1 // =========================
2 // SVQC Monster Properties
3 // =========================
8 if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
11 self.think = SUB_Remove;
12 self.nextthink = time + 0.1;
16 void monster_item_spawn()
22 self.velocity = randomvec() * 175 + '0 0 325';
23 self.touch = M_Item_Touch;
25 SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
28 void monster_dropitem()
30 if(!self.candrop || !self.monster_loot)
33 vector org = self.origin + ((self.mins + self.maxs) * 0.5);
38 e.monster_loot = self.monster_loot;
41 MUTATOR_CALLHOOK(MonsterDropItem);
44 e.think = monster_item_spawn;
45 e.nextthink = time + 0.3;
48 void monsters_setframe(float _frame)
50 if(self.frame == _frame)
53 self.anim_start_time = time;
55 self.SendFlags |= MSF_ANIM;
58 float monster_isvalidtarget (entity targ, entity ent)
61 return FALSE; // someone doesn't exist
64 return FALSE; // don't attack ourselves
66 if(time < game_starttime)
67 return FALSE; // monsters do nothing before the match has started
69 WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
71 if(vlen(targ.origin - ent.origin) >= ent.target_range)
72 return FALSE; // enemy is too far away
75 return FALSE; // we can't see the enemy
77 if(targ.takedamage == DAMAGE_NO)
78 return FALSE; // enemy can't be damaged
80 if(targ.items & IT_INVISIBILITY)
81 return FALSE; // enemy is invisible
83 if(substring(targ.classname, 0, 10) == "onslaught_")
84 return FALSE; // don't attack onslaught targets
86 if(IS_SPEC(targ) || IS_OBSERVER(targ))
87 return FALSE; // enemy is a spectator
89 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
90 return FALSE; // enemy/self is dead
92 if(ent.monster_owner == targ)
93 return FALSE; // don't attack our master
95 if(targ.monster_owner == ent)
96 return FALSE; // don't attack our pet
98 if(targ.flags & FL_NOTARGET)
99 return FALSE; // enemy can't be targeted
101 if not(autocvar_g_monsters_typefrag)
103 return FALSE; // no typefragging!
105 if not(IsDifferentTeam(targ, ent))
106 return FALSE; // enemy is on our team
108 if(autocvar_g_monsters_target_infront)
109 if(ent.enemy != targ)
113 makevectors (ent.angles);
114 dot = normalize (targ.origin - ent.origin) * v_forward;
123 entity FindTarget (entity ent)
125 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
127 entity head, closest_target = world;
128 head = findradius(ent.origin, ent.target_range);
130 while(head) // find the closest acceptable target to pass to
132 if(monster_isvalidtarget(head, ent))
134 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
135 vector head_center = CENTER_OR_VIEWOFS(head);
136 vector ent_center = CENTER_OR_VIEWOFS(ent);
138 //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
141 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
142 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
143 { closest_target = head; }
145 else { closest_target = head; }
151 return closest_target;
159 if(self.enemy != other)
160 if not(other.flags & FL_MONSTER)
161 if(monster_isvalidtarget(other, self))
165 void monster_sound(string msound, float sound_delay, float delaytoo)
167 if(delaytoo && time < self.msound_delay)
171 return; // sound doesn't exist
173 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTEN_NORM);
175 self.msound_delay = time + sound_delay;
178 void monster_precachesounds(entity e)
180 precache_sound(e.msound_idle);
181 precache_sound(e.msound_death);
182 precache_sound(e.msound_attack_melee);
183 precache_sound(e.msound_attack_ranged);
184 precache_sound(e.msound_sight);
185 precache_sound(e.msound_pain);
188 void monster_setupsounds(string mon)
190 if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
191 if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
192 if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
193 if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
194 if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
195 if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
198 void monster_makevectors(entity e)
202 v = CENTER_OR_VIEWOFS(e);
203 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
204 self.v_angle_x = -self.v_angle_x;
206 makevectors(self.v_angle);
209 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
211 float rdmg = damg * random();
213 if (self.health <= 0)
222 self.state = MONSTER_STATE_ATTACK_MELEE;
