1 // TODO: clean up this file?
3 void() spawnfunc_item_minst_cells;
7 if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
10 self.think = SUB_Remove;
11 self.nextthink = time + 0.1;
15 void monster_item_spawn()
21 self.velocity = randomvec() * 175 + '0 0 325';
22 self.touch = M_Item_Touch;
24 SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
27 void monster_dropitem()
29 if(!self.candrop || !self.monster_loot)
32 vector org = self.origin + ((self.mins + self.maxs) * 0.5);
37 e.monster_loot = self.monster_loot;
40 MUTATOR_CALLHOOK(MonsterDropItem);
43 e.think = monster_item_spawn;
44 e.nextthink = time + 0.3;
47 void monsters_setframe(float _frame)
49 if(self.frame == _frame)
52 self.anim_start_time = time;
54 self.SendFlags |= MSF_ANIM;
57 float monster_isvalidtarget (entity targ, entity ent)
60 return FALSE; // someone doesn't exist
62 if(time < game_starttime)
63 return FALSE; // monsters do nothing before the match has started
65 WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
67 if(vlen(targ.origin - ent.origin) >= ent.target_range)
68 return FALSE; // enemy is too far away
70 if not(targ.vehicle_flags & VHF_ISVEHICLE)
72 return FALSE; // we can't see the enemy
74 if(targ.takedamage == DAMAGE_NO)
75 return FALSE; // enemy can't be damaged
77 if(targ.items & IT_INVISIBILITY)
78 return FALSE; // enemy is invisible
80 if(substring(targ.classname, 0, 10) == "onslaught_")
81 return FALSE; // don't attack onslaught targets
83 if(IS_SPEC(targ) || IS_OBSERVER(targ))
84 return FALSE; // enemy is a spectator
86 if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
87 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
88 return FALSE; // enemy/self is dead
90 if(targ.monster_owner == ent || ent.monster_owner == targ)
91 return FALSE; // enemy owns us, or we own them
93 if not(targ.vehicle_flags & VHF_ISVEHICLE)
94 if(targ.flags & FL_NOTARGET)
95 return FALSE; // enemy can't be targeted
97 if not(autocvar_g_monsters_typefrag)
99 return FALSE; // no typefragging!
101 if not(IsDifferentTeam(targ, ent))
102 return FALSE; // enemy is on our team
104 if(autocvar_g_monsters_target_infront)
105 if(ent.enemy != targ)
109 makevectors (ent.angles);
110 dot = normalize (targ.origin - ent.origin) * v_forward;
119 entity FindTarget (entity ent)
121 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
124 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
125 if(monster_isvalidtarget(e, ent))
136 if(self.enemy != other)
137 if not(other.flags & FL_MONSTER)
138 if(monster_isvalidtarget(other, self))
142 void monster_sound(string msound, float sound_delay, float delaytoo)
144 if(delaytoo && time < self.msound_delay)
148 return; // sound doesn't exist
150 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
152 self.msound_delay = time + sound_delay;
155 void monster_precachesounds(entity e)
157 precache_sound(e.msound_idle);
158 precache_sound(e.msound_death);
159 precache_sound(e.msound_attack_melee);
160 precache_sound(e.msound_attack_ranged);
161 precache_sound(e.msound_sight);
162 precache_sound(e.msound_pain);
165 void monster_setupsounds(string mon)
167 if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
168 if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
169 if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
170 if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
171 if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
172 if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
175 float monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
177 float dot, rdmg = damg * random();
179 if (self.health <= 0)
188 self.state = MONSTER_STATE_ATTACK_MELEE;
189 self.SendFlags |= MSF_MOVE;
192 makevectors (self.angles);
193 dot = normalize (targ.origin - self.origin) * v_forward;
196 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
201 void Monster_CheckMinibossFlag ()
203 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
206 float chance = random() * 100;
208 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
209 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
211 self.health += autocvar_g_monsters_miniboss_healthboost;
212 self.flags |= MONSTERFLAG_MINIBOSS;
214 self.weapon = WEP_NEX;
218 float Monster_CanRespawn(entity ent)
221 if(MUTATOR_CALLHOOK(MonsterRespawn))
222 return TRUE; // enabled by a mutator
224 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
227 if not(autocvar_g_monsters_respawn)
235 if(Monster_CanRespawn(self))
237 self.monster_respawned = TRUE;
238 self.think = self.monster_spawnfunc;
239 self.nextthink = time + self.respawntime;
240 self.deadflag = DEAD_RESPAWNING;
241 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
243 self.pos1 = self.origin;
244 self.pos2 = self.angles;
246 self.event_damage = func_null;
247 self.takedamage = DAMAGE_NO;
248 setorigin(self, self.pos1);
249 self.angles = self.pos2;
250 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
252 self.SendFlags |= MSF_MOVE;
253 self.SendFlags |= MSF_STATUS;
257 SUB_SetFade(self, time + 3, 1);
260 float Monster_CanJump (vector vel)
263 return FALSE; // already attacking
264 if not(self.flags & FL_ONGROUND)
265 return FALSE; // not on the ground
267 return FALSE; // called when dead?
