// generic commands (across all programs)
alias addtolist "qc_cmd_svmenu addtolist ${* ?}" // Add a string to a cvar
alias dumpcommands "qc_cmd_svmenu dumpcommands ${* ?}" // Dump all commands on the program to *_cmd_dump.txt
+alias dumpmonsters "qc_cmd_svmenu dumpmonsters ${* ?}" // Dump all monsters into monsters_dump.txt
alias dumpnotifs "qc_cmd_svcl dumpnotifs ${* ?}" // Dump all notifications into notifications_dump.txt
alias maplist "qc_cmd_svmenu maplist ${* ?}" // Automatic control of maplist
alias nextframe "qc_cmd_svmenu nextframe ${* ?}" // Execute the given command next frame of this VM
alias menu_showhudoptions "menu_cmd directpanelhudmenu ${* ?}"
alias menu_showsandboxtools "menu_cmd directmenu SandboxTools"
alias menu_showquitdialog "menu_cmd directmenu Quit"
+alias menu_showmonstertools "menu_cmd directmenu MonsterTools"
// command executed before loading a map by the menu
// makes sure maxplayers is at least minplayers or bot_number + 1
alias selectteam "qc_cmd_cmd selectteam ${* ?}" // Attempt to choose a team to join into
alias selfstuff "qc_cmd_cmd selfstuff ${* ?}" // Stuffcmd a command to your own client
alias sentcvar "qc_cmd_cmd sentcvar ${* ?}" // New system for sending a client cvar to the server
+alias editmob "qc_cmd_cmd mobedit ${* ?}" // Edit a monster's properties
+alias killmob "qc_cmd_cmd mobkill ${* ?}" // Kill a monster
+alias spawnmob "qc_cmd_cmd mobspawn ${* ?}" // Spawn a monster infront of the player
alias spectate "qc_cmd_cmd spectate ${* ?}" // Become an observer
alias suggestmap "qc_cmd_cmd suggestmap ${* ?}" // Suggest a map to the mapvote at match end
//alias tell "qc_cmd_cmd tell ${* ?}" // Send a message directly to a player
alias anticheat "qc_cmd_sv anticheat ${* ?}" // Create an anticheat report for a client
alias bbox "qc_cmd_sv bbox ${* ?}" // Print detailed information about world size
alias bot_cmd "qc_cmd_sv bot_cmd ${* ?}" // Control and send commands to bots
+alias butcher "qc_cmd_sv butcher ${* ?}" // Remove all monsters on the map
alias cointoss "qc_cmd_sv cointoss ${* ?}" // Flip a virtual coin and give random result
alias database "qc_cmd_sv database ${* ?}" // Extra controls of the serverprogs database
alias defer_clear "qc_cmd_sv defer_clear ${* ?}" // Clear all queued defer commands for a specific client
bind f7 menu_showsandboxtools
+seta menu_monsters_edit_spawn ""
+seta menu_monsters_edit_skin 0
+seta menu_monsters_edit_movetarget 1
+
set g_playerclip_collisions 1 "0 = disable collision testing against playerclips, might be useful on some defrag maps"
set g_botclip_collisions 1 "0 = disable collision testing against botclips, might be useful on some defrag maps"
exec gamemodes.cfg
exec mutators.cfg
exec notifications.cfg
+exec monsters.cfg
// load console command aliases and settings
exec commands.cfg
sizeincrease -80
color 0xFFFFFF 0xFFFFFF
-
// nade effects
effect nade_blue
trailspacing 1
alias cl_hook_gamestart_cts
alias cl_hook_gamestart_ka
alias cl_hook_gamestart_ft
+alias cl_hook_gamestart_invasion
alias cl_hook_gameend
alias cl_hook_activeweapon
alias sv_hook_gamestart_cts
alias sv_hook_gamestart_ka
alias sv_hook_gamestart_ft
+alias sv_hook_gamestart_invasion
alias sv_hook_gamerestart
alias sv_hook_gameend
seta g_race_laps_limit -1 "Race laps limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
seta g_nexball_goallimit -1 "Nexball goal limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
seta g_nexball_goalleadlimit -1 "Nexball goal lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta g_invasion_round_limit -1 "Invasion round limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
// =================================
set g_ft_respawn_waves 0
set g_ft_respawn_delay 0
set g_ft_weapon_stay 0
+set g_invasion_respawn_waves 0
+set g_invasion_respawn_delay 0
+set g_invasion_weapon_stay 0
// =======
set g_ctf_pass_velocity 750 "how fast or far a player can pass the flag"
set g_ctf_allow_vehicle_touch 0 "allow flags to be picked up/captured/returned without even leaving the vehicle"
set g_ctf_allow_vehicle_carry 1 "allow players to hold flags inside a vehicle"
+set g_ctf_allow_monster_touch 0 "allow flags to be returned by monsters"
set g_ctf_shield_max_ratio 0 "shield at most this percentage of a team from the enemy flag (try: 0.4 for 40%)"
set g_ctf_shield_min_negscore 20 "shield the player from the flag if he's got this negative amount of points or less"
set g_race_qualifying_timelimit 0
set g_race_qualifying_timelimit_override -1
set g_race_teams 0 "when 2, 3, or 4, the race is played as a team game (the team members can add up their laps)"
+
+// ==========
+// invasion
+// ==========
+set g_invasion 0 "Invasion: survive against waves of monsters"
+set g_invasion_round_timelimit 120 "maximum time to kill all monsters"
+set g_invasion_warmup 10 "time between waves to prepare for battle"
+set g_invasion_monster_count 10 "number of monsters on first wave (increments)"
+set g_invasion_zombies_only 0 "only spawn zombies"
--- /dev/null
+/*
+Generated framegroups file for mage
+Used by DarkPlaces to simulate frame groups in DPM models.
+*/
+
+1 31 30 1 // mage idle
+32 31 30 1 // mage walk
+63 16 30 1 // mage attack
+79 16 30 1 // mage hit
+95 31 30 0 // mage die
+126 31 60 1 // mage walk
--- /dev/null
+1 16 10 1 // shambler stand\r18 11 10 1 // shambler walk\r31 5 10 1 // shambler run\r37 11 10 1 // shambler smash\r49 8 10 1 // shambler swing right\r58 8 10 1 // shambler swing left\r67 11 10 1 // shambler magic\r79 5 10 0 // shambler pain\r85 10 10 0 // shambler death
\ No newline at end of file
--- /dev/null
+//TAG: shambler
+//death sound/monsters/shambler/death 0
+sight sound/monsters/shambler/sight 0
+//ranged sound/monsters/shambler/ranged 0
+//melee sound/monsters/shambler/melee 0
+//pain sound/monsters/shambler/pain 0
+//spawn sound/monsters/shambler/spawn 0
+idle sound/monsters/shambler/idle 2
--- /dev/null
+/*
+Generated framegroups file for spider
+Used by DarkPlaces to simulate frame groups in DPM models.
