1 // TODO: clean up this file?
5 if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
8 self.think = SUB_Remove;
9 self.nextthink = time + 0.1;
13 void monster_item_spawn()
15 self.monster_delayedattack();
17 self.think = SUB_Remove;
18 self.nextthink = time + 5;
20 self.velocity = randomvec() * 175 + '0 0 325';
21 self.touch = M_Item_Touch;
23 SUB_SetFade(self, time + 5, 1);
26 void Monster_DropItem (string itype, string itemsize)
28 vector org = self.origin + ((self.mins + self.maxs) * 0.5);
39 case "mega": e.monster_delayedattack = spawnfunc_item_armor_large; break;
40 case "large": e.monster_delayedattack = spawnfunc_item_armor_big; break;
41 case "medium": e.monster_delayedattack = spawnfunc_item_armor_medium; break;
42 case "small": e.monster_delayedattack = spawnfunc_item_armor_small; break;
50 case "mega": e.monster_delayedattack = spawnfunc_item_health_mega; break;
51 case "large": e.monster_delayedattack = spawnfunc_item_health_large; break;
52 case "medium": e.monster_delayedattack = spawnfunc_item_health_medium; break;
53 case "small": e.monster_delayedattack = spawnfunc_item_health_small; break;
61 case "shells": e.monster_delayedattack = spawnfunc_item_shells; break;
62 case "cells": e.monster_delayedattack = spawnfunc_item_cells; break;
63 case "rockets": e.monster_delayedattack = spawnfunc_item_rockets; break;
65 case "nails": e.monster_delayedattack = spawnfunc_item_bullets; break;
72 e.monster_delayedattack = spawnfunc_item_minst_cells;
74 e.think = monster_item_spawn;
75 e.nextthink = time + 0.1;
78 void monsters_setframe(float _frame)
80 if(self.frame == _frame)
83 self.anim_start_time = time;
85 self.SendFlags |= MSF_ANIM;
88 float monster_isvalidtarget (entity targ, entity ent)
91 return FALSE; // someone doesn't exist
93 if(time < game_starttime)
94 return FALSE; // monsters do nothing before the match has started
96 WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
98 if(vlen(targ.origin - ent.origin) >= ent.target_range)
99 return FALSE; // enemy is too far away
101 if not(targ.vehicle_flags & VHF_ISVEHICLE)
102 if(trace_ent != targ)
103 return FALSE; // we can't see the enemy
105 if(targ.takedamage == DAMAGE_NO)
106 return FALSE; // enemy can't be damaged
108 if(targ.items & IT_INVISIBILITY)
109 return FALSE; // enemy is invisible
111 if(IS_SPEC(targ) || IS_OBSERVER(targ))
112 return FALSE; // enemy is a spectator
114 if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
115 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
116 return FALSE; // enemy/self is dead
118 if(targ.monster_owner == ent || ent.monster_owner == targ)
119 return FALSE; // enemy owns us, or we own them
121 if not(targ.vehicle_flags & VHF_ISVEHICLE)
122 if(targ.flags & FL_NOTARGET)
123 return FALSE; // enemy can't be targetted
125 if not(autocvar_g_monsters_typefrag)
127 return FALSE; // no typefragging!
129 if not(IsDifferentTeam(targ, ent))
130 return FALSE; // enemy is on our team
135 entity FindTarget (entity ent)
137 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
140 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
141 if(monster_isvalidtarget(e, ent))
152 if(self.enemy != other)
153 if not(other.flags & FL_MONSTER)
154 if(monster_isvalidtarget(other, self))
158 void monster_sound(string msound, float sound_delay, float delaytoo)
160 if(delaytoo && time < self.msound_delay)
164 return; // sound doesn't exist
166 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
168 self.msound_delay = time + sound_delay;
171 void monster_precachesounds(entity e)
173 precache_sound(e.msound_idle);
174 precache_sound(e.msound_death);
175 precache_sound(e.msound_attack_melee);
176 precache_sound(e.msound_attack_ranged);
177 precache_sound(e.msound_sight);
178 precache_sound(e.msound_pain);
181 void monster_setupsounds(string mon)
183 if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
184 if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
185 if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
186 if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
187 if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
