Monster_Dead(entity attacker, float gibbed) -{SELFPARAM(); - self.think = Monster_Dead_Think; - self.nextthink = time; - self.monster_lifetime = time + 5; +void Monster_Dead(entity this, entity attacker, float gibbed) +{ + this.think = Monster_Dead_Think; + this.nextthink = time; + this.monster_lifetime = time + 5; - if(self.frozen) + if(STAT(FROZEN, this)) { - Unfreeze(self); // remove any icy remains - self.health = 0; // reset by Unfreeze + Unfreeze(this); // remove any icy remains + this.health = 0; // reset by Unfreeze } - monster_dropitem(); + monster_dropitem(this); - Monster_Sound(monstersound_death, 0, false, CH_VOICE); + Monster_Sound(this, monstersound_death, 0, false, CH_VOICE); - if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED)) + if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED)) monsters_killed += 1; if(IS_PLAYER(attacker)) - if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED))) + if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED))) PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill); if(gibbed) @@ -1019,29 +1013,29 @@ void Monster_Dead(entity attacker, float gibbed) totalspawned -= 1; } - self.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage); - self.solid = SOLID_CORPSE; - self.takedamage = DAMAGE_AIM; - self.deadflag = DEAD_DEAD; - self.enemy = world; - self.movetype = MOVETYPE_TOSS; - self.moveto = self.origin; - self.touch = Monster_Touch; // reset incase monster was pouncing - self.reset = func_null; - self.state = 0; - self.attack_finished_single = 0; - self.effects = 0; - - if(!((self.flags & FL_FLY) || (self.flags & FL_SWIM))) - self.velocity = '0 0 0'; - - CSQCModel_UnlinkEntity(self); - - Monster mon = get_monsterinfo(self.monsterid); - mon.mr_death(mon); - - if(self.candrop && self.weapon) - W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325'); + this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage); + this.solid = SOLID_CORPSE; + this.takedamage = DAMAGE_AIM; + this.deadflag = DEAD_DEAD; + this.enemy = world; + this.movetype = MOVETYPE_TOSS; + this.moveto = this.origin; + this.touch = Monster_Touch; // reset incase monster was pouncing + this.reset = func_null; + this.state = 0; + this.attack_finished_single[0] = 0; + this.effects = 0; + + if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM))) + this.velocity = '0 0 0'; + + CSQCModel_UnlinkEntity(this); + + Monster mon = get_monsterinfo(this.monsterid); + mon.mr_death(mon, this); + + if(this.candrop && this.weapon) + W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325'); } void Monster_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) @@ -1049,7 +1043,7 @@ void Monster_Damage(entity inflictor, entity attacker, float damage, int deathty if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype)) return; - if(self.frozen && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id) + if(STAT(FROZEN, self) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id) return; //if(time < self.pain_finished && deathtype != DEATH_KILL.m_id) @@ -1072,13 +1066,13 @@ void Monster_Damage(entity inflictor, entity attacker, float damage, int deathty frag_attacker = attacker; frag_deathtype = deathtype; Monster mon = get_monsterinfo(self.monsterid); - mon.mr_pain(mon); + mon.mr_pain(mon, self); take = damage_take; if(take) { self.health -= take; - Monster_Sound(monstersound_pain, 1.2, true, CH_PAIN); + Monster_Sound(self, monstersound_pain, 1.2, true, CH_PAIN); } if(self.sprite) @@ -1111,7 +1105,7 @@ void Monster_Damage(entity inflictor, entity attacker, float damage, int deathty SUB_UseTargets(); self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn - Monster_Dead(attacker, (self.health <= -100 || deathtype == DEATH_KILL.m_id)); + Monster_Dead(self, attacker, (self.health <= -100 || deathtype == DEATH_KILL.m_id)); WaypointSprite_Kill(self.sprite); @@ -1122,40 +1116,40 @@ void Monster_Damage(entity inflictor, entity attacker, float damage, int deathty { Violence_GibSplash(self, 1, 0.5, attacker); - self.think = SUB_Remove; + self.think = SUB_Remove_self; self.nextthink = time + 0.1; } } } // don't check for enemies, just keep walking in a straight line -void Monster_Move_2D(float mspeed, float allow_jumpoff) -{SELFPARAM(); - if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || self.