1 // =========================
2 // SVQC Monster Properties
3 // =========================
6 void monster_item_spawn()
12 self.reset = SUB_Remove;
14 self.velocity = randomvec() * 175 + '0 0 325';
15 self.classname = "droppedweapon"; // hax
16 self.item_spawnshieldtime = time + 0.7;
18 SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
21 void monster_dropitem()
23 if(!self.candrop || !self.monster_loot)
26 vector org = self.origin + ((self.mins + self.maxs) * 0.5);
31 e.monster_loot = self.monster_loot;
34 MUTATOR_CALLHOOK(MonsterDropItem);
39 e.think = monster_item_spawn;
40 e.nextthink = time + 0.3;
44 float Monster_SkillModifier()
46 float t = 0.5+self.monster_skill*((1.2-0.3)/10);
51 float monster_isvalidtarget (entity targ, entity ent)
54 return FALSE; // someone doesn't exist
57 return FALSE; // don't attack ourselves
59 traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
64 if(targ.vehicle_flags & VHF_ISVEHICLE)
65 if(!((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED))
66 return FALSE; // melee attacks are useless against vehicles
68 if(time < game_starttime)
69 return FALSE; // monsters do nothing before the match has started
71 if(vlen(targ.origin - ent.origin) >= ent.target_range)
72 return FALSE; // enemy is too far away
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(!(targ.vehicle_flags & VHF_ISVEHICLE))
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(ent.monster_owner == targ)
91 return FALSE; // don't attack our master
93 if(targ.monster_owner == ent)
94 return FALSE; // don't attack our pet
96 if(!(targ.vehicle_flags & VHF_ISVEHICLE))
97 if(targ.flags & FL_NOTARGET)
98 return FALSE; // enemy can't be targeted
100 if(!autocvar_g_monsters_typefrag)
102 return FALSE; // no typefragging!
104 if(SAME_TEAM(targ, ent))
105 return FALSE; // enemy is on our team
108 return FALSE; // ignore frozen
110 if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT)
111 if(ent.enemy != targ)
115 makevectors (ent.angles);
116 dot = normalize (targ.origin - ent.origin) * v_forward;
125 entity FindTarget (entity ent)
127 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
129 entity head, closest_target = world;
130 head = findradius(ent.origin, ent.target_range);
132 while(head) // find the closest acceptable target to pass to
134 if(head.monster_attack)
135 if(monster_isvalidtarget(head, ent))
137 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
138 vector head_center = CENTER_OR_VIEWOFS(head);
139 vector ent_center = CENTER_OR_VIEWOFS(ent);
141 //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
144 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
145 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
146 { closest_target = head; }
148 else { closest_target = head; }
154 return closest_target;
162 if(self.enemy != other)
163 if(!(other.flags & FL_MONSTER))
164 if(monster_isvalidtarget(other, self))
168 string get_monster_model_datafilename(string m, float sk, string fil)
173 m = "models/monsters/*_";
175 m = strcat(m, ftos(sk));
178 return strcat(m, ".", fil);
181 void PrecacheMonsterSounds(string f)
185 fh = fopen(f, FILE_READ);
188 while((s = fgets(fh)))
190 if(tokenize_console(s) != 3)
192 dprint("Invalid sound info line: ", s, "\n");
195 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
200 void precache_monstersounds()
202 string m = (get_monsterinfo(self.monsterid)).model;
203 float globhandle, n, i;
206 globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
209 n = search_getsize(globhandle);
210 for (i = 0; i < n; ++i)
212 //print(search_getfilename(globhandle, i), "\n");
213 f = search_getfilename(globhandle, i);
214 PrecacheMonsterSounds(f);
216 search_end(globhandle);
219 void ClearMonsterSounds()
221 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
226 .string GetMonsterSoundSampleField(string type)
228 GetMonsterSoundSampleField_notFound = 0;
231 #define _MSOUND(m) case #m: return monstersound_##m;
235 GetMonsterSoundSampleField_notFound = 1;
239 float LoadMonsterSounds(string f, float first)
244 fh = fopen(f, FILE_READ);
247 dprint("Monster sound file not found: ", f, "\n");
250 while((s = fgets(fh)))
252 if(tokenize_console(s) != 3)
254 field = GetMonsterSoundSampleField(argv(0));
255 if(GetMonsterSoundSampleField_notFound)
258 strunzone(self.field);
259 self.field = strzone(strcat(argv(1), " ", argv(2)));
265 .float skin_for_monstersound;
266 void UpdateMonsterSounds()
268 entity mon = get_monsterinfo(self.monsterid);
270 if(self.skin == self.skin_for_monstersound)
272 self.skin_for_monstersound = self.skin;
273 ClearMonsterSounds();
274 //LoadMonsterSounds("sound/monsters/default.sounds", 1);
275 if(!autocvar_g_debug_defaultsounds)
276 if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
277 LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
280 void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
282 if(delaytoo && time < self.msound_delay)
284 GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
286 self.msound_delay = time + sound_delay;
289 void monster_makevectors(entity e)
293 v = e.origin + (e.mins + e.maxs) * 0.5;
294 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
295 self.v_angle_x = -self.v_angle_x;
297 makevectors(self.v_angle);
300 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
302 if (self.health <= 0)
303 return FALSE; // attacking while dead?!