268 if(time < self.attack_finished_single)
269 return FALSE; // still attacking
271 vector old = self.velocity;
274 tracetoss(self, self);
276 if (trace_ent != self.enemy)
282 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
284 if(!Monster_CanJump(vel))
287 monsters_setframe(anm);
288 self.state = MONSTER_STATE_ATTACK_LEAP;
289 self.touch = touchfunc;
292 self.flags &~= FL_ONGROUND;
294 self.attack_finished_single = time + anim_finished;
299 void monster_checkattack(entity e, entity targ)
306 if not(e.monster_attackfunc)
309 if(time < e.attack_finished_single)
312 if(vlen(targ.origin - e.origin) <= e.attack_range)
313 if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
315 monster_sound(e.msound_attack_melee, 0, FALSE);
319 if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
321 monster_sound(e.msound_attack_ranged, 0, FALSE);
326 void monster_makevectors(entity e)
330 v = CENTER_OR_VIEWOFS(e);
331 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
332 self.v_angle_x = -self.v_angle_x;
334 makevectors(self.v_angle);
341 if (self.health <= 0)
344 if(!monster_isvalidtarget(activator, self))
347 self.enemy = activator;
350 float trace_path(vector from, vector to)
352 vector dir = normalize(to - from) * 15, offset = '0 0 0';
353 float trace1 = trace_fraction;
357 traceline (from+offset, to+offset, TRUE, self);
359 traceline(from-offset, to-offset, TRUE, self);
361 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
365 .float last_enemycheck; // for checking enemy
366 vector monster_pickmovetarget(entity targ)
368 // enemy is always preferred target
371 self.monster_movestate = MONSTER_MOVE_ENEMY;
372 self.last_trace = time + 1.2;
373 return self.enemy.origin;
376 switch(self.monster_moveflags)
378 case MONSTER_MOVE_OWNER:
380 self.monster_movestate = MONSTER_MOVE_OWNER;
381 self.last_trace = time + 0.3;
382 if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
383 return self.monster_owner.origin;
385 case MONSTER_MOVE_SPAWNLOC:
387 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
388 self.last_trace = time + 2;
391 case MONSTER_MOVE_NOMOVE:
393 self.monster_movestate = MONSTER_MOVE_NOMOVE;
394 self.last_trace = time + 2;
398 case MONSTER_MOVE_WANDER:
401 self.monster_movestate = MONSTER_MOVE_WANDER;
402 self.last_trace = time + 2;
404 self.angles_y = random() * 500;
405 makevectors(self.angles);
406 pos = self.origin + v_forward * 600;
408 if(self.flags & FL_FLY || self.flags & FL_SWIM)
410 pos_z = random() * 200;
417 self.last_trace = time + 0.5;
426 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
428 fixedmakevectors(self.angles);
431 self.goalentity = find(world, targetname, self.target2);
437 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
438 self.health = max(1, self.max_health * self.revive_progress);
440 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
442 movelib_beak_simple(stopspeed);
444 self.velocity = '0 0 0';
446 self.nextthink = time + 0.1;
448 if(self.revive_progress >= 1)
449 Unfreeze(self); // wait for next think before attacking
451 // don't bother updating angles here?
