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()
48 t *= (self.monster_skill * 0.5);
53 float monster_isvalidtarget (entity targ, entity ent)
56 return FALSE; // someone doesn't exist
59 return FALSE; // don't attack ourselves
61 traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
66 if(targ.vehicle_flags & VHF_ISVEHICLE)
67 if not((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED)
68 return FALSE; // melee attacks are useless against vehicles
70 if(time < game_starttime)
71 return FALSE; // monsters do nothing before the match has started
73 if(vlen(targ.origin - ent.origin) >= ent.target_range)
74 return FALSE; // enemy is too far away
76 if(targ.takedamage == DAMAGE_NO)
77 return FALSE; // enemy can't be damaged
79 if(targ.items & IT_INVISIBILITY)
80 return FALSE; // enemy is invisible
82 if(substring(targ.classname, 0, 10) == "onslaught_")
83 return FALSE; // don't attack onslaught targets
85 if(IS_SPEC(targ) || IS_OBSERVER(targ))
86 return FALSE; // enemy is a spectator
88 if not(targ.vehicle_flags & VHF_ISVEHICLE)
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 not(targ.vehicle_flags & VHF_ISVEHICLE)
99 if(targ.flags & FL_NOTARGET)
100 return FALSE; // enemy can't be targeted
102 if not(autocvar_g_monsters_typefrag)
104 return FALSE; // no typefragging!
106 if(SAME_TEAM(targ, ent))
107 return FALSE; // enemy is on our team
109 if (targ.frozen == 1 || (targ.frozen == 2 && ent.monsterid != MON_SPIDER))
110 return FALSE; // ignore frozen
112 if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT)
113 if(ent.enemy != targ)
117 makevectors (ent.angles);
118 dot = normalize (targ.origin - ent.origin) * v_forward;
127 entity FindTarget (entity ent)
129 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
131 entity head, closest_target = world;
132 head = findradius(ent.origin, ent.target_range);
134 while(head) // find the closest acceptable target to pass to
136 if(head.monster_attack)
137 if(monster_isvalidtarget(head, ent))
139 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
140 vector head_center = CENTER_OR_VIEWOFS(head);
141 vector ent_center = CENTER_OR_VIEWOFS(ent);
143 //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
146 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
147 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
148 { closest_target = head; }
150 else { closest_target = head; }
156 return closest_target;
164 if(self.enemy != other)
165 if not(other.flags & FL_MONSTER)
166 if(monster_isvalidtarget(other, self))
170 string get_monster_model_datafilename(string m, float sk, string fil)
175 m = "models/monsters/*_";
177 m = strcat(m, ftos(sk));
180 return strcat(m, ".", fil);
183 void PrecacheMonsterSounds(string f)
187 fh = fopen(f, FILE_READ);
190 while((s = fgets(fh)))
192 if(tokenize_console(s) != 3)
194 dprint("Invalid sound info line: ", s, "\n");
197 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
202 void precache_monstersounds()
204 string m = (get_monsterinfo(self.monsterid)).model;
205 float globhandle, n, i;
208 globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
211 n = search_getsize(globhandle);
212 for (i = 0; i < n; ++i)
214 //print(search_getfilename(globhandle, i), "\n");
215 f = search_getfilename(globhandle, i);
216 PrecacheMonsterSounds(f);
218 search_end(globhandle);
221 void ClearMonsterSounds()
223 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
228 .string GetMonsterSoundSampleField(string type)
230 GetMonsterSoundSampleField_notFound = 0;
233 #define _MSOUND(m) case #m: return monstersound_##m;
237 GetMonsterSoundSampleField_notFound = 1;
241 float LoadMonsterSounds(string f, float first)
246 fh = fopen(f, FILE_READ);
249 dprint("Monster sound file not found: ", f, "\n");
252 while((s = fgets(fh)))
254 if(tokenize_console(s) != 3)
256 field = GetMonsterSoundSampleField(argv(0));
257 if(GetMonsterSoundSampleField_notFound)
260 strunzone(self.field);
261 self.field = strzone(strcat(argv(1), " ", argv(2)));
267 .float skin_for_monstersound;
268 void UpdateMonsterSounds()
270 entity mon = get_monsterinfo(self.monsterid);
272 if(self.skin == self.skin_for_monstersound)
274 self.skin_for_monstersound = self.skin;
275 ClearMonsterSounds();
276 //LoadMonsterSounds("sound/monsters/default.sounds", 1);
277 if(!autocvar_g_debug_defaultsounds)
278 if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
279 LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
282 void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
284 if(delaytoo && time < self.msound_delay)
286 GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
288 self.msound_delay = time + sound_delay;
291 void monster_makevectors(entity e)
295 v = e.origin + (e.mins + e.maxs) * 0.5;
296 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
297 self.v_angle_x = -self.v_angle_x;
299 makevectors(self.v_angle);
302 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
304 if (self.health <= 0)
305 return FALSE; // attacking while dead?!