188 if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
191 void monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
193 float bigdmg, dot, rdmg = damg * random();
195 if (self.health <= 0)
204 self.state = MONSTER_STATE_ATTACK_MELEE;
205 self.SendFlags |= MSF_MOVE;
208 makevectors (self.angles);
209 dot = normalize (targ.origin - self.origin) * v_forward;
211 bigdmg = rdmg * self.scale;
214 Damage(targ, self, self, bigdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
217 void Monster_CheckDropCvars (string mon)
220 return; // forced off
225 dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
226 dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
228 monster_dropitem = dropitem;
229 monster_dropsize = dropsize;
230 MUTATOR_CALLHOOK(MonsterDropItem);
231 dropitem = monster_dropitem;
232 dropsize = monster_dropsize;
234 if(autocvar_g_monsters_forcedrop)
235 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
236 else if(dropitem != "")
237 Monster_DropItem(dropitem, dropsize);
239 Monster_DropItem("armor", "medium");
242 void ScaleMonster (float scle, vector min_s, vector max_s)
244 // this should prevent monster from falling through floor when scale changes
246 setsize(self, min_s * scle, max_s * scle);
247 setorigin(self, self.origin + ('0 0 30' * scle));
248 self.SendFlags |= MSF_SIZE | MSF_MOVE;
251 void Monster_CheckMinibossFlag ()
253 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
256 if(self.spawnflags & MONSTERFLAG_GIANT)
257 return; // 1 size modifier at a time
259 float chance = random() * 100;
261 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
262 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
264 self.health += autocvar_g_monsters_miniboss_healthboost;
265 ScaleMonster(1.5, self.mins, self.maxs);
266 self.flags |= MONSTERFLAG_MINIBOSS;
268 self.weapon = WEP_NEX;
272 float Monster_CanRespawn(entity ent)
275 if(MUTATOR_CALLHOOK(MonsterRespawn))
276 return TRUE; // enabled by a mutator
278 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
281 if not(autocvar_g_monsters_respawn)
289 if(Monster_CanRespawn(self))
291 self.monster_respawned = TRUE;
292 self.think = self.monster_spawnfunc;
293 self.nextthink = time + self.respawntime;
294 self.deadflag = DEAD_RESPAWNING;
295 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
297 self.pos1 = self.origin;
298 self.pos2 = self.angles;
300 self.event_damage = func_null;
301 self.takedamage = DAMAGE_NO;
302 setorigin(self, self.pos1);
303 self.angles = self.pos2;
304 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
306 self.SendFlags |= MSF_MOVE;
307 self.SendFlags |= MSF_STATUS;
311 SUB_SetFade(self, time + 3, 1);
314 float Monster_CanJump (vector vel)
317 return FALSE; // already attacking
318 if not(self.flags & FL_ONGROUND)
319 return FALSE; // not on the ground
321 return FALSE; // called when dead?
322 if(time < self.attack_finished_single)
323 return FALSE; // still attacking
325 vector old = self.velocity;
328 tracetoss(self, self);
330 if (trace_ent != self.enemy)
336 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
338 if(!Monster_CanJump(vel))
341 monsters_setframe(anm);
342 self.state = MONSTER_STATE_ATTACK_LEAP;
343 self.touch = touchfunc;
346 self.flags &~= FL_ONGROUND;
348 self.attack_finished_single = time + anim_finished;
353 float GenericCheckAttack ()
355 // checking attack while dead?
356 if (self.health <= 0)
359 // reset delays when we have no enemy
362 self.monster_delayedattack = func_null;
366 if(self.monster_delayedattack && self.delay != -1)
368 if(time < self.delay)
371 self.monster_delayedattack();
374 if (time < self.attack_finished_single)
377 if(self.attack_melee)
378 if(vlen(self.enemy.origin - self.origin) <= 100 * self.scale)
380 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
381 self.attack_melee(); // don't wait for nextthink - too slow
385 // monster doesn't have a ranged attack function, so stop here
386 if not(self.attack_ranged)
389 // see if any entities are in the way of the shot
390 if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
393 if(self.attack_ranged())
395 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