452 if(self.origin != self.oldorigin)
454 self.oldorigin = self.origin;
455 self.SendFlags |= MSF_MOVE;
458 return; // no moving while frozen
461 if(self.flags & FL_SWIM)
463 if(self.waterlevel < WATERLEVEL_WETFEET)
465 if(time >= self.last_trace)
467 self.last_trace = time + 0.4;
469 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
470 self.angles = '90 90 0';
473 self.velocity_y += random() * 50;
474 self.velocity_x -= random() * 50;
478 self.velocity_y -= random() * 50;
479 self.velocity_x += random() * 50;
481 self.velocity_z += random() * 150;
485 self.movetype = MOVETYPE_BOUNCE;
486 //self.velocity_z = -200;
488 self.SendFlags |= MSF_MOVE | MSF_ANG;
494 self.angles = '0 0 0';
495 self.movetype = MOVETYPE_WALK;
499 targ = self.goalentity;
501 monster_target = targ;
502 monster_speed_run = runspeed;
503 monster_speed_walk = walkspeed;
505 if(MUTATOR_CALLHOOK(MonsterMove) || gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
507 runspeed = walkspeed = 0;
508 if(time >= self.spawn_time)
509 monsters_setframe(manim_idle);
510 movelib_beak_simple(stopspeed);
511 self.SendFlags |= MSF_MOVE;
515 targ = monster_target;
516 runspeed = monster_speed_run;
517 walkspeed = monster_speed_walk;
519 if(IsDifferentTeam(self.monster_owner, self))
520 self.monster_owner = world;
522 if(time >= self.last_enemycheck)
524 if not(monster_isvalidtarget(self.enemy, self))
526 self.last_enemycheck = time + 2;
529 if(self.enemy && self.enemy.health < 1)
530 self.enemy = world; // enough!
534 self.enemy = FindTarget(self);
536 monster_sound(self.msound_sight, 0, FALSE);
539 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
542 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
543 if(time >= self.last_trace || self.enemy) // update enemy instantly
544 self.moveto = monster_pickmovetarget(targ);
547 monster_sound(self.msound_idle, 5, TRUE);
549 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
550 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
552 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
555 self.touch = MonsterTouch;
558 //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
561 vector real_angle = vectoangles(self.steerto) - self.angles;
563 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
566 if(self.flags & FL_SWIM)
567 turny = vlen(self.angles - self.moveto);
571 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
572 self.angles_y += turny;
575 if(self.state == MONSTER_STATE_ATTACK_MELEE)
576 self.moveto = self.origin;
578 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
580 if not(self.flags & FL_FLY || self.flags & FL_SWIM)
581 self.moveto_z = self.origin_z;
583 float l = vlen(self.moveto - self.origin);
584 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
585 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
587 if(self.flags & FL_FLY || self.flags & FL_SWIM)
588 v_forward = normalize(self.moveto - self.origin);
590 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
591 if(self.flags & FL_ONGROUND)
592 movelib_jump_simple(100);
594 if(vlen(self.origin - self.moveto) > 64)
596 if(self.flags & FL_FLY || self.flags & FL_SWIM)
597 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
599 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
600 if(time > self.pain_finished)
601 if(time > self.attack_finished_single)
602 if(vlen(self.velocity) > 0)
603 monsters_setframe((self.enemy) ? manim_run : manim_walk);
605 monsters_setframe(manim_idle);
609 entity e = find(world, targetname, self.target2);
611 self.target2 = e.target2;
613 self.target2 = e.target;
615 movelib_beak_simple(stopspeed);
616 if(time > self.attack_finished_single)
617 if(time > self.pain_finished)
618 if (vlen(self.velocity) <= 30)
619 monsters_setframe(manim_idle);
622 monster_checkattack(self, self.enemy);
624 if(self.angles != self.oldangles)
626 self.oldangles = self.angles;
627 self.SendFlags |= MSF_ANG;
630 if(self.origin != self.oldorigin)
632 self.oldorigin = self.origin;
633 self.SendFlags |= MSF_MOVE;
637 void monster_dead_think()
639 self.think = monster_dead_think;
640 self.nextthink = time + 0.3; // don't need to update so often now
642 self.deadflag = DEAD_DEAD;
644 if(time >= self.ltime)
650 self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