309 self.state = MONSTER_STATE_ATTACK_MELEE;
314 if(anim_finished != 0)
315 self.attack_finished_single = time + anim_finished;
317 monster_makevectors(targ);
319 traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
321 if(trace_ent.takedamage)
322 Damage(trace_ent, self, self, damg * Monster_SkillModifier(), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
327 void Monster_CheckMinibossFlag ()
329 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
332 float chance = random() * 100;
334 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
335 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
337 self.health += autocvar_g_monsters_miniboss_healthboost;
338 self.effects |= EF_RED;
340 self.weapon = WEP_NEX;
344 float Monster_CanRespawn(entity ent)
347 if(ent.deadflag == DEAD_DEAD) // don't call when monster isn't dead
348 if(MUTATOR_CALLHOOK(MonsterRespawn))
349 return TRUE; // enabled by a mutator
351 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
354 if(!autocvar_g_monsters_respawn)
362 if(Monster_CanRespawn(self))
364 self.monster_respawned = TRUE;
365 self.think = self.monster_spawnfunc;
366 self.nextthink = time + self.respawntime;
368 self.deadflag = DEAD_RESPAWNING;
369 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
371 self.pos1 = self.origin;
372 self.pos2 = self.angles;
374 self.event_damage = func_null;
375 self.takedamage = DAMAGE_NO;
376 setorigin(self, self.pos1);
377 self.angles = self.pos2;
378 self.health = self.max_health;
379 setmodel(self, "null");
382 SUB_SetFade(self, time + 3, 1);
385 float Monster_CanJump (vector vel)
388 return FALSE; // already attacking
389 if(!(self.flags & FL_ONGROUND))
390 return FALSE; // not on the ground
392 return FALSE; // called when dead?
393 if(time < self.attack_finished_single)
394 return FALSE; // still attacking
396 vector old = self.velocity;
399 tracetoss(self, self);
401 if (trace_ent != self.enemy)
407 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
409 if(!Monster_CanJump(vel))
413 self.state = MONSTER_STATE_ATTACK_LEAP;
414 self.touch = touchfunc;
417 self.flags &= ~FL_ONGROUND;
419 self.attack_finished_single = time + anim_finished;
424 void monster_checkattack(entity e, entity targ)
431 if(!e.monster_attackfunc)
434 if(time < e.attack_finished_single)
437 if(vlen(targ.origin - e.origin) <= e.attack_range)
438 if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
440 MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
444 if(vlen(targ.origin - e.origin) > e.attack_range)
445 if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
447 MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
456 if(monster_isvalidtarget(activator, self))
457 self.enemy = activator;
461 .float last_enemycheck; // for checking enemy
462 vector monster_pickmovetarget(entity targ)
464 // enemy is always preferred target
467 makevectors(self.angles);
468 self.monster_movestate = MONSTER_MOVE_ENEMY;
469 self.last_trace = time + 1.2;
470 return self.enemy.origin;
473 switch(self.monster_moveflags)
475 case MONSTER_MOVE_OWNER:
477 self.monster_movestate = MONSTER_MOVE_OWNER;
478 self.last_trace = time + 0.3;
479 return (self.monster_owner) ? self.monster_owner.origin : self.origin;
481 case MONSTER_MOVE_SPAWNLOC:
483 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
484 self.last_trace = time + 2;
487 case MONSTER_MOVE_NOMOVE:
489 self.monster_movestate = MONSTER_MOVE_NOMOVE;
490 self.last_trace = time + 2;
494 case MONSTER_MOVE_WANDER:
497 self.monster_movestate = MONSTER_MOVE_WANDER;
498 self.last_trace = time + 2;
500 self.angles_y = rint(random() * 500);
501 makevectors(self.angles);
502 pos = self.origin + v_forward * 600;
504 if(self.flags & FL_FLY || self.flags & FL_SWIM)
505 if(self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
507 pos_z = random() * 200;
514 self.last_trace = time + 0.5;
523 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
525 fixedmakevectors(self.angles);
528 self.goalentity = find(world, targetname, self.target2);
534 self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
535 self.health = max(1, self.max_health * self.revive_progress);
537 WaypointSprite_UpdateHealth(self.sprite, self.health);
539 movelib_beak_simple(stopspeed);
541 self.frame = manim_idle;
544 self.nextthink = time + self.ticrate;
546 if(self.revive_progress >= 1)
547 Unfreeze(self); // wait for next think before attacking
549 return; // no moving while frozen
552 if(self.flags & FL_SWIM)
554 if(self.waterlevel < WATERLEVEL_WETFEET)
556 if(time >= self.last_trace)
558 self.fish_wasdrowning = TRUE;
559 self.last_trace = time + 0.4;
561 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