+*/
+
+1 60 60 1 // spider idle
+61 41 120 1 // spider walk
+102 24 60 1 // spider attack
+125 10 60 1 // spider attack2
\ No newline at end of file
--- /dev/null
+1 14 10 1 // wizard hover\r16 13 10 1 // wizard fly\r30 12 10 1 // wizard magic attack\r43 3 10 0 // wizard pain\r47 7 10 0 // wizard death
\ No newline at end of file
-1 56 30 0 // zombie attackleap 1
+1 56 30 1 // zombie attackleap 1
57 41 60 1 // zombie attackrun1 2
98 41 60 1 // zombie attackrun2 3
139 41 60 1 // zombie attackrun3 4
--- /dev/null
+bloodyskull,bloodyskull
+meat,meat
\ No newline at end of file
--- /dev/null
+//TAG: zombie
+death sound/monsters/zombie/death 0
+sight sound/monsters/zombie/sight 0
+//ranged sound/monsters/zombie/ranged 0
+//melee sound/monsters/zombie/melee 0
+//pain sound/monsters/zombie/pain 0
+spawn sound/monsters/zombie/spawn 0
+idle sound/monsters/zombie/idle 0
--- /dev/null
+bloodyskull,bloodyskull_alien
+meat,meat_alien
\ No newline at end of file
--- /dev/null
+bloodyskull,bloodyskull_robot
+meat,meat_robot
\ No newline at end of file
--- /dev/null
+bloodyskull,cleanskull
+meat,meat
\ No newline at end of file
+++ /dev/null
-set g_monster_zombie_respawntime 2
-set g_monster_zombie_movespeed 350
-set g_monster_zombie_health 275
-set g_monster_zombie_stopspeed 90
-set g_monster_zombie_turnspeed 360
-set g_monster_zombie_idle_timer_min 5
-set g_monster_zombie_idle_timer_max 10
-set g_monster_zombie_targetrange 2048
-
-set g_monster_zombie_attack_run_range 128
-set g_monster_zombie_attack_run_hitrange 96
-set g_monster_zombie_attack_run_delay 0.35
-set g_monster_zombie_attack_run_damage 30
-set g_monster_zombie_attack_run_force 300
-
-set g_monster_zombie_attack_stand_range 64
-set g_monster_zombie_attack_stand_hitrange 64
-set g_monster_zombie_attack_stand_delay 0.25
-set g_monster_zombie_attack_stand_damage 60
-set g_monster_zombie_attack_stand_force 250
-
--- /dev/null
+// {{{ #1: Zombie
+set g_monster_zombie_attack_leap_damage 50
+set g_monster_zombie_attack_leap_delay 1.5
+set g_monster_zombie_attack_leap_force 55
+set g_monster_zombie_attack_leap_speed 500
+set g_monster_zombie_attack_melee_damage 40
+set g_monster_zombie_attack_melee_delay 1.2
+set g_monster_zombie_health 150
+set g_monster_zombie_speed_run 400
+set g_monster_zombie_speed_stop 100
+set g_monster_zombie_speed_walk 150
+// }}}
+// {{{ #2: Spider
+set g_monster_spider_attack_bite_damage 35
+set g_monster_spider_attack_bite_delay 1.2
+set g_monster_spider_attack_web_damagetime 4
+set g_monster_spider_attack_web_delay 1.5
+set g_monster_spider_attack_web_speed 1000
+set g_monster_spider_attack_web_speed_up 150
+set g_monster_spider_health 160
+set g_monster_spider_speed_run 450
+set g_monster_spider_speed_stop 100
+set g_monster_spider_speed_walk 150
+// }}}
+// {{{ #3: Mage
+set g_monster_mage_attack_push_damage 15
+set g_monster_mage_attack_push_delay 1
+set g_monster_mage_attack_push_force 300
+set g_monster_mage_attack_push_radius 150
+set g_monster_mage_attack_spike_accel 400
+set g_monster_mage_attack_spike_damage 30
+set g_monster_mage_attack_spike_decel 400
+set g_monster_mage_attack_spike_delay 2
+set g_monster_mage_attack_spike_radius 60
+set g_monster_mage_attack_spike_smart 1
+set g_monster_mage_attack_spike_smart_mindist 600
+set g_monster_mage_attack_spike_smart_trace_max 2500
+set g_monster_mage_attack_spike_smart_trace_min 1000
+set g_monster_mage_attack_spike_speed_max 370
+set g_monster_mage_attack_spike_turnrate 0.65
+set g_monster_mage_heal_allies 15
+set g_monster_mage_heal_delay 1.5
+set g_monster_mage_heal_minhealth 250
+set g_monster_mage_heal_range 200
+set g_monster_mage_heal_self 35
+set g_monster_mage_health 200
+set g_monster_mage_shield_blockpercent 0.8
+set g_monster_mage_shield_delay 7
+set g_monster_mage_shield_time 3
+set g_monster_mage_speed_run 75
+set g_monster_mage_speed_stop 50
+set g_monster_mage_speed_walk 50
+// }}}
+// {{{ #4: Wyvern
+set g_monster_wyvern_attack_fireball_damage 30
+set g_monster_wyvern_attack_fireball_damagetime 3
+set g_monster_wyvern_attack_fireball_edgedamage 20
+set g_monster_wyvern_attack_fireball_force 50
+set g_monster_wyvern_attack_fireball_radius 120
+set g_monster_wyvern_attack_fireball_speed 900
+set g_monster_wyvern_health 95
+set g_monster_wyvern_speed_run 120
+set g_monster_wyvern_speed_stop 300
+set g_monster_wyvern_speed_walk 40
+// }}}
+// {{{ #5: Shambler
+set g_monster_shambler_attack_claw_damage 50
+set g_monster_shambler_attack_lightning_damage 15
+set g_monster_shambler_attack_lightning_force 100
+set g_monster_shambler_attack_lightning_radius 50
+set g_monster_shambler_attack_lightning_radius_zap 250
+set g_monster_shambler_attack_lightning_speed 800
+set g_monster_shambler_attack_lightning_speed_up 150
+set g_monster_shambler_attack_smash_damage 50
+set g_monster_shambler_health 500
+set g_monster_shambler_speed_run 150
+set g_monster_shambler_speed_stop 300
+set g_monster_shambler_speed_walk 100
+// }}}
+
+// {{{ Misc
+set g_monsters 1
+set g_monsters_think_delay 0.1
+set g_monsters_skill 1 "Monster skill (affecting some of their attributes). 1 - easy, 2 - medium, 3 - hard, 4 - insane, 5 - nightmare"
+set g_monsters_miniboss_chance 5
+set g_monsters_miniboss_healthboost 100
+set g_monsters_drop_time 10
+set g_monsters_owners 1
+set g_monsters_teams 1
+set g_monsters_score_kill 0
+set g_monsters_score_spawned 0
+set g_monsters_spawnshieldtime 2
+set g_monsters_typefrag 1
+set g_monsters_target_range 2000
+set g_monsters_target_infront 0
+set g_monsters_attack_range 120
+set g_monsters_respawn 1
+set g_monsters_respawn_delay 20
+set g_monsters_max 20
+set g_monsters_max_perplayer 0
+set g_monsters_armor_blockpercent 0.5
+// }}}
// needs to be done so early because of the constants they create
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
}
}
}
-
+
float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
float e2 = (autocvar_hud_powerup != 0);
if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
//else
{
- if(gametype == MAPINFO_TYPE_FREEZETAG)
+ if(getstati(STAT_FROZEN))
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ if(getstatf(STAT_REVIVE_PROGRESS))
{
- if(getstati(STAT_FROZEN))
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- if(getstatf(STAT_REVIVE_PROGRESS))
- {
- DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
- }
+ DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
}
if(autocvar_r_letterbox == 0)
return stringwidth(s, FALSE, theSize);
}
-void drawstringright(vector position, string text, vector scale, vector rgb, float theAlpha, float flag)
+void drawstringright(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag)
{
- position_x -= 2 / 3 * strlen(text) * scale_x;
- drawstring(position, text, scale, rgb, theAlpha, flag);
+ position_x -= 2 / 3 * strlen(text) * theScale_x;
+ drawstring(position, text, theScale, rgb, theAlpha, flag);
}
-void drawstringcenter(vector position, string text, vector scale, vector rgb, float theAlpha, float flag)
+void drawstringcenter(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag)
{
- position_x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * scale_x);
- drawstring(position, text, scale, rgb, theAlpha, flag);
+ position_x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * theScale_x);
+ drawstring(position, text, theScale, rgb, theAlpha, flag);
}