653 void monsters_setstatus()
655 self.stat_monsters_total = monsters_total;
656 self.stat_monsters_killed = monsters_killed;
659 void Monster_Appear()
661 self.enemy = activator;
662 self.spawnflags &~= MONSTERFLAG_APPEAR;
663 self.monster_spawnfunc();
666 float Monster_CheckAppearFlags(entity ent)
668 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
671 ent.think = func_null;
673 ent.use = Monster_Appear;
674 ent.flags = FL_MONSTER; // set so this monster can get butchered
679 void monsters_reset()
681 setorigin(self, self.pos1);
682 self.angles = self.pos2;
684 self.health = self.max_health;
685 self.velocity = '0 0 0';
687 self.goalentity = world;
688 self.attack_finished_single = 0;
689 self.moveto = self.origin;
691 WaypointSprite_UpdateHealth(self.sprite, self.health);
694 float monster_send(entity to, float sf)
696 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
697 WriteByte(MSG_ENTITY, sf);
700 WriteByte(MSG_ENTITY, self.monsterid);
702 WriteCoord(MSG_ENTITY, self.origin_x);
703 WriteCoord(MSG_ENTITY, self.origin_y);
704 WriteCoord(MSG_ENTITY, self.origin_z);
706 WriteAngle(MSG_ENTITY, self.angles_x);
707 WriteAngle(MSG_ENTITY, self.angles_y);
709 WriteByte(MSG_ENTITY, self.skin);
710 WriteByte(MSG_ENTITY, self.team);
715 WriteShort(MSG_ENTITY, rint(self.angles_x));
716 WriteShort(MSG_ENTITY, rint(self.angles_y));
721 WriteShort(MSG_ENTITY, rint(self.origin_x));
722 WriteShort(MSG_ENTITY, rint(self.origin_y));
723 WriteShort(MSG_ENTITY, rint(self.origin_z));
725 WriteShort(MSG_ENTITY, rint(self.velocity_x));
726 WriteShort(MSG_ENTITY, rint(self.velocity_y));
727 WriteShort(MSG_ENTITY, rint(self.velocity_z));
729 WriteShort(MSG_ENTITY, rint(self.angles_y));
734 WriteCoord(MSG_ENTITY, self.anim_start_time);
735 WriteByte(MSG_ENTITY, self.frame);
740 WriteByte(MSG_ENTITY, self.skin);
742 WriteByte(MSG_ENTITY, self.team);
744 WriteByte(MSG_ENTITY, self.deadflag);
747 WriteByte(MSG_ENTITY, 0);
749 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
755 void monster_link(void() spawnproc)
757 Net_LinkEntity(self, TRUE, 0, monster_send);
758 self.think = spawnproc;
759 self.nextthink = time;
762 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
764 self.health -= damage;
766 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
768 if(self.health <= -100) // 100 health until gone?
770 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
772 self.think = SUB_Remove;
773 self.nextthink = time + 0.1;
779 self.think = monster_dead_think;
780 self.nextthink = self.ticrate;
781 self.ltime = time + 5;
785 WaypointSprite_Kill(self.sprite);
787 if(self.weaponentity)
789 remove(self.weaponentity);
790 self.weaponentity = world;
793 monster_sound(self.msound_death, 0, FALSE);
795 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
796 monsters_killed += 1;
798 if(self.candrop && self.weapon)
799 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
801 if(IS_CLIENT(self.realowner))
802 self.realowner.monstercount -= 1;
804 self.event_damage = monsters_corpse_damage;
805 self.solid = SOLID_CORPSE;
806 self.takedamage = DAMAGE_AIM;
808 self.movetype = MOVETYPE_TOSS;
809 self.moveto = self.origin;
810 self.touch = MonsterTouch; // reset incase monster was pouncing
812 if not(self.flags & FL_FLY)
813 self.velocity = '0 0 0';
815 self.SendFlags |= MSF_MOVE;
819 MON_ACTION(self.monsterid, MR_DEATH);
822 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
824 if(self.frozen && deathtype != DEATH_KILL)
827 if(time < self.pain_finished && deathtype != DEATH_KILL)
830 if(time < self.spawnshieldtime)
833 if(deathtype != DEATH_KILL)
834 damage *= self.armorvalue;
836 if(self.weaponentity && self.weaponentity.classname == "shield")
837 self.weaponentity.health -= damage;
839 self.health -= damage;
842 WaypointSprite_UpdateHealth(self.sprite, self.health);
844 self.dmg_time = time;
846 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
847 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
849 self.velocity += force * self.damageforcescale;
851 if(deathtype != DEATH_DROWN)
853 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
855 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
857 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