223 self.SendFlags |= MSF_MOVE;
226 monsters_setframe(anim);
228 if(anim_finished != 0)
229 self.attack_finished_single = time + anim_finished;
231 monster_makevectors(targ);
233 traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
235 if(trace_ent.takedamage)
236 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
241 void Monster_CheckMinibossFlag ()
243 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
246 float chance = random() * 100;
248 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
249 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
251 self.health += autocvar_g_monsters_miniboss_healthboost;
253 self.weapon = WEP_NEX;
257 float Monster_CanRespawn(entity ent)
260 if(MUTATOR_CALLHOOK(MonsterRespawn))
261 return TRUE; // enabled by a mutator
263 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
266 if not(autocvar_g_monsters_respawn)
274 if(Monster_CanRespawn(self))
276 self.monster_respawned = TRUE;
277 self.think = self.monster_spawnfunc;
278 self.nextthink = time + self.respawntime;
279 self.deadflag = DEAD_RESPAWNING;
280 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
282 self.pos1 = self.origin;
283 self.pos2 = self.angles;
285 self.event_damage = func_null;
286 self.takedamage = DAMAGE_NO;
287 setorigin(self, self.pos1);
288 self.angles = self.pos2;
289 self.health = self.max_health;
291 self.SendFlags |= MSF_MOVE;
292 self.SendFlags |= MSF_STATUS;
295 SUB_SetFade(self, time + 3, 1);
298 float Monster_CanJump (vector vel)
301 return FALSE; // already attacking
302 if not(self.flags & FL_ONGROUND)
303 return FALSE; // not on the ground
305 return FALSE; // called when dead?
306 if(time < self.attack_finished_single)
307 return FALSE; // still attacking
309 vector old = self.velocity;
312 tracetoss(self, self);
314 if (trace_ent != self.enemy)
320 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
322 if(!Monster_CanJump(vel))
325 monsters_setframe(anm);
326 self.state = MONSTER_STATE_ATTACK_LEAP;
327 self.touch = touchfunc;
330 self.flags &= ~FL_ONGROUND;
332 self.attack_finished_single = time + anim_finished;
337 void monster_checkattack(entity e, entity targ)
344 if not(e.monster_attackfunc)
347 if(time < e.attack_finished_single)
350 if(vlen(targ.origin - e.origin) <= e.attack_range)
351 if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
353 monster_sound(e.msound_attack_melee, 0, FALSE);
357 if(vlen(targ.origin - e.origin) > e.attack_range)
358 if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
360 monster_sound(e.msound_attack_ranged, 0, FALSE);
369 if (self.health <= 0)
372 if(!monster_isvalidtarget(activator, self))
375 self.enemy = activator;
379 .float last_enemycheck; // for checking enemy
380 vector monster_pickmovetarget(entity targ)
382 // enemy is always preferred target
385 self.monster_movestate = MONSTER_MOVE_ENEMY;
386 self.last_trace = time + 1.2;
387 return self.enemy.origin;
390 switch(self.monster_moveflags)
392 case MONSTER_MOVE_OWNER:
394 self.monster_movestate = MONSTER_MOVE_OWNER;
395 self.last_trace = time + 0.3;
396 if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
397 return self.monster_owner.origin;
399 case MONSTER_MOVE_SPAWNLOC:
401 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
402 self.last_trace = time + 2;
405 case MONSTER_MOVE_NOMOVE:
407 self.monster_movestate = MONSTER_MOVE_NOMOVE;
408 self.last_trace = time + 2;
412 case MONSTER_MOVE_WANDER:
415 self.monster_movestate = MONSTER_MOVE_WANDER;
416 self.last_trace = time + 2;
418 self.angles_y = random() * 500;
419 makevectors(self.angles);
420 pos = self.origin + v_forward * 600;
422 if(self.flags & FL_FLY || self.flags & FL_SWIM)
424 pos_z = random() * 200;
431 self.last_trace = time + 0.5;
440 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
442 fixedmakevectors(self.angles);
445 self.goalentity = find(world, targetname, self.target2);
451 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
452 self.health = max(1, self.max_health * self.revive_progress);
454 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
456 movelib_beak_simple(stopspeed);
458 self.velocity = '0 0 0';
460 self.nextthink = time + 0.1;
462 if(self.revive_progress >= 1)
463 Unfreeze(self); // wait for next think before attacking
465 // don't bother updating angles here?