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time) +void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff) +{ + if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time) { mspeed = 0; - if(time >= self.spawn_time) - setanim(self, self.anim_idle, true, false, false); - movelib_beak_simple(0.6); + if(time >= this.spawn_time) + setanim(this, this.anim_idle, true, false, false); + movelib_brake_simple(this, 0.6); return; } - float reverse = FALSE; + float reverse = false; vector a, b; - makevectors(self.angles); - a = self.origin + '0 0 16'; - b = self.origin + '0 0 16' + v_forward * 32; + makevectors(this.angles); + a = this.origin + '0 0 16'; + b = this.origin + '0 0 16' + v_forward * 32; - traceline(a, b, MOVE_NORMAL, self); + traceline(a, b, MOVE_NORMAL, this); if(trace_fraction != 1.0) { - reverse = TRUE; + reverse = true; if(trace_ent) if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH)) - reverse = FALSE; + reverse = false; } // TODO: fix this... tracing is broken if the floor is thin @@ -1163,31 +1157,31 @@ void Monster_Move_2D(float mspeed, float allow_jumpoff) if(!allow_jumpoff) { a = b - '0 0 32'; - traceline(b, a, MOVE_WORLDONLY, self); + traceline(b, a, MOVE_WORLDONLY, this); if(trace_fraction == 1.0) - reverse = TRUE; + reverse = true; } */ if(reverse) { - self.angles_y = anglemods(self.angles_y - 180); - makevectors(self.angles); + this.angles_y = anglemods(this.angles_y - 180); + makevectors(this.angles); } - movelib_move_simple_gravity(v_forward, mspeed, 1); + movelib_move_simple_gravity(this, v_forward, mspeed, 1); - if(time > self.pain_finished) - if(time > self.attack_finished_single) - if(vlen(self.velocity) > 10) - setanim(self, self.anim_walk, true, false, false); + if(time > this.pain_finished) + if(time > this.attack_finished_single[0]) + if(vlen(this.velocity) > 10) + setanim(this, this.anim_walk, true, false, false); else - setanim(self, self.anim_idle, true, false, false); + setanim(this, this.anim_idle, true, false, false); } -void Monster_Anim() -{SELFPARAM(); - int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); - if(self.deadflag) +void Monster_Anim(entity this) +{ + int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); + if(IS_DEAD(this)) { if (!deadbits) { @@ -1204,19 +1198,19 @@ void Monster_Anim() deadbits = 0; } int animbits = deadbits; - if(self.frozen) + if(STAT(FROZEN, this)) animbits |= ANIMSTATE_FROZEN; - if(self.crouch) + if(this.crouch) animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently... - animdecide_setstate(self, animbits, false); - animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND)); + animdecide_setstate(this, animbits, false); + animdecide_setimplicitstate(this, (IS_ONGROUND(this))); /* // weapon entities for monsters? - if (self.weaponentity) + if (this.weaponentity) { - updateanim(self.weaponentity); - if (!self.weaponentity.animstate_override) - setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false); + updateanim(this.weaponentity); + if (!this.weaponentity.animstate_override) + setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false); } */ } @@ -1234,176 +1228,181 @@ void Monster_Think() } Monster mon = get_monsterinfo(self.monsterid); - if(mon.mr_think(mon)) - Monster_Move(self.speed2, self.speed, self.stopspeed); + if(mon.mr_think(mon, self)) + Monster_Move(self, self.speed2, self.speed, self.stopspeed); - Monster_Anim(); + Monster_Anim(self); CSQCMODEL_AUTOUPDATE(self); } -float Monster_Spawn_Setup() -{SELFPARAM(); - Monster mon = get_monsterinfo(self.monsterid); - mon.mr_setup(mon); +bool Monster_Spawn_Setup(entity this) +{ + Monster mon = Monsters_from(this.monsterid); + mon.mr_setup(mon, this); // ensure some basic needs are met - if(!self.health) { self.health = 100; } - if(!self.armorvalue) { self.