// return the string of the onscreen race timer
_drawpic_picpath = string_null;\
} while(0)
-void drawpic_aspect_skin_expanding(vector position, string pic, vector scale, vector rgb, float theAlpha, float flag, float fadelerp)
+void drawpic_aspect_skin_expanding(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp)
{
float sz;
sz = expandingbox_sizefactor_from_fadelerp(fadelerp);
- drawpic_aspect_skin(position + expandingbox_resize_centered_box_offset(sz, scale, 1), pic, scale * sz, rgb, theAlpha * (1 - fadelerp), flag);
+ drawpic_aspect_skin(position + expandingbox_resize_centered_box_offset(sz, theScale, 1), pic, theScale * sz, rgb, theAlpha * (1 - fadelerp), flag);
}
-void drawpic_aspect_skin_expanding_two(vector position, string pic, vector scale, vector rgb, float theAlpha, float flag, float fadelerp)
+void drawpic_aspect_skin_expanding_two(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp)
{
- drawpic_aspect_skin_expanding(position, pic, scale, rgb, theAlpha, flag, fadelerp);
- drawpic_skin(position, pic, scale, rgb, theAlpha * fadelerp, flag);
+ drawpic_aspect_skin_expanding(position, pic, theScale, rgb, theAlpha, flag, fadelerp);
+ drawpic_skin(position, pic, theScale, rgb, theAlpha * fadelerp, flag);
}
#define SET_POS_AND_SZ_Y_ASPECT(allow_colors)\
float textaspect, oldsz;\
}
vector drawfontscale;
-void drawstring_expanding(vector position, string text, vector scale, vector rgb, float theAlpha, float flag, float fadelerp)
+void drawstring_expanding(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp)
{
float sz;
sz = expandingbox_sizefactor_from_fadelerp(fadelerp);
drawfontscale = sz * '1 1 0';
dummyfunction(0, 0, 0, 0, 0, 0, 0, 0);
- drawstring(position + expandingbox_resize_centered_box_offset(sz, scale, stringwidth(text, FALSE, scale * (sz / drawfontscale_x)) / (scale_x * sz)), text, scale * (sz / drawfontscale_x), rgb, theAlpha * (1 - fadelerp), flag);
+ drawstring(position + expandingbox_resize_centered_box_offset(sz, theScale, stringwidth(text, FALSE, theScale * (sz / drawfontscale_x)) / (theScale_x * sz)), text, theScale * (sz / drawfontscale_x), rgb, theAlpha * (1 - fadelerp), flag);
// width parameter:
// (scale_x * sz / drawfontscale_x) * drawfontscale_x * SIZE1 / (scale_x * sz)
// SIZE1
drawstring_expanding(pos, text, '1 1 0' * sz_y, color, theAlpha, drawflag, fadelerp);
}
-void drawcolorcodedstring_expanding(vector position, string text, vector scale, float theAlpha, float flag, float fadelerp)
+void drawcolorcodedstring_expanding(vector position, string text, vector theScale, float theAlpha, float flag, float fadelerp)
{
float sz;
sz = expandingbox_sizefactor_from_fadelerp(fadelerp);
drawfontscale = sz * '1 1 0';
dummyfunction(0, 0, 0, 0, 0, 0, 0, 0);
- drawcolorcodedstring(position + expandingbox_resize_centered_box_offset(sz, scale, stringwidth(text, TRUE, scale * (sz / drawfontscale_x)) / (scale_x * sz)), text, scale * (sz / drawfontscale_x), theAlpha * (1 - fadelerp), flag);
+ drawcolorcodedstring(position + expandingbox_resize_centered_box_offset(sz, theScale, stringwidth(text, TRUE, theScale * (sz / drawfontscale_x)) / (theScale_x * sz)), text, theScale * (sz / drawfontscale_x), theAlpha * (1 - fadelerp), flag);
drawfontscale = '1 1 0';
}
../common/animdecide.qh
command/cl_cmd.qh
+../common/monsters/monsters.qh
+
autocvars.qh
../common/notifications.qh // must be after autocvars
../common/urllib.qc
command/cl_cmd.qc
+../common/monsters/monsters.qc
+
../warpzonelib/anglestransform.qc
../warpzonelib/mathlib.qc
../warpzonelib/common.qc
case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum("TR_ROCKET"); break;
case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; self.traileffect = particleeffectnum("TR_SEEKER"); break;
case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.traileffect = particleeffectnum("TR_SEEKER"); break;
+
+ case PROJECTILE_MAGE_SPIKE: setmodel(self, "models/ebomb.mdl"); self.traileffect = particleeffectnum("TR_VORESPIKE"); break;
+ case PROJECTILE_SHAMBLER_LIGHTNING: setmodel(self, "models/ebomb.mdl"); self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
case PROJECTILE_RAPTORBOMB: setmodel(self, "models/vehicles/clusterbomb.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
case PROJECTILE_RAPTORBOMBLET: setmodel(self, "models/vehicles/bomblet.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
self.scale = 1.5;
self.avelocity = randomvec() * 720;
break;
+ case PROJECTILE_SHAMBLER_LIGHTNING:
+ self.mins = '-8 -8 -8';
+ self.maxs = '8 8 8';
+ self.scale = 2.5;
+ self.avelocity = randomvec() * 720;
+ break;
case PROJECTILE_MINE:
self.mins = '-4 -4 -4';
self.maxs = '4 4 4';
vector HUD_DrawMapStats(vector pos, vector rgb, vector bg_size) {
float stat_secrets_found, stat_secrets_total;
- float rows;
+ float stat_monsters_killed, stat_monsters_total;
+ float rows = 0;
string val;
+
+ // get monster stats
+ stat_monsters_killed = getstatf(STAT_MONSTERS_KILLED);
+ stat_monsters_total = getstatf(STAT_MONSTERS_TOTAL);
// get secrets stats
stat_secrets_found = getstatf(STAT_SECRETS_FOUND);
stat_secrets_total = getstatf(STAT_SECRETS_TOTAL);
// get number of rows
- rows = (stat_secrets_total ? 1 : 0);
+ if(stat_secrets_total)
+ rows += 1;
+ if(stat_monsters_total)
+ rows += 1;
// if no rows, return
if (!rows)
else
drawpic_tiled(pos, "gfx/scoreboard/scoreboard_bg", bg_size, tmp, rgb, scoreboard_alpha_bg, DRAWFLAG_NORMAL);
drawborderlines(autocvar_scoreboard_border_thickness, pos, tmp, '0 0 0', scoreboard_alpha_bg * 0.75, DRAWFLAG_NORMAL);
+
+ // draw monsters
+ if(stat_monsters_total)
+ {
+ val = sprintf("%d/%d", stat_monsters_killed, stat_monsters_total);
+ pos = HUD_DrawKeyValue(pos, _("Monsters killed:"), val);
+ }
// draw secrets
- val = sprintf("%d/%d", stat_secrets_found, stat_secrets_total);
- pos = HUD_DrawKeyValue(pos, _("Secrets found:"), val);
+ if(stat_secrets_total)
+ {
+ val = sprintf("%d/%d", stat_secrets_found, stat_secrets_total);
+ pos = HUD_DrawKeyValue(pos, _("Secrets found:"), val);
+ }
// update position
pos_y += 1.25 * hud_fontsize_y;
case "item-shield": return _("Shield");
case "item-fuelregen": return _("Fuel regen");
case "item-jetpack": return _("Jet Pack");
- case "freezetag_frozen": return _("Frozen!");
+ case "frozen": return _("Frozen!");
case "tagged-target": return _("Tagged");
case "vehicle": return _("Vehicle");
default: return s;
const float STAT_WEAPONS2 = 74;
const float STAT_WEAPONS3 = 75;
+const float STAT_MONSTERS_TOTAL = 76;
+const float STAT_MONSTERS_KILLED = 77;
+
// mod stats (1xx)
const float STAT_REDALIVE = 100;
const float STAT_BLUEALIVE = 101;
const float PROJECTILE_BUMBLE_GUN = 30;
const float PROJECTILE_BUMBLE_BEAM = 31;
+float PROJECTILE_MAGE_SPIKE = 32;
+float PROJECTILE_SHAMBLER_LIGHTNING = 33;
+
const float PROJECTILE_NADE_RED = 50;
const float PROJECTILE_NADE_RED_BURN = 51;
const float PROJECTILE_NADE_BLUE = 52;
CSQCMODEL_PROPERTY(512, float, ReadChar, WriteChar, anim_upper_action) \
CSQCMODEL_PROPERTY(512, float, ReadApproxPastTime, WriteApproxPastTime, anim_upper_time) \
CSQCMODEL_PROPERTY(1024, float, ReadAngle, WriteAngle, v_angle_x) \
- CSQCMODEL_ENDIF
+ CSQCMODEL_ENDIF \
+ CSQCMODEL_IF(!isplayer) \
+ CSQCMODEL_PROPERTY(2048, float, ReadByte, WriteByte, monsterid) \
+ CSQCMODEL_ENDIF \
+ CSQCMODEL_PROPERTY_SCALED(4096, float, ReadShort, WriteShort, scale, 256, 0, 16384)