406 if (self.health <= 0)
409 if(!monster_isvalidtarget(activator, self))
412 self.enemy = activator;
415 float trace_path(vector from, vector to)
417 vector dir = normalize(to - from) * 15, offset = '0 0 0';
418 float trace1 = trace_fraction;
422 traceline (from+offset, to+offset, TRUE, self);
424 traceline(from-offset, to-offset, TRUE, self);
426 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
430 vector monster_pickmovetarget(entity targ)
432 // enemy is always preferred target
435 self.monster_movestate = MONSTER_MOVE_ENEMY;
436 self.last_trace = time + 0.1;
437 return self.enemy.origin;
441 self.monster_movestate = MONSTER_MOVE_WANDER;
442 self.last_trace = time + 0.5;
446 switch(self.monster_moveflags)
448 case MONSTER_MOVE_OWNER:
450 self.monster_movestate = MONSTER_MOVE_OWNER;
451 self.last_trace = time + 0.3;
452 if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
453 return self.monster_owner.origin;
455 case MONSTER_MOVE_WANDER:
458 self.monster_movestate = MONSTER_MOVE_WANDER;
459 self.last_trace = time + 2;
461 self.angles_y = random() * 500;
462 makevectors(self.angles);
463 pos = self.origin + v_forward * 600;
465 if(self.flags & FL_FLY || self.flags & FL_SWIM)
467 pos_z = random() * 200;
474 case MONSTER_MOVE_SPAWNLOC:
476 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
477 self.last_trace = time + 2;
481 case MONSTER_MOVE_NOMOVE:
483 self.monster_movestate = MONSTER_MOVE_NOMOVE;
484 self.last_trace = time + 2;
490 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
493 self.goalentity = find(world, targetname, self.target2);
499 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
500 self.health = max(1, self.max_health * self.revive_progress);
502 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
504 movelib_beak_simple(stopspeed);
506 self.velocity = '0 0 0';
508 self.nextthink = time + 0.1;
510 if(self.revive_progress >= 1)
511 Unfreeze(self); // wait for next think before attacking
513 self.SendFlags |= MSF_MOVE;
515 return; // no moving while frozen
518 if(self.flags & FL_SWIM)
520 if(self.waterlevel < WATERLEVEL_WETFEET)
522 if(time >= self.last_trace)
524 self.last_trace = time + 0.4;
526 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
527 self.angles = '90 90 0';
530 self.velocity_y += random() * 50;
531 self.velocity_x -= random() * 50;
535 self.velocity_y -= random() * 50;
536 self.velocity_x += random() * 50;
538 self.velocity_z += random() * 150;
542 self.movetype = MOVETYPE_BOUNCE;
543 //self.velocity_z = -200;
545 self.SendFlags |= MSF_MOVE | MSF_ANG;
551 self.angles = '0 0 0';
552 self.movetype = MOVETYPE_WALK;
556 if(gameover || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
558 runspeed = walkspeed = 0;
559 if(time >= self.spawn_time)
560 monsters_setframe(manim_idle);
561 movelib_beak_simple(stopspeed);
562 self.SendFlags |= MSF_MOVE;
566 targ = self.goalentity;
568 monster_target = targ;
569 monster_speed_run = runspeed;
570 monster_speed_walk = walkspeed;
571 MUTATOR_CALLHOOK(MonsterMove);
572 targ = monster_target;
573 runspeed = monster_speed_run;
574 walkspeed = monster_speed_walk;
576 if(IsDifferentTeam(self.monster_owner, self))
577 self.monster_owner = world;
579 if not(monster_isvalidtarget(self.enemy, self))
580 self.enemy = world; // check enemy each think frame?
584 self.enemy = FindTarget(self);
586 monster_sound(self.msound_sight, 0, FALSE);
589 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
592 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
593 if(time >= self.last_trace || self.enemy) // update enemy instantly
594 self.moveto = monster_pickmovetarget(targ);
597 monster_sound(self.msound_idle, 5, TRUE);
599 vector angles_face = vectoangles(self.moveto - self.origin);
600 vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
601 vector enemy_face = vectoangles(self.enemy.origin - self.origin);
603 if(!(self.flags & FL_FLY || self.flags & FL_SWIM))
604 self.moveto_z = self.origin_z;
606 if(self.state != MONSTER_STATE_ATTACK_LEAP)
608 self.angles_y = angles_face_y;
609 self.v_angle = self.angles;