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(self), 0.9); } - if(!self.target_range) { self.target_range = autocvar_g_monsters_target_range; } - if(!self.respawntime) { self.respawntime = autocvar_g_monsters_respawn_delay; } - if(!self.monster_moveflags) { self.monster_moveflags = MONSTER_MOVE_WANDER; } - if(!self.attack_range) { self.attack_range = autocvar_g_monsters_attack_range; } - if(!self.damageforcescale) { self.damageforcescale = autocvar_g_monsters_damageforcescale; } - - if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) + if(!this.health) { this.health = 100; } + if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); } + if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; } + if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; } + if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; } + if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; } + if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; } + + if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) { - Monster_Miniboss_Check(); - self.health *= MONSTER_SKILLMOD(self); + Monster_Miniboss_Check(this); + this.health *= MONSTER_SKILLMOD(this); - if(!self.skin) - self.skin = rint(random() * 4); + if(!this.skin) + this.skin = rint(random() * 4); } - self.max_health = self.health; - self.pain_finished = self.nextthink; + this.max_health = this.health; + this.pain_finished = this.nextthink; - if(IS_PLAYER(self.monster_follow)) - self.effects |= EF_DIMLIGHT; + if(IS_PLAYER(this.monster_follow)) + this.effects |= EF_DIMLIGHT; - if(!self.wander_delay) { self.wander_delay = 2; } - if(!self.wander_distance) { self.wander_distance = 600; } + if(!this.wander_delay) { this.wander_delay = 2; } + if(!this.wander_distance) { this.wander_distance = 600; } - Monster_Sounds_Precache(); - Monster_Sounds_Update(); + Monster_Sounds_Precache(this); + Monster_Sounds_Update(this); if(teamplay) - self.monster_attack = true; // we can have monster enemies in team games + this.monster_attack = true; // we can have monster enemies in team games - Monster_Sound(monstersound_spawn, 0, false, CH_VOICE); + Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE); if(autocvar_g_monsters_healthbars) { - entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, self, '0 0 1' * (self.maxs.z + 15), world, self.team, self, sprite, true, RADARICON_DANGER); - wp.wp_extra = self.monsterid; - wp.colormod = ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'); - if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE)) + entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), world, this.team, this, sprite, true, RADARICON_DANGER); + wp.wp_extra = this.monsterid; + wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0'); + if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE)) { - WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health); - WaypointSprite_UpdateHealth(self.sprite, self.health); + WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health); + WaypointSprite_UpdateHealth(this.sprite, this.health); } } - self.think = Monster_Think; - self.nextthink = time + self.ticrate; + this.think = Monster_Think; + this.nextthink = time + this.ticrate; - if(MUTATOR_CALLHOOK(MonsterSpawn)) + if(MUTATOR_CALLHOOK(MonsterSpawn, this)) return false; return true; } -bool Monster_Spawn(int mon_id) -{SELFPARAM(); +bool Monster_Spawn(entity this, int mon_id) +{ // setup the basic required properties for a monster - entity mon = get_monsterinfo(mon_id); + entity mon = Monsters_from(mon_id); if(!mon.monsterid) { return false; } // invalid monster - if(!autocvar_g_monsters) { Monster_Remove(self); return false; } + if(!autocvar_g_monsters) { Monster_Remove(this); return false; } - if(Monster_Appear_Check(self, mon_id)) { return true; } // return true so the monster isn't removed + if(Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed - if(!self.monster_skill) - self.monster_skill = cvar("g_monsters_skill"); + if(!this.monster_skill) + this.monster_skill = cvar("g_monsters_skill"); // support for quake style removing monsters based on skill - if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(self); return false; } - if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(self); return false; } - if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(self); return false; } + if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; } + if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; } + if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; } - if(self.team && !teamplay) - self.team = 0; + if(this.team && !teamplay) + this.team = 0; - if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster - if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either + if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster + if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either monsters_total += 1; - setmodel(self, mon.m_model); - self.flags = FL_MONSTER; - self.classname = "monster"; - self.takedamage = DAMAGE_AIM; - self.bot_attack = true; - self.iscreature = true; - self.teleportable = true; - self.damagedbycontents = true; - self.monsterid = mon_id; - self.event_damage = Monster_Damage; - self.touch = Monster_Touch; - self.use = Monster_Use; - self.solid = SOLID_BBOX; - self.movetype = MOVETYPE_WALK; - self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime; - self.enemy = world; - self.velocity = '0 0 0'; - self.moveto = self.origin; - self.pos1 = self.origin; - self.pos2 = self.angles; - self.reset = Monster_Reset; - self.netname = mon.netname; - self.monster_attackfunc = mon.monster_attackfunc; - self.monster_name = mon.monster_name; - self.candrop = true; - self.view_ofs = '0 0 0.7' * (self.maxs_z * 0.5); - self.oldtarget2 = self.target2; - self.pass_distance = 0; - self.deadflag = DEAD_NO; - self.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); - self.spawn_time = time; - self.spider_slowness = 0; - self.gravity = 1; - self.monster_moveto = '0 0 0'; - self.monster_face = '0 0 0'; - self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP; - - if(!self.scale) { self.scale = 1; } - if(autocvar_g_monsters_edit) { self.grab = 1; } - if(autocvar_g_fullbrightplayers) { self.effects |= EF_FULLBRIGHT; } - if(autocvar_g_nodepthtestplayers) { self.effects |= EF_NODEPTHTEST; } - if(mon.spawnflags & MONSTER_TYPE_SWIM) { self.flags |= FL_SWIM; } + setmodel(this, mon.m_model); + this.flags = FL_MONSTER; + this.classname = "monster"; + this.takedamage = DAMAGE_AIM; + this.bot_attack = true; + this.iscreature = true; + this.teleportable = true; + this.damagedbycontents = true; + this.monsterid = mon_id; + this.event_damage = Monster_Damage; + this.touch = Monster_Touch; + this.use = Monster_Use; + this.solid = SOLID_BBOX; + this.movetype = MOVETYPE_WALK; + this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime; + this.enemy = world; + this.velocity = '0 0 0'; + this.moveto = this.origin; + this.pos1 = this.origin; + this.pos2 = this.angles; + this.reset = Monster_Reset; + this.netname = mon.netname; + this.monster_attackfunc = mon.monster_attackfunc; + this.monster_name = mon.monster_name; + this.candrop = true; + this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5); + this.oldtarget2 = this.target2; + this.pass_distance = 0; + this.deadflag = DEAD_NO; + this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); + this.spawn_time = time; + this.gravity = 1; + this.monster_moveto = '0 0 0'; + this.monster_face = '0 0 0'; + this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP; + + if(!this.scale) { this.scale = 1; } + if(autocvar_g_monsters_edit) { this.grab = 1; } + if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; } + if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; } + if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; } if(mon.spawnflags & MONSTER_TYPE_FLY) { - self.flags |= FL_FLY; - self.movetype = MOVETYPE_FLY; + this.flags |= FL_FLY; + this.movetype = MOVETYPE_FLY; } - if(mon.spawnflags & MONSTER_SIZE_BROKEN) - if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) - self.scale *= 1.3; + if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) + { + if(mon.spawnflags & MONSTER_SIZE_BROKEN) + this.scale *= 1.3; + + if(mon.spawnflags & MONSTER_SIZE_QUAKE) + if(autocvar_g_monsters_quake_resize) + this.scale *= 1.3; + } - setsize(self, mon.mins * self.scale, mon.maxs * self.scale); + setsize(this, mon.mins * this.scale, mon.maxs * this.scale); - self.ticrate = bound(sys_frametime, ((!self.ticrate) ? autocvar_g_monsters_think_delay : self.ticrate), 60); + this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60); - Monster_UpdateModel(); + Monster_UpdateModel(this); - if(!Monster_Spawn_Setup()) + if(!Monster_Spawn_Setup(this)) { - Monster_Remove(self); + Monster_Remove(this); return false; } - if(!self.noalign) + if(!this.noalign) { - setorigin(self, self.origin + '0 0 20'); - tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self); - setorigin(self, trace_endpos); + setorigin(this, this.origin + '0 0 20'); + tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this); + setorigin(this, trace_endpos); } - if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) - monster_setupcolors(self); + if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) + monster_setupcolors(this); - CSQCMODEL_AUTOINIT(self); + CSQCMODEL_AUTOINIT(this); return true; }