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 = monster_item_spawn;
18 self.nextthink = time + 0.1;
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;
51 case "mega": e.monster_delayedattack = spawnfunc_item_health_mega; break;
52 case "large": e.monster_delayedattack = spawnfunc_item_health_large; break;
53 case "medium": e.monster_delayedattack = spawnfunc_item_health_medium; break;
54 case "small": e.monster_delayedattack = spawnfunc_item_health_small; break;
63 case "shells": e.monster_delayedattack = spawnfunc_item_shells; break;
64 case "cells": e.monster_delayedattack = spawnfunc_item_cells; break;
65 case "rockets": e.monster_delayedattack = spawnfunc_item_rockets; break;
67 case "nails": e.monster_delayedattack = spawnfunc_item_bullets; break;
76 e.monster_delayedattack = spawnfunc_item_minst_cells;
78 e.think = monster_item_spawn;
79 e.nextthink = time + 0.1;
82 void monsters_setframe(float _frame)
84 if(self.frame == _frame)
87 self.anim_start_time = time;
89 self.SendFlags |= MSF_ANIM;
92 float monster_isvalidtarget (entity targ, entity ent)
95 return FALSE; // this check should fix a crash
97 if(time < game_starttime)
98 return FALSE; // monsters do nothing before the match has started
100 WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
102 if(vlen(targ.origin - ent.origin) >= ent.target_range)
103 return FALSE; // enemy is too far away
105 if not(targ.vehicle_flags & VHF_ISVEHICLE)
106 if(trace_ent != targ)
107 return FALSE; // we can't see the enemy
109 if(targ.takedamage == DAMAGE_NO)
110 return FALSE; // enemy can't be damaged
112 if(targ.items & IT_INVISIBILITY)
113 return FALSE; // enemy is invisible
115 if(IS_SPEC(targ) || IS_OBSERVER(targ))
116 return FALSE; // enemy is a spectator
118 if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
119 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
120 return FALSE; // enemy/self is dead
122 if(targ.monster_owner == ent || ent.monster_owner == targ)
123 return FALSE; // enemy owns us, or we own them
125 if not(targ.vehicle_flags & VHF_ISVEHICLE)
126 if(targ.flags & FL_NOTARGET)
127 return FALSE; // enemy can't be targetted
129 if not(autocvar_g_monsters_typefrag)
131 return FALSE; // no typefragging!
133 if not(IsDifferentTeam(targ, ent))
134 return FALSE; // enemy is on our team
139 entity FindTarget (entity ent)
141 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
144 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
145 if(monster_isvalidtarget(e, ent))
156 if(self.enemy != other)
157 if not(other.flags & FL_MONSTER)
158 if(monster_isvalidtarget(other, self))
162 void monster_sound(string msound, float sound_delay, float delaytoo)
164 if(delaytoo && time < self.msound_delay)
168 return; // sound doesn't exist
170 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
172 self.msound_delay = time + sound_delay;
175 void monster_precachesounds(entity e)
177 precache_sound(e.msound_idle);
178 precache_sound(e.msound_death);
179 precache_sound(e.msound_attack_melee);
180 precache_sound(e.msound_attack_ranged);
181 precache_sound(e.msound_sight);
182 precache_sound(e.msound_pain);
185 void monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
187 float bigdmg, dot, rdmg = damg * random();
189 if (self.health <= 0)
198 self.state = MONSTER_STATE_ATTACK_MELEE;
199 self.SendFlags |= MSF_MOVE;
202 makevectors (self.angles);
203 dot = normalize (targ.origin - self.origin) * v_forward;
205 bigdmg = rdmg * self.scale;
208 Damage(targ, self, self, bigdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
211 void Monster_CheckDropCvars (string mon)
214 return; // forced off
219 dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
220 dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
222 monster_dropitem = dropitem;
223 monster_dropsize = dropsize;
224 MUTATOR_CALLHOOK(MonsterDropItem);
225 dropitem = monster_dropitem;
226 dropsize = monster_dropsize;
228 if(autocvar_g_monsters_forcedrop)
229 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
230 else if(dropitem != "")
231 Monster_DropItem(dropitem, dropsize);
233 Monster_DropItem("armor", "medium");
236 void ScaleMonster (float scle, vector min_s, vector max_s)
238 // this should prevent monster from falling through floor when scale changes
240 setsize(self, min_s * scle, max_s * scle);
241 setorigin(self, self.origin + ('0 0 30' * scle));
242 self.SendFlags |= MSF_SIZE | MSF_MOVE;
245 void Monster_CheckMinibossFlag ()
247 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
250 if(self.spawnflags & MONSTERFLAG_GIANT)
251 return; // 1 size modifier at a time
253 float r = random() * 4, chance = random() * 100;
255 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
256 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
258 self.health += autocvar_g_monsters_miniboss_healthboost;
259 ScaleMonster(1.5, self.mins, self.maxs);
260 self.flags |= MONSTERFLAG_MINIBOSS;
262 self.weapon = WEP_NEX;
264 if (r < 2 || self.team == NUM_TEAM_2)
266 self.strength_finished = -1;
267 self.effects |= (EF_FULLBRIGHT | EF_BLUE);
269 else if (r >= 1 || self.team == NUM_TEAM_1)
271 self.invincible_finished = -1;
272 self.effects |= (EF_FULLBRIGHT | EF_RED);
275 self.effects |= (EF_FULLBRIGHT | EF_RED | EF_BLUE);
278 self.colormod = randomvec();
282 float Monster_CanRespawn(entity ent)
285 if(MUTATOR_CALLHOOK(MonsterRespawn))
286 return TRUE; // enabled by a mutator
288 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
291 if not(autocvar_g_monsters_respawn)
299 if(Monster_CanRespawn(self))
301 self.monster_respawned = TRUE;
302 self.netname = ""; // needed to fix sprite (TODO: fix!)