// TODO get rid of colormod/glowmod here, find good solution for nex charge glowmod hack; also get rid of some useless properties on non-players that only exist for CopyBody
// add hook function calls here
DEATHTYPE(DEATH_KILL, DEATH_SELF_SUICIDE, NO_MSG, NORMAL_POS) \
DEATHTYPE(DEATH_LAVA, DEATH_SELF_LAVA, DEATH_MURDER_LAVA, NORMAL_POS) \
DEATHTYPE(DEATH_MIRRORDAMAGE, DEATH_SELF_BETRAYAL, NO_MSG, NORMAL_POS) \
+ DEATHTYPE(DEATH_MONSTER_MAGE, DEATH_SELF_MON_MAGE, DEATH_MURDER_MONSTER, DEATH_MONSTER_FIRST) \
+ DEATHTYPE(DEATH_MONSTER_SHAMBLER_CLAW, DEATH_SELF_MON_SHAMBLER_CLAW, DEATH_MURDER_MONSTER, NORMAL_POS) \
+ DEATHTYPE(DEATH_MONSTER_SHAMBLER_SMASH, DEATH_SELF_MON_SHAMBLER_SMASH, DEATH_MURDER_MONSTER, NORMAL_POS) \
+ DEATHTYPE(DEATH_MONSTER_SHAMBLER_ZAP, DEATH_SELF_MON_SHAMBLER_ZAP, DEATH_MURDER_MONSTER, NORMAL_POS) \
+ DEATHTYPE(DEATH_MONSTER_SPIDER, DEATH_SELF_MON_SPIDER, DEATH_MURDER_MONSTER, NORMAL_POS) \
+ DEATHTYPE(DEATH_MONSTER_WYVERN, DEATH_SELF_MON_WYVERN, DEATH_MURDER_MONSTER, NORMAL_POS) \
+ DEATHTYPE(DEATH_MONSTER_ZOMBIE_JUMP, DEATH_SELF_MON_ZOMBIE_JUMP, DEATH_MURDER_MONSTER, NORMAL_POS) \
+ DEATHTYPE(DEATH_MONSTER_ZOMBIE_MELEE, DEATH_SELF_MON_ZOMBIE_MELEE, DEATH_MURDER_MONSTER, DEATH_MONSTER_LAST) \
DEATHTYPE(DEATH_NADE, DEATH_SELF_NADE, DEATH_MURDER_NADE, NORMAL_POS) \
DEATHTYPE(DEATH_NOAMMO, DEATH_SELF_NOAMMO, NO_MSG, NORMAL_POS) \
DEATHTYPE(DEATH_ROT, DEATH_SELF_ROT, NO_MSG, NORMAL_POS) \
#define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START)
#define DEATH_ISVEHICLE(t) ((t) >= DEATH_VHFIRST && (t) <= DEATH_VHLAST)
#define DEATH_ISTURRET(t) ((t) >= DEATH_TURRET_FIRST && (t) <= DEATH_TURRET_LAST)
+#define DEATH_ISMONSTER(t) ((t) >= DEATH_MONSTER_FIRST && (t) <= DEATH_MONSTER_LAST)
#define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK)
#define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w))
#define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t))
REGISTER_GAMETYPE(_("Keepaway"),ka,g_keepaway,KEEPAWAY,"timelimit=20 pointlimit=30");
#define g_keepaway IS_GAMETYPE(KEEPAWAY)
+REGISTER_GAMETYPE(_("Invasion"),inv,g_invasion,INVASION,"pointlimit=5");
+#define g_invasion IS_GAMETYPE(INVASION)
+
const float MAPINFO_FEATURE_WEAPONS = 1; // not defined for minstagib-only maps
const float MAPINFO_FEATURE_VEHICLES = 2;
const float MAPINFO_FEATURE_TURRETS = 4;
--- /dev/null
+#include "monster/zombie.qc"
+#include "monster/spider.qc"
+#include "monster/mage.qc"
+#include "monster/wyvern.qc"
+#include "monster/shambler.qc"
--- /dev/null
+#ifdef REGISTER_MONSTER
+REGISTER_MONSTER(
+/* MON_##id */ MAGE,
+/* function */ m_mage,
+/* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED,
+/* mins,maxs */ '-36 -36 -24', '36 36 50',
+/* model */ "mage.dpm",
+/* netname */ "mage",
+/* fullname */ _("Mage")
+);
+
+#else
+#ifdef SVQC
+float autocvar_g_monster_mage_health;
+float autocvar_g_monster_mage_attack_spike_damage;
+float autocvar_g_monster_mage_attack_spike_radius;
+float autocvar_g_monster_mage_attack_spike_delay;
+float autocvar_g_monster_mage_attack_spike_accel;
+float autocvar_g_monster_mage_attack_spike_decel;
+float autocvar_g_monster_mage_attack_spike_turnrate;
+float autocvar_g_monster_mage_attack_spike_speed_max;
+float autocvar_g_monster_mage_attack_spike_smart;
+float autocvar_g_monster_mage_attack_spike_smart_trace_min;
+float autocvar_g_monster_mage_attack_spike_smart_trace_max;
+float autocvar_g_monster_mage_attack_spike_smart_mindist;
+float autocvar_g_monster_mage_attack_push_damage;
+float autocvar_g_monster_mage_attack_push_radius;
+float autocvar_g_monster_mage_attack_push_delay;
+float autocvar_g_monster_mage_attack_push_force;
+float autocvar_g_monster_mage_heal_self;
+float autocvar_g_monster_mage_heal_allies;
+float autocvar_g_monster_mage_heal_minhealth;
+float autocvar_g_monster_mage_heal_range;
+float autocvar_g_monster_mage_heal_delay;
+float autocvar_g_monster_mage_shield_time;
+float autocvar_g_monster_mage_shield_delay;
+float autocvar_g_monster_mage_shield_blockpercent;
+float autocvar_g_monster_mage_speed_stop;
+float autocvar_g_monster_mage_speed_run;
+float autocvar_g_monster_mage_speed_walk;
+
+const float mage_anim_idle = 0;
+const float mage_anim_walk = 1;
+const float mage_anim_attack = 2;
+const float mage_anim_pain = 3;
+const float mage_anim_death = 4;
+const float mage_anim_run = 5;
+
+void() mage_heal;
+void() mage_shield;
+
+.entity mage_spike;
+.float shield_ltime;
+
+float friend_needshelp(entity e)
+{
+ if(e == world)
+ return FALSE;
+ if(e.health <= 0)
+ return FALSE;
+ if(DIFF_TEAM(e, self) && e != self.monster_owner)
+ return FALSE;
+ if(e.frozen)
+ return FALSE;
+ if(!IS_PLAYER(e))
+ return (e.flags & FL_MONSTER && e.health < e.max_health);
+ if(e.items & IT_INVINCIBLE)
+ return FALSE;
+
+ switch(self.skin)
+ {
+ case 0: return (e.health < autocvar_g_balance_health_regenstable);
+ case 1: return ((e.ammo_cells && e.ammo_cells < g_pickup_cells_max) || (e.ammo_rockets && e.ammo_rockets < g_pickup_rockets_max) || (e.ammo_nails && e.ammo_nails < g_pickup_nails_max) || (e.ammo_shells && e.ammo_shells < g_pickup_shells_max));
+ case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
+ case 3: return (e.health > 0);
+ }
+
+ return FALSE;
+}
+
+void mage_spike_explode()
+{
+ self.event_damage = func_null;
+
+ sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
+
+ self.realowner.mage_spike = world;
+
+ pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
+ RadiusDamage (self, self.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), world, 0, DEATH_MONSTER_MAGE, other);
+
+ remove (self);
+}
+
+void mage_spike_touch()
+{
+ PROJECTILE_TOUCH;
+
+ mage_spike_explode();
+}
+
+// copied from W_Seeker_Think
+void mage_spike_think()
+{
+ entity e;
+ vector desireddir, olddir, newdir, eorg;
+ float turnrate;
+ float dist;
+ float spd;
+
+ if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0)
+ {
+ self.projectiledeathtype |= HITTYPE_SPLASH;
+ mage_spike_explode();
+ }
+
+ spd = vlen(self.velocity);
+ spd = bound(
+ spd - (autocvar_g_monster_mage_attack_spike_decel) * frametime,
+ (autocvar_g_monster_mage_attack_spike_speed_max),
+ spd + (autocvar_g_monster_mage_attack_spike_accel) * frametime
+ );
+
+ if (self.enemy != world)
+ if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+ self.enemy = world;
+
+ if (self.enemy != world)
+ {
+ e = self.enemy;
+ eorg = 0.5 * (e.absmin + e.absmax);
+ turnrate = (autocvar_g_monster_mage_attack_spike_turnrate); // how fast to turn
+ desireddir = normalize(eorg - self.origin);
+ olddir = normalize(self.velocity); // get my current direction
+ dist = vlen(eorg - self.origin);
+
+ // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
+ if ((autocvar_g_monster_mage_attack_spike_smart) && (dist > (autocvar_g_monster_mage_attack_spike_smart_mindist)))
+ {
+ // Is it a better idea (shorter distance) to trace to the target itself?
+ if ( vlen(self.origin + olddir * self.wait) < dist)
+ traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
+ else
+ traceline(self.origin, eorg, FALSE, self);
+
+ // Setup adaptive tracelength
+ self.wait = bound((autocvar_g_monster_mage_attack_spike_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = (autocvar_g_monster_mage_attack_spike_smart_trace_max));
+
+ // Calc how important it is that we turn and add this to the desierd (enemy) dir.
+ desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
+ }
+
+ newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
+ self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
+ }
+ else
+ dist = 0;
+
+ ///////////////
+
+ //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
+ self.nextthink = time;// + 0.05; // csqc projectiles
+ UpdateCSQCProjectile(self);
+}
+
+void mage_attack_spike()
+{
+ entity missile;
+ vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
+
+ makevectors(self.angles);
+
+ missile = spawn ();
+ missile.owner = missile.realowner = self;
+ missile.think = mage_spike_think;
+ missile.ltime = time + 7;
+ missile.nextthink = time;
+ missile.solid = SOLID_BBOX;
+ missile.movetype = MOVETYPE_FLYMISSILE;
+ missile.flags = FL_PROJECTILE;
+ setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
+ setsize (missile, '0 0 0', '0 0 0');
+ missile.velocity = dir * 400;
+ missile.avelocity = '300 300 300';
+ missile.enemy = self.enemy;
+ missile.touch = mage_spike_touch;
+
+ self.mage_spike = missile;
+
+ CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
+}
+
+void mage_heal()
+{
+ entity head;
+ float washealed = FALSE;
+
+ for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(friend_needshelp(head))
+ {
+ washealed = TRUE;
+ string fx = "";
+ if(IS_PLAYER(head))
+ {
+ switch(self.skin)
+ {
+ case 0:
+ if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_health_regenstable);
+ fx = "healing_fx";
+ break;
+ case 1:
+ if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
+ if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
+ if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
+ if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
+ fx = "ammoregen_fx";
+ break;
+ case 2:
+ if(head.armorvalue < autocvar_g_balance_armor_regenstable)
+ {
+ head.armorvalue = bound(0, head.armorvalue + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_armor_regenstable);
+ fx = "armorrepair_fx";
+ }
+ break;
+ case 3:
+ head.health = bound(0, head.health - ((head == self) ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
+ fx = "rage";
+ break;
+ }
+
+ pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
+ }
+ else
+ {
+ pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
+ head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), head.max_health);
+ WaypointSprite_UpdateHealth(head.sprite, head.health);
+ }
+ }
+
+ if(washealed)
+ {
+ self.frame = mage_anim_attack;
+ self.attack_finished_single = time + (autocvar_g_monster_mage_heal_delay);
+ }
+}
+
+void mage_push()
+{
+ sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
+ RadiusDamage (self, self, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), world, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE, self.enemy);
+ pointparticles(particleeffectnum("TE_EXPLOSION"), self.origin, '0 0 0', 1);
+
+ self.frame = mage_anim_attack;
+ self.attack_finished_single = time + (autocvar_g_monster_mage_attack_push_delay);
+}
+
+void mage_teleport()
+{
+ if(vlen(self.enemy.origin - self.origin) >= 500)
+ return;
+
+ makevectors(self.enemy.angles);
+ tracebox(self.enemy.origin + ((v_forward * -1) * 200), self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self);
+
+ if(trace_fraction < 1)
+ return;
+
+ pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1);
+ setorigin(self, self.enemy.origin + ((v_forward * -1) * 200));
+
+ self.attack_finished_single = time + 0.2;
+}
+
+void mage_shield_remove()
+{
+ self.effects &= ~(EF_ADDITIVE | EF_BLUE);
+ self.armorvalue = 0;
+ self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
+}
+
+void mage_shield()
+{
+ self.effects |= (EF_ADDITIVE | EF_BLUE);
+ self.lastshielded = time + (autocvar_g_monster_mage_shield_delay);
+ self.m_armor_blockpercent = (autocvar_g_monster_mage_shield_blockpercent);
+ self.armorvalue = self.health;
+ self.shield_ltime = time + (autocvar_g_monster_mage_shield_time);
+ self.frame = mage_anim_attack;
+ self.attack_finished_single = time + 1;
+}
+
+float mage_attack(float attack_type)
+{
+ switch(attack_type)
+ {
+ case MONSTER_ATTACK_MELEE:
+ {
+ if(random() <= 0.7)
+ {
+ mage_push();
+ return TRUE;
+ }
+
+ return FALSE;
+ }
+ case MONSTER_ATTACK_RANGED:
+ {
+ if(!self.mage_spike)
+ {
+ if(random() <= 0.4)
+ {
+ mage_teleport();
+ return TRUE;
+ }
+ else
+ {
+ self.frame = mage_anim_attack;
+ self.attack_finished_single = time + (autocvar_g_monster_mage_attack_spike_delay);
+ defer(0.2, mage_attack_spike);
+ return TRUE;
+ }
+ }
+
+ if(self.mage_spike)
+ return TRUE;
+ else
+ return FALSE;
+ }
+ }
+
+ return FALSE;
+}
+
+void spawnfunc_monster_mage()
+{
+ self.classname = "monster_mage";
+
+ self.monster_spawnfunc = spawnfunc_monster_mage;
+
+ if(Monster_CheckAppearFlags(self))
+ return;
+
+ if(!monster_initialize(MON_MAGE, FALSE)) { remove(self); return; }
+}
+
+// compatibility with old spawns
+void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
+
+float m_mage(float req)
+{
+ switch(req)
+ {
+ case MR_THINK:
+ {
+ entity head;
+ float need_help = FALSE;
+
+ for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain)
+ if(head != self)
+ if(friend_needshelp(head))
+ {
+ need_help = TRUE;
+ break;
+ }
+
+ if(self.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
+ if(time >= self.attack_finished_single)
+ if(random() < 0.5)
+ mage_heal();
+
+ if(time >= self.shield_ltime && self.armorvalue)
+ mage_shield_remove();
+
+ if(self.enemy)
+ if(self.health < self.max_health)
+ if(time >= self.lastshielded)
+ if(random() < 0.5)
+ mage_shield();
+
+ monster_move((autocvar_g_monster_mage_speed_run), (autocvar_g_monster_mage_speed_walk), (autocvar_g_monster_mage_speed_stop), mage_anim_walk, mage_anim_run, mage_anim_idle);
+ return TRUE;
+ }
+ case MR_DEATH:
+ {
+ self.frame = mage_anim_death;
+ return TRUE;
+ }
+ case MR_SETUP:
+ {
+ if(!self.health) self.health = (autocvar_g_monster_mage_health);
+
+ self.monster_loot = spawnfunc_item_health_large;
+ self.monster_attackfunc = mage_attack;
+ self.frame = mage_anim_walk;
+
+ return TRUE;
+ }
+ case MR_PRECACHE:
+ {
+ precache_model ("models/monsters/mage.dpm");
+ precache_sound ("weapons/grenade_impact.wav");
+ precache_sound ("weapons/tagexp1.wav");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float m_mage(float req)
+{
+ switch(req)
+ {
+ case MR_PRECACHE:
+ {
+ precache_model ("models/monsters/mage.dpm");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_MONSTER
--- /dev/null
+#ifdef REGISTER_MONSTER
+REGISTER_MONSTER(
+/* MON_##id */ SHAMBLER,
+/* function */ m_shambler,
+/* spawnflags */ MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED,
+/* mins,maxs */ '-41 -41 -31', '41 41 65',
+/* model */ "shambler.mdl",
+/* netname */ "shambler",
+/* fullname */ _("Shambler")
+);
+
+#else
+#ifdef SVQC
+float autocvar_g_monster_shambler_health;
+float autocvar_g_monster_shambler_attack_smash_damage;
+float autocvar_g_monster_shambler_attack_claw_damage;
+float autocvar_g_monster_shambler_attack_lightning_damage;
+float autocvar_g_monster_shambler_attack_lightning_force;
+float autocvar_g_monster_shambler_attack_lightning_radius;
+float autocvar_g_monster_shambler_attack_lightning_radius_zap;
+float autocvar_g_monster_shambler_attack_lightning_speed;
+float autocvar_g_monster_shambler_attack_lightning_speed_up;
+float autocvar_g_monster_shambler_speed_stop;
+float autocvar_g_monster_shambler_speed_run;
+float autocvar_g_monster_shambler_speed_walk;
+
+const float shambler_anim_stand = 0;
+const float shambler_anim_walk = 1;
+const float shambler_anim_run = 2;
+const float shambler_anim_smash = 3;
+const float shambler_anim_swingr = 4;
+const float shambler_anim_swingl = 5;
+const float shambler_anim_magic = 6;
+const float shambler_anim_pain = 7;
+const float shambler_anim_death = 8;
+
+.float shambler_lastattack; // delay attacks separately
+
+void shambler_smash()
+{
+ makevectors(self.angles);
+ pointparticles(particleeffectnum("explosion_medium"), (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs_z), '0 0 0', 1);
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
+
+ tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * 500, MOVE_NORMAL, self);