612 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
615 self.touch = MonsterTouch;
618 v_forward = normalize(self.moveto - self.origin);
620 float l = vlen(self.moveto - self.origin);
621 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
622 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
624 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
625 if(self.flags & FL_ONGROUND)
626 movelib_jump_simple(100);
628 if(vlen(self.origin - self.moveto) > 64 * self.scale)
630 if(self.flags & FL_FLY || self.flags & FL_SWIM)
631 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
633 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
634 if(time > self.pain_finished)
635 if(time > self.attack_finished_single)
636 monsters_setframe((self.enemy) ? manim_run : manim_walk);
641 self.target2 = targ.target;
642 else if(targ.target2)
643 self.target2 = targ.target2;
646 movelib_beak_simple(stopspeed);
647 if(time > self.attack_finished_single)
648 if(time > self.pain_finished)
649 if (vlen(self.velocity) <= 30)
651 monsters_setframe(manim_idle);
653 self.angles_y = enemy_face_y;
655 self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
660 if(self.enemy && self.checkattack)
663 self.SendFlags |= MSF_ANG;
664 self.SendFlags |= MSF_MOVE;
667 void monster_dead_think()
669 self.think = monster_dead_think;
670 self.nextthink = time + 0.3; // don't need to update so often now
672 self.deadflag = DEAD_DEAD;
674 if(time >= self.ltime)
680 self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
683 void monsters_setstatus()
685 self.stat_monsters_total = monsters_total;
686 self.stat_monsters_killed = monsters_killed;
689 void Monster_Appear()
691 self.enemy = activator;
692 self.spawnflags &~= MONSTERFLAG_APPEAR;
693 self.monster_spawnfunc();
696 float Monster_CheckAppearFlags(entity ent)
698 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
701 ent.think = func_null;
703 ent.use = Monster_Appear;
704 ent.flags = FL_MONSTER; // set so this monster can get butchered
709 void monsters_reset()
711 setorigin(self, self.pos1);
712 self.angles = self.pos2;
714 self.health = self.max_health;
715 self.velocity = '0 0 0';
717 self.goalentity = world;
718 self.attack_finished_single = 0;
719 self.moveto = self.origin;
721 WaypointSprite_UpdateHealth(self.sprite, self.health);
724 float monster_send(entity to, float sf)
726 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
727 WriteByte(MSG_ENTITY, sf);
730 WriteByte(MSG_ENTITY, self.monsterid);
732 WriteCoord(MSG_ENTITY, self.origin_x);
733 WriteCoord(MSG_ENTITY, self.origin_y);
734 WriteCoord(MSG_ENTITY, self.origin_z);
736 WriteAngle(MSG_ENTITY, self.angles_x);
737 WriteAngle(MSG_ENTITY, self.angles_y);
739 WriteByte(MSG_ENTITY, self.scale);
740 WriteByte(MSG_ENTITY, self.skin);
745 WriteByte(MSG_ENTITY, self.scale);
747 WriteCoord(MSG_ENTITY, self.mins_x);
748 WriteCoord(MSG_ENTITY, self.mins_y);
749 WriteCoord(MSG_ENTITY, self.mins_z);
751 WriteCoord(MSG_ENTITY, self.maxs_x);
752 WriteCoord(MSG_ENTITY, self.maxs_y);
753 WriteCoord(MSG_ENTITY, self.maxs_z);
758 WriteShort(MSG_ENTITY, rint(self.angles_x));
759 WriteShort(MSG_ENTITY, rint(self.angles_y));
764 WriteShort(MSG_ENTITY, rint(self.origin_x));
765 WriteShort(MSG_ENTITY, rint(self.origin_y));
766 WriteShort(MSG_ENTITY, rint(self.origin_z));
768 WriteShort(MSG_ENTITY, rint(self.velocity_x));
769 WriteShort(MSG_ENTITY, rint(self.velocity_y));
770 WriteShort(MSG_ENTITY, rint(self.velocity_z));
772 WriteShort(MSG_ENTITY, rint(self.angles_y));
777 WriteCoord(MSG_ENTITY, self.anim_start_time);
778 WriteByte(MSG_ENTITY, self.frame);
783 WriteByte(MSG_ENTITY, self.skin);
785 WriteByte(MSG_ENTITY, self.team);
787 WriteByte(MSG_ENTITY, self.deadflag);
790 WriteByte(MSG_ENTITY, 0);
792 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
798 void monster_link(void() spawnproc)
800 Net_LinkEntity(self, TRUE, 0, monster_send);
801 self.think = spawnproc;
802 self.nextthink = time;
805 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
807 self.health -= damage;
809 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
811 if(self.health <= -100) // 100 health until gone?