303 self.think = self.monster_spawnfunc;
304 self.nextthink = time + self.respawntime;
305 if(self.respawnflags & MONSTER_RESPAWN_DEATHPOINT)
307 self.pos1 = self.origin;
308 self.pos2 = self.angles;
310 setorigin(self, self.pos1);
311 self.angles = self.pos2;
312 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
315 self.think = SUB_Remove;
316 self.nextthink = time + 4;
317 SUB_SetFade(self, time + 3, 1);
320 float Monster_CanJump (vector vel)
323 return FALSE; // already attacking
324 if not(self.flags & FL_ONGROUND)
325 return FALSE; // not on the ground
327 return FALSE; // called when dead?
328 if(time < self.attack_finished_single)
329 return FALSE; // still attacking
331 vector old = self.velocity;
334 tracetoss(self, self);
336 if (trace_ent != self.enemy)
342 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
344 if(!Monster_CanJump(vel))
347 monsters_setframe(anm);
348 self.state = MONSTER_STATE_ATTACK_LEAP;
349 self.touch = touchfunc;
352 self.flags &~= FL_ONGROUND;
354 self.attack_finished_single = time + anim_finished;
359 float GenericCheckAttack ()
361 // checking attack while dead?
362 if (self.health <= 0 || self.enemy == world)
365 if(self.monster_delayedattack && self.delay != -1)
367 if(time < self.delay)
370 self.monster_delayedattack();
373 if (time < self.attack_finished_single)
376 if(self.attack_melee)
377 if(vlen(self.enemy.origin - self.origin) <= 100 * self.scale)
379 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
380 self.attack_melee(); // don't wait for nextthink - too slow
384 // monster doesn't have a ranged attack function, so stop here
385 if not(self.attack_ranged)
388 // see if any entities are in the way of the shot
389 if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
392 if(self.attack_ranged())
394 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
405 if (self.health <= 0)
408 if(!monster_isvalidtarget(activator, self))
411 self.enemy = activator;
414 float trace_path(vector from, vector to)
416 vector dir = normalize(to - from) * 15, offset = '0 0 0';
417 float trace1 = trace_fraction;
421 traceline (from+offset, to+offset, TRUE, self);
423 traceline(from-offset, to-offset, TRUE, self);
425 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
429 vector monster_pickmovetarget(entity targ)
431 // enemy is always preferred target
434 self.monster_movestate = MONSTER_MOVE_ENEMY;
435 self.last_trace = time + 0.1;
436 return self.enemy.origin;
440 self.monster_movestate = MONSTER_MOVE_WANDER;
441 self.last_trace = time + 0.5;
445 switch(self.monster_moveflags)
447 case MONSTER_MOVE_OWNER:
449 self.monster_movestate = MONSTER_MOVE_OWNER;
450 self.last_trace = time + 0.3;
451 if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
452 return self.monster_owner.origin;
454 case MONSTER_MOVE_WANDER:
456 self.monster_movestate = MONSTER_MOVE_WANDER;
457 self.last_trace = time + 2;
459 self.angles_y = random() * 500;
460 makevectors(self.angles);
461 return self.origin + v_forward * 600;
463 case MONSTER_MOVE_SPAWNLOC:
465 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
466 self.last_trace = time + 2;
470 case MONSTER_MOVE_NOMOVE:
472 self.monster_movestate = MONSTER_MOVE_NOMOVE;
473 self.last_trace = time + 2;
479 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
482 self.goalentity = find(world, targetname, self.target);
488 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
489 self.health = max(1, self.max_health * self.revive_progress);
491 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
493 movelib_beak_simple(stopspeed);
495 self.velocity = '0 0 0';
497 self.nextthink = time + 0.1;
499 if(self.revive_progress >= 1)
500 Unfreeze(self); // wait for next think before attacking
502 return; // no moving while frozen
505 if(self.flags & FL_SWIM)
507 if(self.waterlevel < WATERLEVEL_WETFEET)
509 if(time >= self.last_trace)
511 self.last_trace = time + 0.4;