466 if(self.origin != self.oldorigin)
468 self.oldorigin = self.origin;
469 self.SendFlags |= MSF_MOVE;
472 return; // no moving while frozen
475 if(self.flags & FL_SWIM)
477 if(self.waterlevel < WATERLEVEL_WETFEET)
479 if(time >= self.last_trace)
481 self.last_trace = time + 0.4;
483 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
484 self.angles = '90 90 0';
487 self.velocity_y += random() * 50;
488 self.velocity_x -= random() * 50;
492 self.velocity_y -= random() * 50;
493 self.velocity_x += random() * 50;
495 self.velocity_z += random() * 150;
499 self.movetype = MOVETYPE_BOUNCE;
500 //self.velocity_z = -200;
502 self.SendFlags |= MSF_MOVE | MSF_ANG;
508 self.angles = '0 0 0';
509 self.movetype = MOVETYPE_WALK;
513 targ = self.goalentity;
515 monster_target = targ;
516 monster_speed_run = runspeed;
517 monster_speed_walk = walkspeed;
519 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)
521 runspeed = walkspeed = 0;
522 if(time >= self.spawn_time)
523 monsters_setframe(manim_idle);
524 movelib_beak_simple(stopspeed);
525 self.SendFlags |= MSF_MOVE;
529 targ = monster_target;
530 runspeed = monster_speed_run;
531 walkspeed = monster_speed_walk;
534 if(autocvar_g_monsters_teams)
535 if(IsDifferentTeam(self.monster_owner, self))
536 self.monster_owner = world;
538 if(self.enemy && self.enemy.health < 1)
539 self.enemy = world; // enough!
541 if(time >= self.last_enemycheck)
543 if not(monster_isvalidtarget(self.enemy, self))
548 self.enemy = FindTarget(self);
550 monster_sound(self.msound_sight, 0, FALSE);
553 self.last_enemycheck = time + 2;
556 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
559 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
560 if(time >= self.last_trace || self.enemy) // update enemy instantly
561 self.moveto = monster_pickmovetarget(targ);
564 monster_sound(self.msound_idle, 5, TRUE);
566 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
567 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
569 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
572 self.touch = MonsterTouch;
575 //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
578 vector real_angle = vectoangles(self.steerto) - self.angles;
580 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
583 if(self.flags & FL_SWIM)
584 turny = vlen(self.angles - self.moveto);
588 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
589 self.angles_y += turny;
592 if(self.state == MONSTER_STATE_ATTACK_MELEE)
593 self.moveto = self.origin;
595 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
597 if not(self.flags & FL_FLY || self.flags & FL_SWIM)
598 self.moveto_z = self.origin_z;
600 if(self.flags & FL_FLY || self.flags & FL_SWIM)
601 v_forward = normalize(self.moveto - self.origin);
603 if(vlen(self.origin - self.moveto) > 64)
605 if(self.flags & FL_FLY || self.flags & FL_SWIM)
606 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
608 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
609 if(time > self.pain_finished)
610 if(time > self.attack_finished_single)
611 if(vlen(self.velocity) > 0)
612 monsters_setframe((self.enemy) ? manim_run : manim_walk);
614 monsters_setframe(manim_idle);
618 entity e = find(world, targetname, self.target2);
620 self.target2 = e.target2;
622 self.target2 = e.target;
624 movelib_beak_simple(stopspeed);
625 if(time > self.attack_finished_single)
626 if(time > self.pain_finished)
627 if (vlen(self.velocity) <= 30)
628 monsters_setframe(manim_idle);
631 monster_checkattack(self, self.enemy);
633 if(self.angles != self.oldangles)
635 self.oldangles = self.angles;
636 self.SendFlags |= MSF_ANG;
639 if(self.origin != self.oldorigin)
641 self.oldorigin = self.origin;
642 self.SendFlags |= MSF_MOVE;
646 void monster_dead_think()
648 self.think = monster_dead_think;
649 self.nextthink = time + 0.3; // don't need to update so often now
651 self.deadflag = DEAD_DEAD;
653 if(time >= self.ltime)
659 self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
662 void monsters_setstatus()
664 self.stat_monsters_total = monsters_total;
665 self.stat_monsters_killed = monsters_killed;
668 void Monster_Appear()
670 self.enemy = activator;
671 self.spawnflags &= ~MONSTERFLAG_APPEAR;