+
+ if(trace_ent.takedamage)
+ Damage(trace_ent, self, self, (autocvar_g_monster_shambler_attack_smash_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_SMASH, trace_ent.origin, normalize(trace_ent.origin - self.origin));
+}
+
+void shambler_swing()
+{
+ float r = (random() < 0.5);
+ monster_melee(self.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((r) ? shambler_anim_swingr : shambler_anim_swingl), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
+ if(r)
+ {
+ defer(0.5, shambler_swing);
+ self.attack_finished_single += 0.5;
+ }
+}
+
+void shambler_lightning_explode()
+{
+ entity head;
+
+ sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
+ pointparticles(particleeffectnum("electro_impact"), '0 0 0', '0 0 0', 1);
+
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+ self.movetype = MOVETYPE_NONE;
+ self.velocity = '0 0 0';
+
+ if(self.movetype == MOVETYPE_NONE)
+ self.velocity = self.oldvelocity;
+
+ RadiusDamage (self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius), world, (autocvar_g_monster_shambler_attack_lightning_force), self.projectiledeathtype, other);
+
+ for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
+ {
+ te_csqc_lightningarc(self.origin, head.origin);
+ Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');
+ }
+
+ self.think = SUB_Remove;
+ self.nextthink = time + 0.2;
+}
+
+void shambler_lightning_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if (self.health <= 0)
+ return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
+ self.health = self.health - damage;
+
+ if (self.health <= 0)
+ W_PrepareExplosionByDamage(attacker, self.use);
+}
+
+void shambler_lightning_touch()
+{
+ PROJECTILE_TOUCH;
+
+ self.use ();
+}
+
+void shambler_lightning_think()
+{
+ self.nextthink = time;
+ if (time > self.cnt)
+ {
+ other = world;
+ shambler_lightning_explode();
+ return;
+ }
+}
+
+void shambler_lightning()
+{
+ entity gren;
+
+ monster_makevectors(self.enemy);
+
+ gren = spawn ();
+ gren.owner = gren.realowner = self;
+ gren.classname = "grenade";
+ gren.bot_dodge = TRUE;
+ gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
+ gren.movetype = MOVETYPE_BOUNCE;
+ PROJECTILE_MAKETRIGGER(gren);
+ gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP;
+ setorigin(gren, CENTER_OR_VIEWOFS(self));
+ setsize(gren, '-8 -8 -8', '8 8 8');
+ gren.scale = 2.5;
+
+ gren.cnt = time + 5;
+ gren.nextthink = time;
+ gren.think = shambler_lightning_think;
+ gren.use = shambler_lightning_explode;
+ gren.touch = shambler_lightning_touch;
+
+ gren.takedamage = DAMAGE_YES;
+ gren.health = 50;
+ gren.damageforcescale = 0;
+ gren.event_damage = shambler_lightning_damage;
+ gren.damagedbycontents = TRUE;
+ gren.missile_flags = MIF_SPLASH | MIF_ARC;
+ W_SetupProjectileVelocityEx(gren, v_forward, v_up, (autocvar_g_monster_shambler_attack_lightning_speed), (autocvar_g_monster_shambler_attack_lightning_speed_up), 0, 0, FALSE);
+
+ gren.angles = vectoangles (gren.velocity);
+ gren.flags = FL_PROJECTILE;
+
+ CSQCProjectile(gren, TRUE, PROJECTILE_SHAMBLER_LIGHTNING, TRUE);
+}
+
+float shambler_attack(float attack_type)
+{
+ switch(attack_type)
+ {
+ case MONSTER_ATTACK_MELEE:
+ {
+ shambler_swing();
+ return TRUE;
+ }
+ case MONSTER_ATTACK_RANGED:
+ {
+ if(time >= self.shambler_lastattack) // shambler doesn't attack much
+ if(random() <= 0.5 && vlen(self.enemy.origin - self.origin) <= 500)
+ {
+ self.frame = shambler_anim_smash;
+ defer(0.7, shambler_smash);
+ self.attack_finished_single = time + 1.1;
+ self.shambler_lastattack = time + 3;
+ return TRUE;
+ }
+ else if(random() <= 0.1) // small chance, don't want this spammed
+ {
+ self.frame = shambler_anim_magic;
+ self.attack_finished_single = time + 1.1;
+ self.shambler_lastattack = time + 3;
+ defer(0.6, shambler_lightning);
+ return TRUE;
+ }
+
+ return FALSE;
+ }
+ }
+
+ return FALSE;
+}
+
+void spawnfunc_monster_shambler()
+{
+ self.classname = "monster_shambler";
+
+ self.monster_spawnfunc = spawnfunc_monster_shambler;
+
+ if(Monster_CheckAppearFlags(self))
+ return;
+
+ if(!monster_initialize(MON_SHAMBLER, FALSE)) { remove(self); return; }
+}
+
+float m_shambler(float req)
+{
+ switch(req)
+ {
+ case MR_THINK:
+ {
+ monster_move((autocvar_g_monster_shambler_speed_run), (autocvar_g_monster_shambler_speed_walk), (autocvar_g_monster_shambler_speed_stop), shambler_anim_run, shambler_anim_walk, shambler_anim_stand);
+ return TRUE;
+ }
+ case MR_DEATH:
+ {
+ self.frame = shambler_anim_death;
+ return TRUE;
+ }
+ case MR_SETUP:
+ {
+ if(!self.health) self.health = (autocvar_g_monster_shambler_health);
+ if(!self.attack_range) self.attack_range = 150;
+
+ self.monster_loot = spawnfunc_item_health_mega;
+ self.monster_attackfunc = shambler_attack;
+ self.frame = shambler_anim_stand;
+ self.weapon = WEP_NEX;
+
+ return TRUE;
+ }
+ case MR_PRECACHE:
+ {
+ precache_model ("models/monsters/shambler.mdl");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float m_shambler(float req)
+{
+ switch(req)
+ {
+ case MR_PRECACHE:
+ {
+ precache_model ("models/monsters/shambler.mdl");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_MONSTER
--- /dev/null
+#ifdef REGISTER_MONSTER
+REGISTER_MONSTER(
+/* MON_##id */ SPIDER,
+/* function */ m_spider,
+/* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED,
+/* mins,maxs */ '-18 -18 -25', '18 18 30',
+/* model */ "spider.dpm",
+/* netname */ "spider",
+/* fullname */ _("Spider")
+);
+
+#else
+#ifdef SVQC
+float autocvar_g_monster_spider_health;
+float autocvar_g_monster_spider_attack_bite_damage;
+float autocvar_g_monster_spider_attack_bite_delay;
+float autocvar_g_monster_spider_attack_web_damagetime;
+float autocvar_g_monster_spider_attack_web_speed;
+float autocvar_g_monster_spider_attack_web_speed_up;
+float autocvar_g_monster_spider_attack_web_delay;
+float autocvar_g_monster_spider_speed_stop;
+float autocvar_g_monster_spider_speed_run;
+float autocvar_g_monster_spider_speed_walk;
+
+const float spider_anim_idle = 0;
+const float spider_anim_walk = 1;
+const float spider_anim_attack = 2;
+const float spider_anim_attack2 = 3;
+
+.float spider_web_delay;
+
+void spider_web_explode()
+{
+ entity e;
+ if(self)
+ {
+ pointparticles(particleeffectnum("electro_impact"), self.origin, '0 0 0', 1);
+ RadiusDamage(self, self.realowner, 0, 0, 25, world, 25, self.projectiledeathtype, world);
+
+ for(e = findradius(self.origin, 25); e; e = e.chain) if(e != self) if(e.takedamage && e.deadflag == DEAD_NO) if(e.health > 0)
+ e.spider_slowness = time + (autocvar_g_monster_spider_attack_web_damagetime);
+
+ remove(self);
+ }
+}
+
+void spider_web_touch()
+{
+ PROJECTILE_TOUCH;
+
+ spider_web_explode();
+}
+
+void spider_shootweb()
+{
+ monster_makevectors(self.enemy);
+
+ sound(self, CH_SHOTS, "weapons/electro_fire2.wav", VOL_BASE, ATTEN_NORM);
+
+ entity proj = spawn ();
+ proj.classname = "plasma";
+ proj.owner = proj.realowner = self;
+ proj.use = spider_web_touch;
+ proj.think = adaptor_think2use_hittype_splash;
+ proj.bot_dodge = TRUE;
+ proj.bot_dodgerating = 0;
+ proj.nextthink = time + 5;
+ PROJECTILE_MAKETRIGGER(proj);
+ proj.projectiledeathtype = DEATH_MONSTER_SPIDER;
+ setorigin(proj, CENTER_OR_VIEWOFS(self));
+
+ //proj.glow_size = 50;
+ //proj.glow_color = 45;
+ proj.movetype = MOVETYPE_BOUNCE;
+ W_SetupProjectileVelocityEx(proj, v_forward, v_up, (autocvar_g_monster_spider_attack_web_speed), (autocvar_g_monster_spider_attack_web_speed_up), 0, 0, FALSE);
+ proj.touch = spider_web_touch;
+ setsize(proj, '-4 -4 -4', '4 4 4');
+ proj.takedamage = DAMAGE_NO;
+ proj.damageforcescale = 0;
+ proj.health = 500;
+ proj.event_damage = func_null;
+ proj.flags = FL_PROJECTILE;
+ proj.damagedbycontents = TRUE;
+
+ proj.bouncefactor = 0.3;
+ proj.bouncestop = 0.05;
+ proj.missile_flags = MIF_SPLASH | MIF_ARC;
+
+ CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, TRUE);
+}
+
+float spider_attack(float attack_type)
+{
+ switch(attack_type)
+ {
+ case MONSTER_ATTACK_MELEE:
+ {
+ return monster_melee(self.enemy, (autocvar_g_monster_spider_attack_bite_damage), ((random() > 0.5) ? spider_anim_attack : spider_anim_attack2), self.attack_range, (autocvar_g_monster_spider_attack_bite_delay), DEATH_MONSTER_SPIDER, TRUE);