513 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
514 self.angles = '90 90 0';
517 self.velocity_y += random() * 50;
518 self.velocity_x -= random() * 50;
522 self.velocity_y -= random() * 50;
523 self.velocity_x += random() * 50;
525 self.velocity_z += random() * 150;
529 self.movetype = MOVETYPE_BOUNCE;
530 //self.velocity_z = -200;
532 self.SendFlags |= MSF_MOVE | MSF_ANG;
538 self.angles = '0 0 0';
539 self.movetype = MOVETYPE_WALK;
543 if(gameover || time < game_starttime)
545 runspeed = walkspeed = 0;
546 monsters_setframe(manim_idle);
547 movelib_beak_simple(stopspeed);
551 targ = self.goalentity;
553 monster_target = targ;
554 monster_speed_run = runspeed;
555 monster_speed_walk = walkspeed;
556 MUTATOR_CALLHOOK(MonsterMove);
557 targ = monster_target;
558 runspeed = monster_speed_run;
559 walkspeed = monster_speed_walk;
561 if(IsDifferentTeam(self.monster_owner, self))
562 self.monster_owner = world;
564 if not(monster_isvalidtarget(self.enemy, self))
565 self.enemy = world; // check enemy each think frame?
569 self.enemy = FindTarget(self);
571 monster_sound(self.msound_sight, 0, FALSE);
574 if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
577 if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
578 if(time >= self.last_trace || self.enemy) // update enemy instantly
579 self.moveto = monster_pickmovetarget(targ);
582 monster_sound(self.msound_idle, 5, TRUE);
584 vector angles_face = vectoangles(self.moveto - self.origin);
585 vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
586 vector enemy_face = vectoangles(self.enemy.origin - self.origin);
588 if(self.state != MONSTER_STATE_ATTACK_LEAP)
590 self.angles_y = angles_face_y;
591 self.v_angle = self.angles;
594 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
597 self.touch = MonsterTouch;
600 v_forward = normalize(self.moveto - self.origin);
602 float l = vlen(self.moveto - self.origin);
603 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
604 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
606 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
607 if(self.flags & FL_ONGROUND)
608 movelib_jump_simple(100);
610 if(vlen(self.origin - self.moveto) > 64 * self.scale)
612 if(self.flags & FL_FLY || self.flags & FL_SWIM)
613 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
615 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
616 if(time > self.pain_finished)
617 if(time > self.attack_finished_single)
618 monsters_setframe((self.enemy) ? manim_run : manim_walk);
622 movelib_beak_simple(stopspeed);
623 if(time > self.attack_finished_single)
624 if(time > self.pain_finished)
625 if (vlen(self.velocity) <= 30)
627 monsters_setframe(manim_idle);
629 self.angles_y = enemy_face_y;
631 self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
635 if(self.enemy && self.checkattack)
638 self.SendFlags |= MSF_ANG;
639 if(vlen(self.velocity) > 0)
640 self.SendFlags |= MSF_MOVE;
643 void monsters_setstatus()
645 self.stat_monsters_total = monsters_total;
646 self.stat_monsters_killed = monsters_killed;
649 void Monster_Appear()
651 self.enemy = activator;
652 self.spawnflags &~= MONSTERFLAG_APPEAR;
653 self.monster_spawnfunc();
656 float Monster_CheckAppearFlags(entity ent)
658 if not(ent.spawnflags & MONSTERFLAG_APPEAR)
661 ent.think = func_null;
663 ent.use = Monster_Appear;
664 ent.flags = FL_MONSTER; // set so this monster can get butchered
669 void monsters_reset()
671 setorigin(self, self.pos1);
672 self.angles = self.pos2;
674 self.health = self.max_health;
675 self.velocity = '0 0 0';
677 self.goalentity = world;
678 self.attack_finished_single = 0;
679 self.moveto = self.origin;
681 WaypointSprite_UpdateHealth(self.sprite, self.health);
684 float monster_send(entity to, float sf)
686 WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
687 WriteByte(MSG_ENTITY, sf);
690 WriteByte(MSG_ENTITY, self.monsterid);
692 WriteCoord(MSG_ENTITY, self.origin_x);
693 WriteCoord(MSG_ENTITY, self.origin_y);