562 self.angles = '90 90 0';
565 self.velocity_y += random() * 50;
566 self.velocity_x -= random() * 50;
570 self.velocity_y -= random() * 50;
571 self.velocity_x += random() * 50;
573 self.velocity_z += random() * 150;
577 self.movetype = MOVETYPE_BOUNCE;
578 //self.velocity_z = -200;
582 else if(self.fish_wasdrowning)
584 self.fish_wasdrowning = FALSE;
586 self.movetype = MOVETYPE_WALK;
590 targ = self.goalentity;
592 monster_target = targ;
593 monster_speed_run = runspeed;
594 monster_speed_walk = walkspeed;
596 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)
598 runspeed = walkspeed = 0;
599 if(time >= self.spawn_time)
600 self.frame = manim_idle;
601 movelib_beak_simple(stopspeed);
605 targ = monster_target;
606 runspeed = bound(0, monster_speed_run * Monster_SkillModifier(), runspeed * 2); // limit maxspeed to prevent craziness
607 walkspeed = bound(0, monster_speed_walk * Monster_SkillModifier(), walkspeed * 2); // limit maxspeed to prevent craziness
609 if(time < self.spider_slowness)
616 if(autocvar_g_monsters_teams)
617 if(DIFF_TEAM(self.monster_owner, self))
618 self.monster_owner = world;
620 if(self.enemy && self.enemy.health < 1)
621 self.enemy = world; // enough!
623 if(time >= self.last_enemycheck)
625 if(!monster_isvalidtarget(self.enemy, self))
630 self.enemy = FindTarget(self);
632 MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
635 self.last_enemycheck = time + 0.5;
638 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
641 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
642 if(time >= self.last_trace || self.enemy) // update enemy instantly
643 self.moveto = monster_pickmovetarget(targ);
646 MonsterSound(monstersound_idle, 7, TRUE, CH_VOICE);
648 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
649 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
651 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
654 self.touch = MonsterTouch;
657 //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
660 vector real_angle = vectoangles(self.steerto) - self.angles;
662 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
665 if(self.flags & FL_SWIM)
666 turny = vlen(self.angles - self.moveto);
670 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
671 self.angles_y += turny;
674 if(self.state == MONSTER_STATE_ATTACK_MELEE)
675 self.moveto = self.origin;
677 if(self.enemy && self.enemy.vehicle)
680 if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
681 v_forward = normalize(self.moveto - self.origin);
683 self.moveto_z = self.origin_z;
685 if(vlen(self.origin - self.moveto) > 64)
687 if(self.flags & FL_FLY || self.flags & FL_SWIM)
688 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
690 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
692 if(time > self.pain_finished)
693 if(time > self.attack_finished_single)
694 if(vlen(self.velocity) > 10)
695 self.frame = ((self.enemy) ? manim_run : manim_walk);
697 self.frame = manim_idle;
701 entity e = find(world, targetname, self.target2);
703 self.target2 = e.target2;
705 self.target2 = e.target;
707 movelib_beak_simple(stopspeed);
708 if(time > self.attack_finished_single)
709 if(time > self.pain_finished)
710 if (vlen(self.velocity) <= 30)
711 self.frame = manim_idle;
714 monster_checkattack(self, self.enemy);
717 void monster_remove(entity mon)
720 return; // nothing to remove
722 pointparticles(particleeffectnum("item_pickup"), mon.origin, '0 0 0', 1);
725 remove(mon.weaponentity);
728 remove(mon.iceblock);
730 WaypointSprite_Kill(mon.sprite);
735 void monster_dead_think()
737 self.nextthink = time + self.ticrate;
739 CSQCMODEL_AUTOUPDATE();
742 if(time >= self.ltime)
749 void monsters_setstatus()
751 self.stat_monsters_total = monsters_total;
752 self.stat_monsters_killed = monsters_killed;
755 void Monster_Appear()
757 self.enemy = activator;
758 self.spawnflags &= ~MONSTERFLAG_APPEAR;
759 self.monster_spawnfunc();
762 float Monster_CheckAppearFlags(entity ent)
764 if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
767 ent.think = func_null;
769 ent.use = Monster_Appear;
770 ent.flags = FL_MONSTER; // set so this monster can get butchered
775 void monsters_reset()
777 setorigin(self, self.pos1);
778 self.angles = self.pos2;
780 Unfreeze(self); // remove any icy remains
782 self.health = self.max_health;
783 self.velocity = '0 0 0';
785 self.goalentity = world;
786 self.attack_finished_single = 0;
787 self.moveto = self.origin;
790 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
792 self.health -= damage;
794 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
796 if(self.health <= -100) // 100 health until gone?