813 Violence_GibSplash(self, 1, 0.5, attacker);
815 self.think = SUB_Remove;
816 self.nextthink = time + 0.1;
820 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
822 if(self.frozen && deathtype != DEATH_KILL)
825 if(time < self.pain_finished && deathtype != DEATH_KILL)
828 if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
829 if(monster_isvalidtarget(attacker, self))
830 self.enemy = attacker;
832 if(deathtype != DEATH_KILL)
833 damage *= self.armorvalue;
835 if(self.weaponentity && self.weaponentity.classname == "shield")
836 self.weaponentity.health -= damage;
838 self.health -= damage;
841 WaypointSprite_UpdateHealth(self.sprite, self.health);
843 self.dmg_time = time;
845 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
846 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
848 self.velocity += force * self.damageforcescale;
850 if(deathtype != DEATH_DROWN)
852 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
854 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
856 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
863 // Update one more time to avoid waypoint fading without emptying healthbar
864 WaypointSprite_UpdateHealth(self.sprite, 0);
867 if(deathtype == DEATH_KILL)
868 self.candrop = FALSE; // killed by mobkill command
871 activator = attacker;
874 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
878 frag_attacker = attacker;
880 MUTATOR_CALLHOOK(MonsterDies);
882 if(self.health <= -100) // check if we're already gibbed
884 Violence_GibSplash(self, 1, 0.5, attacker);
886 self.think = SUB_Remove;
887 self.nextthink = time + 0.1;
891 self.SendFlags |= MSF_STATUS;
894 // used to hook into monster post death functions without a mutator
895 void monster_hook_death()
897 WaypointSprite_Kill(self.sprite);
899 if(self.weaponentity)
901 remove(self.weaponentity);
902 self.weaponentity = world;
905 monster_sound(self.msound_death, 0, FALSE);
907 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
908 monsters_killed += 1;
910 if(self.candrop && self.weapon)
911 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
913 if(IS_CLIENT(self.realowner))
914 self.realowner.monstercount -= 1;
916 self.event_damage = monsters_corpse_damage;
917 self.solid = SOLID_CORPSE;
918 self.takedamage = DAMAGE_AIM;
920 self.movetype = MOVETYPE_TOSS;
921 self.moveto = self.origin;
923 if not(self.flags & FL_FLY)
924 self.velocity = '0 0 0';
926 self.SendFlags |= MSF_MOVE;
931 // used to hook into monster post spawn functions without a mutator
932 void monster_hook_spawn()
934 if not(self.monster_respawned)
935 Monster_CheckMinibossFlag();
937 self.max_health = self.health;
938 self.pain_finished = self.nextthink;
939 self.anim_start_time = time;
943 setorigin(self, self.origin + '0 0 20');
944 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
945 setorigin(self, trace_endpos);
948 self.pos1 = self.origin;
950 monster_precachesounds(self);
953 self.monster_attack = TRUE; // we can have monster enemies in team games
955 if(autocvar_g_monsters_healthbars)
957 WaypointSprite_Spawn(strzone(strdecolorize(self.netname)), 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'));
958 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
959 WaypointSprite_UpdateHealth(self.sprite, self.health);
962 monster_sound(self.msound_spawn, 0, FALSE);
964 MUTATOR_CALLHOOK(MonsterSpawn);
966 self.SendFlags = MSF_SETUP;
969 float monster_initialize(string net_name, float mon_id,
976 if not(autocvar_g_monsters)
979 // support for quake style removing monsters based on skill
980 if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
981 if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
982 if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
983 if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
984 if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
986 if(self.netname == "")
987 self.netname = ((net_name == "") ? self.classname : net_name);
989 if(autocvar_g_monsters_giants_only)
990 self.spawnflags |= MONSTERFLAG_GIANT;
995 if(self.spawnflags & MONSTERFLAG_GIANT && !autocvar_g_monsters_nogiants)
998 if(self.team && !teamplay)
1001 self.flags = FL_MONSTER;
1003 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
1004 if not(self.monster_respawned)
1005 monsters_total += 1;
1007 ScaleMonster(self.scale, min_s, max_s);
1009 self.takedamage = DAMAGE_AIM;
1010 self.bot_attack = TRUE;
1011 self.iscreature = TRUE;
1012 self.teleportable = TRUE;
1013 self.damagedbycontents = TRUE;
1014 self.monsterid = mon_id;
1015 self.damageforcescale = 0.003;
1016 self.monster_die = dieproc;
1017 self.event_damage = monsters_damage;
1018 self.touch = MonsterTouch;
1019 self.use = monster_use;
1020 self.solid = SOLID_BBOX;
1021 self.movetype = MOVETYPE_WALK;
1022 self.delay = -1; // used in attack delay code
1023 monsters_spawned += 1;
1025 self.velocity = '0 0 0';
1026 self.moveto = self.origin;
1027 self.pos2 = self.angles;
1028 self.reset = monsters_reset;
1029 self.candrop = TRUE;
1030 self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
1031 self.oldtarget2 = self.target2;
1032 self.deadflag = DEAD_NO; // UNDEAD
1033 self.noalign = nodrop;
1034 self.spawn_time = time;
1035 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1037 if not(self.ticrate)
1038 self.ticrate = autocvar_g_monsters_think_delay;
1040 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1042 if not(self.armorvalue)
1043 self.armorvalue = 1; // multiplier
1045 if not(self.target_range)
1046 self.target_range = autocvar_g_monsters_target_range;
1048 if not(self.respawntime)
1049 self.respawntime = autocvar_g_monsters_respawn_delay;
1051 if not(self.monster_moveflags)
1052 self.monster_moveflags = MONSTER_MOVE_WANDER;
1054 monster_link(spawnproc);