694 WriteCoord(MSG_ENTITY, self.origin_z);
696 WriteAngle(MSG_ENTITY, self.angles_x);
697 WriteAngle(MSG_ENTITY, self.angles_y);
699 WriteByte(MSG_ENTITY, self.scale);
700 WriteByte(MSG_ENTITY, self.skin);
705 WriteByte(MSG_ENTITY, self.scale);
707 WriteCoord(MSG_ENTITY, self.mins_x);
708 WriteCoord(MSG_ENTITY, self.mins_y);
709 WriteCoord(MSG_ENTITY, self.mins_z);
711 WriteCoord(MSG_ENTITY, self.maxs_x);
712 WriteCoord(MSG_ENTITY, self.maxs_y);
713 WriteCoord(MSG_ENTITY, self.maxs_z);
718 WriteShort(MSG_ENTITY, rint(self.angles_x));
719 WriteShort(MSG_ENTITY, rint(self.angles_y));
724 WriteShort(MSG_ENTITY, rint(self.origin_x));
725 WriteShort(MSG_ENTITY, rint(self.origin_y));
726 WriteShort(MSG_ENTITY, rint(self.origin_z));
728 WriteShort(MSG_ENTITY, rint(self.velocity_x));
729 WriteShort(MSG_ENTITY, rint(self.velocity_y));
730 WriteShort(MSG_ENTITY, rint(self.velocity_z));
732 WriteShort(MSG_ENTITY, rint(self.angles_y));
737 WriteCoord(MSG_ENTITY, self.anim_start_time);
738 WriteByte(MSG_ENTITY, self.frame);
743 WriteByte(MSG_ENTITY, self.skin);
745 WriteByte(MSG_ENTITY, self.team);
748 WriteByte(MSG_ENTITY, 0);
750 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
756 void monster_link(void() spawnproc)
758 Net_LinkEntity(self, TRUE, 0, monster_send);
759 self.think = spawnproc;
760 self.nextthink = time;
763 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
765 self.health -= damage;
767 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
769 if(self.health <= -100) // 100 health until gone?
771 Violence_GibSplash(self, 1, 0.5, attacker);
773 self.think = SUB_Remove;
774 self.nextthink = time + 0.1;
778 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
780 if(self.frozen && deathtype != DEATH_KILL)
783 if(time < self.pain_finished && deathtype != DEATH_KILL)
786 if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
787 if(monster_isvalidtarget(attacker, self))
788 self.enemy = attacker;
790 if(deathtype != DEATH_KILL)
791 damage *= self.armorvalue;
793 self.health -= damage;
796 WaypointSprite_UpdateHealth(self.sprite, self.health);
798 self.dmg_time = time;
800 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
801 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
803 self.velocity += force * self.damageforcescale;
805 if(deathtype != DEATH_DROWN)
807 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
809 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
811 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
818 // Update one more time to avoid waypoint fading without emptying healthbar
819 WaypointSprite_UpdateHealth(self.sprite, 0);
822 if(deathtype == DEATH_KILL)
823 self.candrop = FALSE; // killed by mobkill command
825 activator = attacker;
827 self.target = self.target2;
833 frag_attacker = attacker;
835 MUTATOR_CALLHOOK(MonsterDies);
837 if(self.health <= -100) // check if we're already gibbed
839 Violence_GibSplash(self, 1, 0.5, attacker);
841 self.think = SUB_Remove;
842 self.nextthink = time + 0.1;
846 self.SendFlags |= MSF_STATUS;
849 // used to hook into monster post death functions without a mutator
850 void monster_hook_death()
852 WaypointSprite_Kill(self.sprite);
854 if(self.weaponentity)
856 remove(self.weaponentity);
857 self.weaponentity = world;
860 monster_sound(self.msound_death, 0, FALSE);
862 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
863 monsters_killed += 1;
865 if(self.candrop && self.weapon)
866 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
868 if(IS_CLIENT(self.realowner))
869 self.realowner.monstercount -= 1;
871 self.event_damage = monsters_corpse_damage;
872 self.solid = SOLID_CORPSE;
873 self.takedamage = DAMAGE_AIM;
875 self.movetype = MOVETYPE_TOSS;
880 // used to hook into monster post spawn functions without a mutator
881 void monster_hook_spawn()
883 if not(self.monster_respawned)
884 Monster_CheckMinibossFlag();
886 self.max_health = self.health;