672 self.monster_spawnfunc();
675 float Monster_CheckAppearFlags(entity ent)
677 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
680 ent.think = func_null;
682 ent.use = Monster_Appear;
683 ent.flags = FL_MONSTER; // set so this monster can get butchered
688 void monsters_reset()
690 setorigin(self, self.pos1);
691 self.angles = self.pos2;
693 self.health = self.max_health;
694 self.velocity = '0 0 0';
696 self.goalentity = world;
697 self.attack_finished_single = 0;
698 self.moveto = self.origin;
700 WaypointSprite_UpdateHealth(self.sprite, self.health);
703 float monster_send(entity to, float sf)
705 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
706 WriteByte(MSG_ENTITY, sf);
709 WriteByte(MSG_ENTITY, self.monsterid);
711 WriteCoord(MSG_ENTITY, self.origin_x);
712 WriteCoord(MSG_ENTITY, self.origin_y);
713 WriteCoord(MSG_ENTITY, self.origin_z);
715 WriteAngle(MSG_ENTITY, self.angles_x);
716 WriteAngle(MSG_ENTITY, self.angles_y);
718 WriteByte(MSG_ENTITY, self.skin);
719 WriteByte(MSG_ENTITY, self.team);
724 WriteShort(MSG_ENTITY, rint(self.angles_x));
725 WriteShort(MSG_ENTITY, rint(self.angles_y));
730 WriteShort(MSG_ENTITY, rint(self.origin_x));
731 WriteShort(MSG_ENTITY, rint(self.origin_y));
732 WriteShort(MSG_ENTITY, rint(self.origin_z));
734 WriteShort(MSG_ENTITY, rint(self.velocity_x));
735 WriteShort(MSG_ENTITY, rint(self.velocity_y));
736 WriteShort(MSG_ENTITY, rint(self.velocity_z));
738 WriteShort(MSG_ENTITY, rint(self.angles_y));
743 WriteCoord(MSG_ENTITY, self.anim_start_time);
744 WriteByte(MSG_ENTITY, self.frame);
749 WriteByte(MSG_ENTITY, self.skin);
751 WriteByte(MSG_ENTITY, self.team);
753 WriteByte(MSG_ENTITY, self.deadflag);
756 WriteByte(MSG_ENTITY, 0);
758 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
764 void monster_link(void() spawnproc)
766 Net_LinkEntity(self, TRUE, 0, monster_send);
767 self.think = spawnproc;
768 self.nextthink = time;
771 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
773 self.health -= damage;
775 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
777 if(self.health <= -100) // 100 health until gone?
779 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
781 self.think = SUB_Remove;
782 self.nextthink = time + 0.1;
788 self.think = monster_dead_think;
789 self.nextthink = self.ticrate;
790 self.ltime = time + 5;
794 WaypointSprite_Kill(self.sprite);
796 if(self.weaponentity)
798 remove(self.weaponentity);
799 self.weaponentity = world;
802 monster_sound(self.msound_death, 0, FALSE);
804 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
805 monsters_killed += 1;
807 if(self.candrop && self.weapon)
808 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
810 if(IS_CLIENT(self.realowner))
811 self.realowner.monstercount -= 1;
813 self.event_damage = monsters_corpse_damage;
814 self.solid = SOLID_CORPSE;
815 self.takedamage = DAMAGE_AIM;
817 self.movetype = MOVETYPE_TOSS;
818 self.moveto = self.origin;
819 self.touch = MonsterTouch; // reset incase monster was pouncing
821 if not(self.flags & FL_FLY)
822 self.velocity = '0 0 0';
824 self.SendFlags |= MSF_MOVE;
826 // number of monsters spawned with mobspawn command
829 MON_ACTION(self.monsterid, MR_DEATH);
832 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
834 if(self.frozen && deathtype != DEATH_KILL)
837 if(time < self.pain_finished && deathtype != DEATH_KILL)
840 if(time < self.spawnshieldtime)
843 if(deathtype != DEATH_KILL)
844 damage *= self.armorvalue;
846 if(self.weaponentity && self.weaponentity.classname == "shield")
847 self.weaponentity.health -= damage;
849 self.health -= damage;
852 WaypointSprite_UpdateHealth(self.sprite, self.health);
854 self.dmg_time = time;
856 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
857 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
859 self.velocity += force * self.damageforcescale;
861 if(deathtype != DEATH_DROWN)
863 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
865 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
867 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
872 // Update one more time to avoid waypoint fading without emptying healthbar
874 WaypointSprite_UpdateHealth(self.sprite, 0);