864 // Update one more time to avoid waypoint fading without emptying healthbar
865 WaypointSprite_UpdateHealth(self.sprite, 0);
868 if(deathtype == DEATH_KILL)
869 self.candrop = FALSE; // killed by mobkill command
872 activator = attacker;
875 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
879 frag_attacker = attacker;
881 MUTATOR_CALLHOOK(MonsterDies);
883 if(self.health <= -100) // check if we're already gibbed
885 Violence_GibSplash(self, 1, 0.5, attacker);
887 self.think = SUB_Remove;
888 self.nextthink = time + 0.1;
892 self.SendFlags |= MSF_STATUS;
897 self.think = monster_think;
898 self.nextthink = self.ticrate;
900 MON_ACTION(self.monsterid, MR_THINK);
905 MON_ACTION(self.monsterid, MR_SETUP);
907 if not(self.monster_respawned)
908 Monster_CheckMinibossFlag();
910 self.max_health = self.health;
911 self.pain_finished = self.nextthink;
912 self.anim_start_time = time;
916 setorigin(self, self.origin + '0 0 20');
917 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
918 setorigin(self, trace_endpos);
921 if not(self.monster_respawned)
923 self.skin = rint(random() * 4);
925 self.pos1 = self.origin;
927 monster_setupsounds(self.netname);
929 monster_precachesounds(self);
932 self.monster_attack = TRUE; // we can have monster enemies in team games
934 if(autocvar_g_monsters_healthbars)
936 WaypointSprite_Spawn(strzone(strdecolorize(self.monster_name)), 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'));
937 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
938 WaypointSprite_UpdateHealth(self.sprite, self.health);
941 monster_sound(self.msound_spawn, 0, FALSE);
943 MUTATOR_CALLHOOK(MonsterSpawn);
945 self.think = monster_think;
946 self.nextthink = time + self.ticrate;
948 self.SendFlags = MSF_SETUP;
951 float monster_initialize(float mon_id, float nodrop)
953 if not(autocvar_g_monsters)
957 entity mon = get_monsterinfo(mon_id);
959 // support for quake style removing monsters based on skill
960 if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
961 if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
962 if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
963 if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
964 if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
966 if(self.monster_name == "")
967 self.monster_name = M_NAME(mon_id);
969 if(self.team && !teamplay)
972 self.flags = FL_MONSTER;
974 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
975 if not(self.monster_respawned)
981 self.netname = mon.netname;
983 setsize(self, min_s, max_s);
984 self.takedamage = DAMAGE_AIM;
985 self.bot_attack = TRUE;
986 self.iscreature = TRUE;
987 self.teleportable = TRUE;
988 self.damagedbycontents = TRUE;
989 self.monsterid = mon_id;
990 self.damageforcescale = 0;
991 self.event_damage = monsters_damage;
992 self.touch = MonsterTouch;
993 self.use = monster_use;
994 self.solid = SOLID_BBOX;
995 self.movetype = MOVETYPE_WALK;
996 self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
997 monsters_spawned += 1;
999 self.velocity = '0 0 0';
1000 self.moveto = self.origin;
1001 self.pos2 = self.angles;
1002 self.reset = monsters_reset;
1003 self.candrop = TRUE;
1004 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1005 self.oldtarget2 = self.target2;
1006 self.deadflag = DEAD_NO;
1007 self.noalign = nodrop;
1008 self.spawn_time = time;
1010 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1012 if(mon.spawnflags & MONSTER_TYPE_SWIM)
1013 self.flags |= FL_SWIM;
1015 if(mon.spawnflags & MONSTER_TYPE_FLY)
1017 self.flags |= FL_FLY;
1018 self.movetype = MOVETYPE_FLY;
1024 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1027 if not(self.attack_range)
1028 self.attack_range = 120;
1030 if not(self.ticrate)
1031 self.ticrate = autocvar_g_monsters_think_delay;
1033 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1035 if not(self.armorvalue)
1036 self.armorvalue = 1; // multiplier
1038 if not(self.target_range)
1039 self.target_range = autocvar_g_monsters_target_range;
1041 if not(self.respawntime)
1042 self.respawntime = autocvar_g_monsters_respawn_delay;
1044 if not(self.monster_moveflags)
1045 self.monster_moveflags = MONSTER_MOVE_WANDER;
1047 monster_link(monster_spawn);