887 self.pain_finished = self.nextthink;
888 self.anim_start_time = time;
890 monster_precachesounds(self);
894 //self.colormod = Team_ColorRGB(self.team);
895 //self.glowmod = self.colormod;
896 self.colormap = 1024 + (self.team - 1) * 17;
897 self.colormod = '1 1 1';
898 self.glowmod = Team_ColorRGB(self.team);
899 self.monster_attack = TRUE;
902 self.colormod = self.glowmod = '1 1 1';
907 self.target2 = self.target;
908 self.goalentity = find(world, targetname, self.target);
911 self.sprite_height *= self.scale; // do this after setting the monster's scale
913 if(autocvar_g_monsters_healthbars)
915 WaypointSprite_Spawn(self.message, 0, 600, self, '0 0 1' * self.sprite_height, world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));
916 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
917 WaypointSprite_UpdateHealth(self.sprite, self.health);
920 self.message = self.oldmessage;
922 monster_sound(self.msound_spawn, 0, FALSE);
924 MUTATOR_CALLHOOK(MonsterSpawn);
926 self.SendFlags = MSF_SETUP;
929 float monster_initialize(string net_name, float mon_id,
937 if not(autocvar_g_monsters)
940 // support for quake style removing monsters based on skill
941 if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
942 if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
943 if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
944 if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
945 if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
947 if(self.model == "" || self.model == "null")
949 error("monsters: missing bodymodel!");
951 if(self.netname == "")
953 if(net_name != "" && IS_PLAYER(self.realowner))
954 net_name = strzone(sprintf("%s^7's %s", self.realowner.netname, net_name));
955 self.netname = ((net_name == "") ? self.classname : net_name);
956 self.oldmessage = self.message;
957 self.message = strzone(strdecolorize(self.netname));
960 if(autocvar_g_monsters_giants_only)
961 self.spawnflags |= MONSTERFLAG_GIANT;
966 if(self.spawnflags & MONSTERFLAG_GIANT && !autocvar_g_monsters_nogiants)
970 if(self.team && !teamplay)
973 self.flags = FL_MONSTER;
975 if(self.model && self.model != "null")
976 bodymodel = self.model; // TODO: find out why monsters can become invisible
978 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
979 if not(self.monster_respawned)
982 precache_model(bodymodel);
984 setmodel(self, bodymodel);
985 ScaleMonster(self.scale, min_s, max_s);
987 self.takedamage = DAMAGE_AIM;
988 self.bot_attack = TRUE;
989 self.iscreature = TRUE;
990 self.teleportable = TRUE;
991 self.damagedbycontents = TRUE;
992 self.monsterid = mon_id;
993 self.damageforcescale = 0.003;
994 self.monster_die = dieproc;
995 self.event_damage = monsters_damage;
996 self.touch = MonsterTouch;
997 self.use = monster_use;
998 self.solid = SOLID_BBOX;
999 self.movetype = MOVETYPE_WALK;
1000 self.delay = -1; // used in attack delay code
1001 monsters_spawned += 1;
1003 self.velocity = '0 0 0';
1004 self.moveto = self.origin;
1005 self.pos2 = self.angles;
1006 self.reset = monsters_reset;
1007 self.candrop = TRUE;
1008 self.view_ofs = '0 0 1' * self.maxs_z;
1010 if not(self.ticrate)
1011 self.ticrate = autocvar_g_monsters_think_delay;
1013 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1015 if not(self.armorvalue)
1016 self.armorvalue = 1; // multiplier
1018 if not(self.target_range)
1019 self.target_range = autocvar_g_monsters_target_range;
1021 if not(self.respawntime)
1022 self.respawntime = autocvar_g_monsters_respawn_delay;
1024 if not(self.monster_moveflags)
1025 self.monster_moveflags = MONSTER_MOVE_WANDER;
1027 if(autocvar_g_nodepthtestplayers)
1028 self.effects |= EF_NODEPTHTEST;
1030 if(autocvar_g_fullbrightplayers)
1031 self.effects |= EF_FULLBRIGHT;
1035 setorigin(self, self.origin);
1036 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1037 setorigin(self, trace_endpos);
1040 self.pos1 = self.origin;
1042 monster_link(spawnproc);