+ }
+ case MONSTER_ATTACK_RANGED:
+ {
+ if(time >= self.spider_web_delay)
+ {
+ self.frame = spider_anim_attack2;
+ self.attack_finished_single = time + (autocvar_g_monster_spider_attack_web_delay);
+ spider_shootweb();
+ self.spider_web_delay = time + 3;
+ return TRUE;
+ }
+
+ return FALSE;
+ }
+ }
+
+ return FALSE;
+}
+
+void spawnfunc_monster_spider()
+{
+ self.classname = "monster_spider";
+
+ self.monster_spawnfunc = spawnfunc_monster_spider;
+
+ if(Monster_CheckAppearFlags(self))
+ return;
+
+ if(!monster_initialize(MON_SPIDER, FALSE)) { remove(self); return; }
+}
+
+float m_spider(float req)
+{
+ switch(req)
+ {
+ case MR_THINK:
+ {
+ monster_move((autocvar_g_monster_spider_speed_run), (autocvar_g_monster_spider_speed_walk), (autocvar_g_monster_spider_speed_stop), spider_anim_walk, spider_anim_walk, spider_anim_idle);
+ return TRUE;
+ }
+ case MR_DEATH:
+ {
+ self.frame = spider_anim_attack;
+ self.angles_x = 180;
+ return TRUE;
+ }
+ case MR_SETUP:
+ {
+ if(!self.health) self.health = (autocvar_g_monster_spider_health);
+
+ self.monster_loot = spawnfunc_item_health_medium;
+ self.monster_attackfunc = spider_attack;
+ self.frame = spider_anim_idle;
+
+ return TRUE;
+ }
+ case MR_PRECACHE:
+ {
+ precache_model ("models/monsters/spider.dpm");
+ precache_sound ("weapons/electro_fire2.wav");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float m_spider(float req)
+{
+ switch(req)
+ {
+ case MR_PRECACHE:
+ {
+ precache_model ("models/monsters/spider.dpm");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_MONSTER
--- /dev/null
+#ifdef REGISTER_MONSTER
+REGISTER_MONSTER(
+/* MON_##id */ WYVERN,
+/* function */ m_wyvern,
+/* spawnflags */ MONSTER_TYPE_FLY | MONSTER_SIZE_BROKEN | MON_FLAG_RANGED,
+/* mins,maxs */ '-20 -20 -58', '20 20 20',
+/* model */ "wizard.mdl",
+/* netname */ "wyvern",
+/* fullname */ _("Wyvern")
+);
+
+#else
+#ifdef SVQC
+float autocvar_g_monster_wyvern_health;
+float autocvar_g_monster_wyvern_attack_fireball_damage;
+float autocvar_g_monster_wyvern_attack_fireball_edgedamage;
+float autocvar_g_monster_wyvern_attack_fireball_damagetime;
+float autocvar_g_monster_wyvern_attack_fireball_force;
+float autocvar_g_monster_wyvern_attack_fireball_radius;
+float autocvar_g_monster_wyvern_attack_fireball_speed;
+float autocvar_g_monster_wyvern_speed_stop;
+float autocvar_g_monster_wyvern_speed_run;
+float autocvar_g_monster_wyvern_speed_walk;
+
+const float wyvern_anim_hover = 0;
+const float wyvern_anim_fly = 1;
+const float wyvern_anim_magic = 2;
+const float wyvern_anim_pain = 3;
+const float wyvern_anim_death = 4;
+
+void wyvern_fireball_explode()
+{
+ entity e;
+ if(self)
+ {
+ pointparticles(particleeffectnum("fireball_explode"), self.origin, '0 0 0', 1);
+
+ RadiusDamage(self, self.realowner, (autocvar_g_monster_wyvern_attack_fireball_damage), (autocvar_g_monster_wyvern_attack_fireball_edgedamage), (autocvar_g_monster_wyvern_attack_fireball_force), world, (autocvar_g_monster_wyvern_attack_fireball_radius), self.projectiledeathtype, world);
+
+ for(e = world; (e = findfloat(e, takedamage, DAMAGE_AIM)); ) if(vlen(e.origin - self.origin) <= (autocvar_g_monster_wyvern_attack_fireball_radius))
+ Fire_AddDamage(e, self, 5 * Monster_SkillModifier(), (autocvar_g_monster_wyvern_attack_fireball_damagetime), self.projectiledeathtype);
+
+ remove(self);
+ }
+}
+
+void wyvern_fireball_touch()
+{
+ PROJECTILE_TOUCH;
+
+ wyvern_fireball_explode();
+}
+
+void wyvern_fireball()
+{
+ entity missile = spawn();
+ vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
+
+ monster_makevectors(self.enemy);
+
+ missile.owner = missile.realowner = self;
+ missile.solid = SOLID_TRIGGER;
+ missile.movetype = MOVETYPE_FLYMISSILE;
+ missile.projectiledeathtype = DEATH_MONSTER_WYVERN;
+ setsize(missile, '-6 -6 -6', '6 6 6');
+ setorigin(missile, self.origin + self.view_ofs + v_forward * 14);
+ missile.flags = FL_PROJECTILE;
+ missile.velocity = dir * (autocvar_g_monster_wyvern_attack_fireball_speed);
+ missile.avelocity = '300 300 300';
+ missile.nextthink = time + 5;
+ missile.think = wyvern_fireball_explode;
+ missile.enemy = self.enemy;
+ missile.touch = wyvern_fireball_touch;
+ CSQCProjectile(missile, TRUE, PROJECTILE_FIREMINE, TRUE);
+}
+
+float wyvern_attack(float attack_type)
+{
+ switch(attack_type)
+ {
+ case MONSTER_ATTACK_MELEE:
+ case MONSTER_ATTACK_RANGED:
+ {
+ self.attack_finished_single = time + 1.2;
+
+ wyvern_fireball();
+
+ return TRUE;
+ }
+ }
+
+ return FALSE;
+}
+
+void spawnfunc_monster_wyvern()
+{
+ self.classname = "monster_wyvern";
+
+ self.monster_spawnfunc = spawnfunc_monster_wyvern;
+
+ if(Monster_CheckAppearFlags(self))
+ return;
+
+ if(!monster_initialize(MON_WYVERN, TRUE)) { remove(self); return; }
+}
+
+// compatibility with old spawns
+void spawnfunc_monster_wizard() { spawnfunc_monster_wyvern(); }
+
+float m_wyvern(float req)
+{
+ switch(req)
+ {
+ case MR_THINK:
+ {
+ monster_move((autocvar_g_monster_wyvern_speed_run), (autocvar_g_monster_wyvern_speed_walk), (autocvar_g_monster_wyvern_speed_stop), wyvern_anim_fly, wyvern_anim_hover, wyvern_anim_hover);
+ return TRUE;
+ }
+ case MR_DEATH:
+ {
+ self.frame = wyvern_anim_death;
+ self.velocity_x = -200 + 400 * random();
+ self.velocity_y = -200 + 400 * random();
+ self.velocity_z = 100 + 100 * random();
+ return TRUE;
+ }
+ case MR_SETUP:
+ {
+ if(!self.health) self.health = (autocvar_g_monster_wyvern_health);
+
+ self.monster_loot = spawnfunc_item_cells;
+ self.monster_attackfunc = wyvern_attack;
+ self.frame = wyvern_anim_hover;
+
+ return TRUE;
+ }
+ case MR_PRECACHE:
+ {
+ precache_model ("models/monsters/wizard.mdl");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float m_wyvern(float req)
+{
+ switch(req)
+ {
+ case MR_PRECACHE:
+ {
+ precache_model ("models/monsters/wizard.mdl");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_MONSTER
--- /dev/null
+#ifdef REGISTER_MONSTER
+REGISTER_MONSTER(
+/* MON_##id */ ZOMBIE,
+/* function */ m_zombie,
+/* spawnflags */ MON_FLAG_MELEE,
+/* mins,maxs */ '-18 -18 -25', '18 18 47',
+/* model */ "zombie.dpm",
+/* netname */ "zombie",
+/* fullname */ _("Zombie")
+);
+
+#else
+#ifdef SVQC
+float autocvar_g_monster_zombie_health;
+float autocvar_g_monster_zombie_attack_melee_damage;
+float autocvar_g_monster_zombie_attack_melee_delay;
+float autocvar_g_monster_zombie_attack_leap_damage;
+float autocvar_g_monster_zombie_attack_leap_force;
+float autocvar_g_monster_zombie_attack_leap_speed;
+float autocvar_g_monster_zombie_attack_leap_delay;
+float autocvar_g_monster_zombie_speed_stop;
+float autocvar_g_monster_zombie_speed_run;
+float autocvar_g_monster_zombie_speed_walk;
+
+const float zombie_anim_attackleap = 0;
+const float zombie_anim_attackrun1 = 1;
+const float zombie_anim_attackrun2 = 2;
+const float zombie_anim_attackrun3 = 3;
+const float zombie_anim_attackstanding1 = 4;
+const float zombie_anim_attackstanding2 = 5;
+const float zombie_anim_attackstanding3 = 6;
+const float zombie_anim_blockend = 7;
+const float zombie_anim_blockstart = 8;
+const float zombie_anim_deathback1 = 9;
+const float zombie_anim_deathback2 = 10;
+const float zombie_anim_deathback3 = 11;
+const float zombie_anim_deathfront1 = 12;
+const float zombie_anim_deathfront2 = 13;
+const float zombie_anim_deathfront3 = 14;
+const float zombie_anim_deathleft1 = 15;
+const float zombie_anim_deathleft2 = 16;
+const float zombie_anim_deathright1 = 17;
+const float zombie_anim_deathright2 = 18;
+const float zombie_anim_idle = 19;
+const float zombie_anim_painback1 = 20;
+const float zombie_anim_painback2 = 21;
+const float zombie_anim_painfront1 = 22;
+const float zombie_anim_painfront2 = 23;
+const float zombie_anim_runbackwards = 24;
+const float zombie_anim_runbackwardsleft = 25;
+const float zombie_anim_runbackwardsright = 26;
+const float zombie_anim_runforward = 27;
+const float zombie_anim_runforwardleft = 28;
+const float zombie_anim_runforwardright = 29;
+const float zombie_anim_spawn = 30;
+
+void zombie_attack_leap_touch()
+{
+ if (self.health <= 0)
+ return;
+