311 self.state = MONSTER_STATE_ATTACK_MELEE;
316 if(anim_finished != 0)
317 self.attack_finished_single = time + anim_finished;
319 monster_makevectors(targ);
321 traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
323 if(trace_ent.takedamage)
324 Damage(trace_ent, self, self, damg * Monster_SkillModifier(), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
329 void Monster_CheckMinibossFlag ()
331 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
334 float chance = random() * 100;
336 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
337 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
339 self.health += autocvar_g_monsters_miniboss_healthboost;
340 self.effects |= EF_RED;
342 self.weapon = WEP_NEX;
346 float Monster_CanRespawn(entity ent)
349 if(ent.deadflag == DEAD_DEAD) // don't call when monster isn't dead
350 if(MUTATOR_CALLHOOK(MonsterRespawn))
351 return TRUE; // enabled by a mutator
353 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
356 if not(autocvar_g_monsters_respawn)
364 if(Monster_CanRespawn(self))
366 self.monster_respawned = TRUE;
367 self.think = self.monster_spawnfunc;
368 self.nextthink = time + self.respawntime;
370 self.deadflag = DEAD_RESPAWNING;
371 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
373 self.pos1 = self.origin;
374 self.pos2 = self.angles;
376 self.event_damage = func_null;
377 self.takedamage = DAMAGE_NO;
378 setorigin(self, self.pos1);
379 self.angles = self.pos2;
380 self.health = self.max_health;
381 setmodel(self, "null");
384 SUB_SetFade(self, time + 3, 1);
387 float Monster_CanJump (vector vel)
390 return FALSE; // already attacking
391 if not(self.flags & FL_ONGROUND)
392 return FALSE; // not on the ground
394 return FALSE; // called when dead?
395 if(time < self.attack_finished_single)
396 return FALSE; // still attacking
398 vector old = self.velocity;
401 tracetoss(self, self);
403 if (trace_ent != self.enemy)
409 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
411 if(!Monster_CanJump(vel))
415 self.state = MONSTER_STATE_ATTACK_LEAP;
416 self.touch = touchfunc;
419 self.flags &= ~FL_ONGROUND;
421 self.attack_finished_single = time + anim_finished;
426 void monster_checkattack(entity e, entity targ)
433 if not(e.monster_attackfunc)
436 if(time < e.attack_finished_single)
439 if(vlen(targ.origin - e.origin) <= e.attack_range)
440 if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
442 MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
446 if(vlen(targ.origin - e.origin) > e.attack_range)
447 if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
449 MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
458 if(monster_isvalidtarget(activator, self))
459 self.enemy = activator;
463 .float last_enemycheck; // for checking enemy
464 vector monster_pickmovetarget(entity targ)
466 // enemy is always preferred target
469 makevectors(self.angles);
470 self.monster_movestate = MONSTER_MOVE_ENEMY;
471 self.last_trace = time + 1.2;
472 return self.enemy.origin;
475 switch(self.monster_moveflags)
477 case MONSTER_MOVE_OWNER:
479 self.monster_movestate = MONSTER_MOVE_OWNER;
480 self.last_trace = time + 0.3;
481 return (self.monster_owner) ? self.monster_owner.origin : self.origin;
483 case MONSTER_MOVE_SPAWNLOC:
485 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
486 self.last_trace = time + 2;
489 case MONSTER_MOVE_NOMOVE:
491 self.monster_movestate = MONSTER_MOVE_NOMOVE;
492 self.last_trace = time + 2;
496 case MONSTER_MOVE_WANDER:
499 self.monster_movestate = MONSTER_MOVE_WANDER;
500 self.last_trace = time + 2;
502 self.angles_y = rint(random() * 500);
503 makevectors(self.angles);
504 pos = self.origin + v_forward * 600;
506 if(self.flags & FL_FLY || self.flags & FL_SWIM)
507 if(self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
509 pos_z = random() * 200;
516 self.last_trace = time + 0.5;
525 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
527 fixedmakevectors(self.angles);
530 self.goalentity = find(world, targetname, self.target2);
536 self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
537 self.health = max(1, self.max_health * self.revive_progress);
539 WaypointSprite_UpdateHealth(self.sprite, self.health);
541 movelib_beak_simple(stopspeed);
543 self.frame = manim_idle;
546 self.nextthink = time + self.ticrate;
548 if(self.revive_progress >= 1)
549 Unfreeze(self); // wait for next think before attacking
551 return; // no moving while frozen
554 if(self.flags & FL_SWIM)
556 if(self.waterlevel < WATERLEVEL_WETFEET)
558 if(time >= self.last_trace)