798 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
800 if(IS_CLIENT(self.realowner))
801 if(!self.monster_respawned)
802 self.realowner.monstercount -= 1;
804 self.think = SUB_Remove;
805 self.nextthink = time + 0.1;
809 void monster_die(entity attacker, float gibbed)
811 self.think = monster_dead_think;
812 self.nextthink = time;
813 self.ltime = time + 5;
817 Unfreeze(self); // remove any icy remains
818 self.health = 0; // reset by Unfreeze
823 MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
825 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
826 monsters_killed += 1;
828 if(IS_PLAYER(attacker))
829 if( autocvar_g_monsters_score_spawned ||
830 ( !(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned) )
831 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
833 if(!Monster_CanRespawn(self) || gibbed)
835 // number of monsters spawned with mobspawn command
838 if(IS_CLIENT(self.realowner))
839 if(!self.monster_respawned)
840 self.realowner.monstercount -= 1;
843 if(self.candrop && self.weapon)
844 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
846 self.event_damage = monsters_corpse_damage;
847 self.solid = SOLID_CORPSE;
848 self.takedamage = DAMAGE_AIM;
849 self.deadflag = DEAD_DEAD;
851 self.movetype = MOVETYPE_TOSS;
852 self.moveto = self.origin;
853 self.touch = MonsterTouch; // reset incase monster was pouncing
854 self.reset = func_null;
856 self.attack_finished_single = 0;
858 if(!(self.flags & FL_FLY))
859 self.velocity = '0 0 0';
861 MON_ACTION(self.monsterid, MR_DEATH);
864 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
867 if(self.frozen && deathtype != DEATH_KILL)
870 if(time < self.pain_finished && deathtype != DEATH_KILL)
873 if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
879 v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, deathtype, damage);
885 WaypointSprite_UpdateHealth(self.sprite, self.health);
887 self.dmg_time = time;
889 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
890 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
892 self.velocity += force * self.damageforcescale;
894 if(deathtype != DEATH_DROWN)
896 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
898 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
900 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
905 if(deathtype == DEATH_KILL)
906 self.candrop = FALSE; // killed by mobkill command
909 activator = attacker;
912 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
914 monster_die(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
916 WaypointSprite_Kill(self.sprite);
918 frag_attacker = attacker;
920 MUTATOR_CALLHOOK(MonsterDies);
922 if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
924 Violence_GibSplash(self, 1, 0.5, attacker);
926 self.think = SUB_Remove;
927 self.nextthink = time + 0.1;
932 void monster_setupcolors()
934 if(IS_PLAYER(self.monster_owner))
935 self.colormap = self.monster_owner.colormap;
936 else if(teamplay && self.team)
937 self.colormap = 1024 + (self.team - 1) * 17;
940 if(self.monster_skill <= MONSTER_SKILL_EASY)
941 self.colormap = 1029;
942 else if(self.monster_skill <= MONSTER_SKILL_MEDIUM)
943 self.colormap = 1027;
944 else if(self.monster_skill <= MONSTER_SKILL_HARD)
945 self.colormap = 1038;
946 else if(self.monster_skill <= MONSTER_SKILL_INSANE)
947 self.colormap = 1028;
948 else if(self.monster_skill <= MONSTER_SKILL_NIGHTMARE)
949 self.colormap = 1032;
951 self.colormap = 1024;
957 self.think = monster_think;
958 self.nextthink = self.ticrate;
961 if(time >= self.ltime)
963 Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
967 MON_ACTION(self.monsterid, MR_THINK);
969 CSQCMODEL_AUTOUPDATE();
972 float monster_spawn()
974 MON_ACTION(self.monsterid, MR_SETUP);
976 if(!self.monster_respawned)
978 Monster_CheckMinibossFlag();