876 if(deathtype == DEATH_KILL)
877 self.candrop = FALSE; // killed by mobkill command
880 activator = attacker;
883 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
887 frag_attacker = attacker;
889 MUTATOR_CALLHOOK(MonsterDies);
891 if(self.health <= -100) // check if we're already gibbed
893 Violence_GibSplash(self, 1, 0.5, attacker);
895 self.think = SUB_Remove;
896 self.nextthink = time + 0.1;
900 self.SendFlags |= MSF_STATUS;
905 self.think = monster_think;
906 self.nextthink = self.ticrate;
908 MON_ACTION(self.monsterid, MR_THINK);
913 MON_ACTION(self.monsterid, MR_SETUP);
915 if not(self.monster_respawned)
916 Monster_CheckMinibossFlag();
918 self.max_health = self.health;
919 self.pain_finished = self.nextthink;
920 self.anim_start_time = time;
924 setorigin(self, self.origin + '0 0 20');
925 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
926 setorigin(self, trace_endpos);
929 if not(self.monster_respawned)
931 self.skin = rint(random() * 4);
933 if not(self.attack_range)
934 self.attack_range = autocvar_g_monsters_attack_range;
936 self.pos1 = self.origin;
938 monster_setupsounds(self.netname);
940 monster_precachesounds(self);
943 self.monster_attack = TRUE; // we can have monster enemies in team games
945 if(autocvar_g_monsters_healthbars)
947 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'));
948 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
949 WaypointSprite_UpdateHealth(self.sprite, self.health);
952 monster_sound(self.msound_spawn, 0, FALSE);
954 MUTATOR_CALLHOOK(MonsterSpawn);
956 self.think = monster_think;
957 self.nextthink = time + self.ticrate;
959 self.SendFlags |= MSF_SETUP;
962 float monster_initialize(float mon_id, float nodrop)
964 if not(autocvar_g_monsters)
968 entity mon = get_monsterinfo(mon_id);
970 // support for quake style removing monsters based on skill
971 switch(monster_skill)
973 case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY) return FALSE; break;
974 case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) return FALSE; break;
975 case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD) return FALSE; break;
976 case 4: if(self.spawnflags & MONSTERSKILL_NOTINSANE) return FALSE; break;
977 case 5: if(self.spawnflags & MONSTERSKILL_NOTNIGHTMARE) return FALSE; break;
980 if(self.monster_name == "")
981 self.monster_name = M_NAME(mon_id);
983 if(self.team && !teamplay)
986 self.flags = FL_MONSTER;
988 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
989 if not(self.monster_respawned)
995 self.netname = mon.netname;
997 setsize(self, min_s, max_s);
998 self.takedamage = DAMAGE_AIM;
999 self.bot_attack = TRUE;
1000 self.iscreature = TRUE;
1001 self.teleportable = TRUE;
1002 self.damagedbycontents = TRUE;
1003 self.monsterid = mon_id;
1004 self.damageforcescale = 0;
1005 self.event_damage = monsters_damage;
1006 self.touch = MonsterTouch;
1007 self.use = monster_use;
1008 self.solid = SOLID_BBOX;
1009 self.movetype = MOVETYPE_WALK;
1010 self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1011 monsters_spawned += 1;
1013 self.velocity = '0 0 0';
1014 self.moveto = self.origin;
1015 self.pos2 = self.angles;
1016 self.reset = monsters_reset;
1017 self.candrop = TRUE;
1018 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1019 self.oldtarget2 = self.target2;
1020 self.deadflag = DEAD_NO;
1021 self.noalign = nodrop;
1022 self.spawn_time = time;
1024 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1026 if(mon.spawnflags & MONSTER_TYPE_SWIM)
1027 self.flags |= FL_SWIM;
1029 if(mon.spawnflags & MONSTER_TYPE_FLY)
1031 self.flags |= FL_FLY;
1032 self.movetype = MOVETYPE_FLY;
1038 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1041 if not(self.ticrate)
1042 self.ticrate = autocvar_g_monsters_think_delay;
1044 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1046 if not(self.armorvalue)
1047 self.armorvalue = 1; // multiplier
1049 if not(self.target_range)
1050 self.target_range = autocvar_g_monsters_target_range;
1052 if not(self.respawntime)
1053 self.respawntime = autocvar_g_monsters_respawn_delay;
1055 if not(self.monster_moveflags)
1056 self.monster_moveflags = MONSTER_MOVE_WANDER;
1058 monster_link(monster_spawn);