560 self.fish_wasdrowning = TRUE;
561 self.last_trace = time + 0.4;
563 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
564 self.angles = '90 90 0';
567 self.velocity_y += random() * 50;
568 self.velocity_x -= random() * 50;
572 self.velocity_y -= random() * 50;
573 self.velocity_x += random() * 50;
575 self.velocity_z += random() * 150;
579 self.movetype = MOVETYPE_BOUNCE;
580 //self.velocity_z = -200;
584 else if(self.fish_wasdrowning)
586 self.fish_wasdrowning = FALSE;
588 self.movetype = MOVETYPE_WALK;
592 targ = self.goalentity;
594 monster_target = targ;
595 monster_speed_run = runspeed;
596 monster_speed_walk = walkspeed;
598 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)
600 runspeed = walkspeed = 0;
601 if(time >= self.spawn_time)
602 self.frame = manim_idle;
603 movelib_beak_simple(stopspeed);
607 targ = monster_target;
608 runspeed = monster_speed_run;
609 walkspeed = monster_speed_walk;
612 if(autocvar_g_monsters_teams)
613 if(DIFF_TEAM(self.monster_owner, self))
614 self.monster_owner = world;
616 if(self.enemy && self.enemy.health < 1)
617 self.enemy = world; // enough!
619 if(time >= self.last_enemycheck)
621 if not(monster_isvalidtarget(self.enemy, self))
626 self.enemy = FindTarget(self);
628 MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
631 self.last_enemycheck = time + 0.5;
634 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
637 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
638 if(time >= self.last_trace || self.enemy) // update enemy instantly
639 self.moveto = monster_pickmovetarget(targ);
642 MonsterSound(monstersound_idle, 5, TRUE, CH_VOICE);
644 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
645 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
647 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
650 self.touch = MonsterTouch;
653 //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
656 vector real_angle = vectoangles(self.steerto) - self.angles;
658 if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
661 if(self.flags & FL_SWIM)
662 turny = vlen(self.angles - self.moveto);
666 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
667 self.angles_y += turny;
670 if(self.state == MONSTER_STATE_ATTACK_MELEE)
671 self.moveto = self.origin;
673 if(self.enemy && self.enemy.vehicle)
676 if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
677 v_forward = normalize(self.moveto - self.origin);
679 self.moveto_z = self.origin_z;
681 if(vlen(self.origin - self.moveto) > 64)
683 if(self.flags & FL_FLY || self.flags & FL_SWIM)
684 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
686 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
688 if(time > self.pain_finished)
689 if(time > self.attack_finished_single)
690 if(vlen(self.velocity) > 10)
691 self.frame = ((self.enemy) ? manim_run : manim_walk);
693 self.frame = manim_idle;
697 entity e = find(world, targetname, self.target2);
699 self.target2 = e.target2;
701 self.target2 = e.target;
703 movelib_beak_simple(stopspeed);
704 if(time > self.attack_finished_single)
705 if(time > self.pain_finished)
706 if (vlen(self.velocity) <= 30)
707 self.frame = manim_idle;
710 monster_checkattack(self, self.enemy);
713 void monster_remove(entity mon)
716 return; // nothing to remove
718 pointparticles(particleeffectnum("item_pickup"), mon.origin, '0 0 0', 1);
721 remove(mon.weaponentity);
724 remove(mon.iceblock);
726 WaypointSprite_Kill(mon.sprite);
731 void monster_dead_think()
733 self.nextthink = time + self.ticrate;
735 CSQCMODEL_AUTOUPDATE();
738 if(time >= self.ltime)
745 void monsters_setstatus()
747 self.stat_monsters_total = monsters_total;
748 self.stat_monsters_killed = monsters_killed;
751 void Monster_Appear()
753 self.enemy = activator;
754 self.spawnflags &= ~MONSTERFLAG_APPEAR;
755 self.monster_spawnfunc();
758 float Monster_CheckAppearFlags(entity ent)
760 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
763 ent.think = func_null;
765 ent.use = Monster_Appear;
766 ent.flags = FL_MONSTER; // set so this monster can get butchered
771 void monsters_reset()
773 setorigin(self, self.pos1);
774 self.angles = self.pos2;
776 Unfreeze(self); // remove any icy remains
778 self.health = self.max_health;
779 self.velocity = '0 0 0';
781 self.goalentity = world;
782 self.attack_finished_single = 0;
783 self.moveto = self.origin;
786 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
788 self.health -= damage;
790 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
792 if(self.health <= -100) // 100 health until gone?