979 self.health *= Monster_SkillModifier();
982 self.max_health = self.health;
983 self.pain_finished = self.nextthink;
985 if(IS_PLAYER(self.monster_owner))
986 self.effects |= EF_DIMLIGHT;
988 if(!self.monster_respawned)
990 self.skin = rint(random() * 4);
992 if(!self.attack_range)
993 self.attack_range = autocvar_g_monsters_attack_range;
995 precache_monstersounds();
996 UpdateMonsterSounds();
999 self.monster_attack = TRUE; // we can have monster enemies in team games
1001 MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
1003 WaypointSprite_Spawn(M_NAME(self.monsterid), 0, 1024, self, '0 0 1' * (self.maxs_z + 15), world, self.team, self, sprite, TRUE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));
1004 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
1005 WaypointSprite_UpdateHealth(self.sprite, self.health);
1007 self.think = monster_think;
1008 self.nextthink = time + self.ticrate;
1010 if(MUTATOR_CALLHOOK(MonsterSpawn))
1016 float monster_initialize(float mon_id, float nodrop)
1018 if(!autocvar_g_monsters)
1021 entity mon = get_monsterinfo(mon_id);
1023 if(!self.monster_skill)
1024 self.monster_skill = cvar("g_monsters_skill");
1026 // support for quake style removing monsters based on skill
1027 if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { return FALSE; }
1028 if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { return FALSE; }
1029 if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { return FALSE; }
1031 if(self.team && !teamplay)
1034 if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1035 if(!self.monster_respawned)
1036 monsters_total += 1;
1038 setmodel(self, mon.model);
1039 setsize(self, mon.mins, mon.maxs);
1040 self.flags = FL_MONSTER;
1041 self.takedamage = DAMAGE_AIM;
1042 self.bot_attack = TRUE;
1043 self.iscreature = TRUE;
1044 self.teleportable = TRUE;
1045 self.damagedbycontents = TRUE;
1046 self.monsterid = mon_id;
1047 self.damageforcescale = 0;
1048 self.event_damage = monsters_damage;
1049 self.touch = MonsterTouch;
1050 self.use = monster_use;
1051 self.solid = SOLID_BBOX;
1052 self.movetype = MOVETYPE_WALK;
1053 self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1055 self.velocity = '0 0 0';
1056 self.moveto = self.origin;
1057 self.pos1 = self.origin;
1058 self.pos2 = self.angles;
1059 self.reset = monsters_reset;
1060 self.netname = mon.netname;
1061 self.monster_name = M_NAME(mon_id);
1062 self.candrop = TRUE;
1063 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1064 self.oldtarget2 = self.target2;
1065 self.deadflag = DEAD_NO;
1067 self.noalign = nodrop;
1068 self.spawn_time = time;
1069 self.spider_slowness = 0;
1071 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1073 if(autocvar_g_fullbrightplayers)
1074 self.effects |= EF_FULLBRIGHT;
1076 if(autocvar_g_nodepthtestplayers)
1077 self.effects |= EF_NODEPTHTEST;
1079 if(mon.spawnflags & MONSTER_TYPE_SWIM)
1080 self.flags |= FL_SWIM;
1082 if(mon.spawnflags & MONSTER_TYPE_FLY)
1084 self.flags |= FL_FLY;
1085 self.movetype = MOVETYPE_FLY;
1088 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1092 self.ticrate = autocvar_g_monsters_think_delay;
1094 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1096 if(!self.m_armor_blockpercent)
1097 self.m_armor_blockpercent = 0.5;
1099 if(!self.target_range)
1100 self.target_range = autocvar_g_monsters_target_range;
1102 if(!self.respawntime)
1103 self.respawntime = autocvar_g_monsters_respawn_delay;
1105 if(!self.monster_moveflags)
1106 self.monster_moveflags = MONSTER_MOVE_WANDER;
1110 setorigin(self, self.origin + '0 0 20');
1111 tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1112 setorigin(self, trace_endpos);
1115 if(!monster_spawn())
1118 if(!self.monster_respawned)
1119 monster_setupcolors();
1121 CSQCMODEL_AUTOINIT();