794 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
796 if(IS_CLIENT(self.realowner))
797 if not(self.monster_respawned)
798 self.realowner.monstercount -= 1;
800 self.think = SUB_Remove;
801 self.nextthink = time + 0.1;
805 void monster_die(entity attacker, float gibbed)
807 self.think = monster_dead_think;
808 self.nextthink = time;
809 self.ltime = time + 5;
813 Unfreeze(self); // remove any icy remains
814 self.health = 0; // reset by Unfreeze
819 MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
821 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
822 monsters_killed += 1;
824 if(IS_PLAYER(attacker))
825 if( autocvar_g_monsters_score_spawned ||
826 ( !(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned) )
827 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
829 if(!Monster_CanRespawn(self) || gibbed)
831 // number of monsters spawned with mobspawn command
834 if(IS_CLIENT(self.realowner))
835 if not(self.monster_respawned)
836 self.realowner.monstercount -= 1;
839 if(self.candrop && self.weapon)
840 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
842 self.event_damage = monsters_corpse_damage;
843 self.solid = SOLID_CORPSE;
844 self.takedamage = DAMAGE_AIM;
845 self.deadflag = DEAD_DEAD;
847 self.movetype = MOVETYPE_TOSS;
848 self.moveto = self.origin;
849 self.touch = MonsterTouch; // reset incase monster was pouncing
850 self.reset = func_null;
852 self.attack_finished_single = 0;
854 if not(self.flags & FL_FLY)
855 self.velocity = '0 0 0';
857 MON_ACTION(self.monsterid, MR_DEATH);
860 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
863 if(self.frozen && deathtype != DEATH_KILL)
866 if(time < self.pain_finished && deathtype != DEATH_KILL)
869 if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
875 v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, deathtype, damage);
881 WaypointSprite_UpdateHealth(self.sprite, self.health);
883 self.dmg_time = time;
885 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
886 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
888 self.velocity += force * self.damageforcescale;
890 if(deathtype != DEATH_DROWN)
892 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
894 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
896 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
901 if(deathtype == DEATH_KILL)
902 self.candrop = FALSE; // killed by mobkill command
905 activator = attacker;
908 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
910 monster_die(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
912 WaypointSprite_Kill(self.sprite);
914 frag_attacker = attacker;
916 MUTATOR_CALLHOOK(MonsterDies);
918 if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
920 Violence_GibSplash(self, 1, 0.5, attacker);
922 self.think = SUB_Remove;
923 self.nextthink = time + 0.1;
930 self.think = monster_think;
931 self.nextthink = self.ticrate;
934 if(time >= self.ltime)
936 Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
940 MON_ACTION(self.monsterid, MR_THINK);
942 CSQCMODEL_AUTOUPDATE();
947 MON_ACTION(self.monsterid, MR_SETUP);
949 if not(self.monster_respawned)
950 Monster_CheckMinibossFlag();
952 self.max_health = self.health;
953 self.pain_finished = self.nextthink;
955 if(IS_PLAYER(self.monster_owner))
956 self.effects |= EF_DIMLIGHT;
958 if not(self.monster_respawned)
960 self.skin = rint(random() * 4);
962 if not(self.attack_range)
963 self.attack_range = autocvar_g_monsters_attack_range;
965 precache_monstersounds();
966 UpdateMonsterSounds();
969 self.monster_attack = TRUE; // we can have monster enemies in team games
971 MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
973 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'));
974 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
975 WaypointSprite_UpdateHealth(self.sprite, self.health);
977 self.think = monster_think;
978 self.nextthink = time + self.ticrate;
980 MUTATOR_CALLHOOK(MonsterSpawn);
982 // TODO: fix this mess
983 if(IS_PLAYER(self.monster_owner))
984 self.colormap = self.monster_owner.colormap;
985 else if(teamplay && self.team)
986 self.colormap = 1024 + self.team * 17;
989 if(self.monster_skill <= MONSTER_SKILL_EASY)
990 self.colormap = 1027;
991 else if(self.monster_skill <= MONSTER_SKILL_MEDIUM)
992 self.colormap = 1038;
993 else if(self.monster_skill <= MONSTER_SKILL_HARD)
994 self.colormap = 1028;
996 self.colormap = 1024;
1000 float monster_initialize(float mon_id, float nodrop)
1002 if not(autocvar_g_monsters)
1005 entity mon = get_monsterinfo(mon_id);
1007 if not(self.monster_skill)
1008 self.monster_skill = cvar("g_monsters_skill");
1010 // support for quake style removing monsters based on skill
1011 if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { return FALSE; }
1012 if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { return FALSE; }
1013 if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { return FALSE; }
1015 if(self.team && !teamplay)
1018 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
1019 if not(self.monster_respawned)
1020 monsters_total += 1;
1022 setmodel(self, mon.model);
1023 setsize(self, mon.mins, mon.maxs);
1024 self.flags = FL_MONSTER;
1025 self.takedamage = DAMAGE_AIM;
1026 self.bot_attack = TRUE;
1027 self.iscreature = TRUE;
1028 self.teleportable = TRUE;
1029 self.damagedbycontents = TRUE;
1030 self.monsterid = mon_id;
1031 self.damageforcescale = 0;
1032 self.event_damage = monsters_damage;
1033 self.touch = MonsterTouch;
1034 self.use = monster_use;
1035 self.solid = SOLID_BBOX;
1036 self.movetype = MOVETYPE_WALK;
1037 self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1039 self.velocity = '0 0 0';
1040 self.moveto = self.origin;
1041 self.pos1 = self.origin;
1042 self.pos2 = self.angles;
1043 self.reset = monsters_reset;
1044 self.netname = mon.netname;
1045 self.monster_name = M_NAME(mon_id);
1046 self.candrop = TRUE;
1047 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1048 self.oldtarget2 = self.target2;
1049 self.deadflag = DEAD_NO;
1051 self.noalign = nodrop;
1052 self.spawn_time = time;
1054 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1056 if(autocvar_g_fullbrightplayers)
1057 self.effects |= EF_FULLBRIGHT;
1059 if(autocvar_g_nodepthtestplayers)
1060 self.effects |= EF_NODEPTHTEST;
1062 if(mon.spawnflags & MONSTER_TYPE_SWIM)
1063 self.flags |= FL_SWIM;
1065 if(mon.spawnflags & MONSTER_TYPE_FLY)
1067 self.flags |= FL_FLY;
1068 self.movetype = MOVETYPE_FLY;
1071 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1074 if not(self.ticrate)
1075 self.ticrate = autocvar_g_monsters_think_delay;
1077 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1079 if not(self.m_armor_blockpercent)
1080 self.m_armor_blockpercent = 0.5;
1082 if not(self.target_range)
1083 self.target_range = autocvar_g_monsters_target_range;
1085 if not(self.respawntime)
1086 self.respawntime = autocvar_g_monsters_respawn_delay;
1088 if not(self.monster_moveflags)
1089 self.monster_moveflags = MONSTER_MOVE_WANDER;
1091 if not(self.noalign)
1093 setorigin(self, self.origin + '0 0 20');
1094 tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1095 setorigin(self, trace_endpos);
1100 CSQCMODEL_AUTOINIT();