+ vector angles_face;
+
+ if(other.takedamage)
+ {
+ angles_face = vectoangles(self.moveto - self.origin);
+ angles_face = normalize(angles_face) * (autocvar_g_monster_zombie_attack_leap_force);
+ Damage(other, self, self, (autocvar_g_monster_zombie_attack_leap_damage) * Monster_SkillModifier(), DEATH_MONSTER_ZOMBIE_JUMP, other.origin, angles_face);
+ self.touch = MonsterTouch; // instantly turn it off to stop damage spam
+ }
+
+ if (trace_dphitcontents)
+ self.touch = MonsterTouch;
+}
+
+void zombie_blockend()
+{
+ if(self.health <= 0)
+ return;
+
+ self.frame = zombie_anim_blockend;
+ self.armorvalue = 0;
+ self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
+}
+
+float zombie_block()
+{
+ self.frame = zombie_anim_blockstart;
+ self.armorvalue = 100;
+ self.m_armor_blockpercent = 0.9;
+ self.state = MONSTER_STATE_ATTACK_MELEE; // freeze monster
+ self.attack_finished_single = time + 2.1;
+
+ defer(2, zombie_blockend);
+
+ return TRUE;
+}
+
+float zombie_attack(float attack_type)
+{
+ switch(attack_type)
+ {
+ case MONSTER_ATTACK_MELEE:
+ {
+ float rand = random(), chosen_anim;
+
+ if(rand < 0.33)
+ chosen_anim = zombie_anim_attackstanding1;
+ else if(rand < 0.66)
+ chosen_anim = zombie_anim_attackstanding2;
+ else
+ chosen_anim = zombie_anim_attackstanding3;
+
+ if(random() < 0.3 && self.health < 75 && self.enemy.health > 10)
+ return zombie_block();
+
+ return monster_melee(self.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, self.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE, TRUE);
+ }
+ case MONSTER_ATTACK_RANGED:
+ {
+ makevectors(self.angles);
+ return monster_leap(zombie_anim_attackleap, zombie_attack_leap_touch, v_forward * (autocvar_g_monster_zombie_attack_leap_speed) + '0 0 200', (autocvar_g_monster_zombie_attack_leap_delay));
+ }
+ }
+
+ return FALSE;
+}
+
+void spawnfunc_monster_zombie()
+{
+ self.classname = "monster_zombie";
+
+ self.monster_spawnfunc = spawnfunc_monster_zombie;
+
+ self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
+
+ if(Monster_CheckAppearFlags(self))
+ return;
+
+ if(!monster_initialize(MON_ZOMBIE, FALSE)) { remove(self); return; }
+}
+
+float m_zombie(float req)
+{
+ switch(req)
+ {
+ case MR_THINK:
+ {
+ monster_move((autocvar_g_monster_zombie_speed_run), (autocvar_g_monster_zombie_speed_walk), (autocvar_g_monster_zombie_speed_stop), zombie_anim_runforward, zombie_anim_runforward, zombie_anim_idle);
+ return TRUE;
+ }
+ case MR_DEATH:
+ {
+ self.armorvalue = 0;
+ self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
+ self.frame = ((random() > 0.5) ? zombie_anim_deathback1 : zombie_anim_deathfront1);
+ return TRUE;
+ }
+ case MR_SETUP:
+ {
+ if(!self.health) self.health = (autocvar_g_monster_zombie_health);
+
+ if(self.spawnflags & MONSTERFLAG_NORESPAWN)
+ self.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
+
+ self.monster_loot = spawnfunc_item_health_medium;
+ self.monster_attackfunc = zombie_attack;
+ self.frame = zombie_anim_spawn;
+ self.spawn_time = time + 2.1;
+ self.spawnshieldtime = self.spawn_time;
+ self.respawntime = 0.2;
+
+ return TRUE;
+ }
+ case MR_PRECACHE:
+ {
+ precache_model ("models/monsters/zombie.dpm");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float m_zombie(float req)
+{
+ switch(req)
+ {
+ case MR_PRECACHE:
+ {
+ precache_model ("models/monsters/zombie.dpm");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_MONSTER
--- /dev/null
+#include "all.qh"
+
+// MONSTER PLUGIN SYSTEM
+entity monster_info[MON_MAXCOUNT];
+entity dummy_monster_info;
+
+void register_monster(float id, float(float) func, float monsterflags, vector min_s, vector max_s, string modelname, string shortname, string mname)
+{
+ entity e;
+ monster_info[id - 1] = e = spawn();
+ e.classname = "monster_info";
+ e.monsterid = id;
+ e.netname = shortname;
+ e.monster_name = mname;
+ e.monster_func = func;
+ e.mdl = modelname;
+ e.spawnflags = monsterflags;
+ e.mins = min_s;
+ e.maxs = max_s;
+ e.model = strzone(strcat("models/monsters/", modelname));
+
+ #ifndef MENUQC
+ func(MR_PRECACHE);
+ #endif
+}
+float m_null(float dummy) { return 0; }
+void register_monsters_done()
+{
+ dummy_monster_info = spawn();
+ dummy_monster_info.classname = "monster_info";
+ dummy_monster_info.monsterid = 0; // you can recognize dummies by this
+ dummy_monster_info.netname = "";
+ dummy_monster_info.monster_name = "Monster";
+ dummy_monster_info.monster_func = m_null;
+ dummy_monster_info.mdl = "";
+ dummy_monster_info.mins = '-0 -0 -0';
+ dummy_monster_info.maxs = '0 0 0';
+ dummy_monster_info.model = "";
+}
+entity get_monsterinfo(float id)
+{
+ entity m;
+ if(id < MON_FIRST || id > MON_LAST)
+ return dummy_monster_info;
+ m = monster_info[id - 1];
+ if(m)
+ return m;
+ return dummy_monster_info;
+}
\ No newline at end of file
--- /dev/null
+// monster requests
+#define MR_SETUP 1 // (SERVER) setup monster data
+#define MR_THINK 2 // (SERVER) logic to run every frame
+#define MR_DEATH 3 // (SERVER) called when monster dies
+#define MR_PRECACHE 4 // (BOTH) precaches models/sounds used by this monster
+
+// functions:
+entity get_monsterinfo(float id);
+
+// special spawn flags
+const float MONSTER_RESPAWN_DEATHPOINT = 16; // re-spawn where we died
+const float MONSTER_TYPE_FLY = 32;
+const float MONSTER_TYPE_SWIM = 64;
+const float MONSTER_SIZE_BROKEN = 128; // TODO: remove when bad models are replaced
+const float MON_FLAG_SUPERMONSTER = 256; // incredibly powerful monster
+const float MON_FLAG_RANGED = 512; // monster shoots projectiles
+const float MON_FLAG_MELEE = 1024;
+
+// entity properties of monsterinfo:
+.float monsterid; // MON_...
+.string netname; // short name
+.string monster_name; // human readable name
+.float(float) monster_func; // m_...
+.string mdl; // currently a copy of the model
+.string model; // full name of model
+.float spawnflags;
+.vector mins, maxs; // monster hitbox size
+
+// other useful macros
+#define MON_ACTION(monstertype,mrequest) (get_monsterinfo(monstertype)).monster_func(mrequest)
+#define M_NAME(monstertype) (get_monsterinfo(monstertype)).monster_name
+
+// =====================
+// Monster Registration
+// =====================
+
+float m_null(float dummy);
+void register_monster(float id, float(float) func, float monsterflags, vector min_s, vector max_s, string modelname, string shortname, string mname);
+void register_monsters_done();
+
+const float MON_MAXCOUNT = 24;
+#define MON_FIRST 1
+float MON_COUNT;
+float MON_LAST;
+
+#define REGISTER_MONSTER_2(id,func,monsterflags,min_s,max_s,modelname,shortname,mname) \
+ float id; \
+ float func(float); \
+ void RegisterMonsters_##id() \
+ { \
+ MON_LAST = (id = MON_FIRST + MON_COUNT); \
+ ++MON_COUNT; \
+ register_monster(id,func,monsterflags,min_s,max_s,modelname,shortname,mname); \
+ } \
+ ACCUMULATE_FUNCTION(RegisterMonsters, RegisterMonsters_##id)
+#ifdef MENUQC
+#define REGISTER_MONSTER(id,func,monsterflags,min_s,max_s,modelname,shortname,mname) \
+ REGISTER_MONSTER_2(MON_##id,m_null,monsterflags,min_s,max_s,modelname,shortname,mname)
+#else
+#define REGISTER_MONSTER(id,func,monsterflags,min_s,max_s,modelname,shortname,mname) \
+ REGISTER_MONSTER_2(MON_##id,func,monsterflags,min_s,max_s,modelname,shortname,mname)
+#endif
+
+#include "all.qh"
+
+#undef REGISTER_MONSTER
+ACCUMULATE_FUNCTION(RegisterMonsters, register_monsters_done);
--- /dev/null
+entity spawnmonster (string monster, float monster_id, entity spawnedby, entity own, vector orig, float respwn, float moveflag)
+{
+ // ensure spawnfunc database is initialized
+ initialize_field_db();
+
+ entity e = spawn();
+
+ e.spawnflags = MONSTERFLAG_SPAWNED;
+
+ if(!respwn)
+ e.spawnflags |= MONSTERFLAG_NORESPAWN;
+
+ setorigin(e, orig);
+
+ if(monster != "")
+ {
+ float i, found = 0;
+ entity mon;
+ for(i = MON_FIRST; i <= MON_LAST; ++i)
+ {
+ mon = get_monsterinfo(i);
+ if(mon.netname == monster)
+ {
+ found = TRUE;
+ break;
+ }
+ }
+ if(!found)
+ monster = (get_monsterinfo(MON_FIRST)).netname;
+ }
+
+ if(monster == "")
+ if(monster_id)
+ monster = (get_monsterinfo(monster_id)).netname;
+
+ e.realowner = spawnedby;
+
+ if(moveflag)
+ e.monster_moveflags = moveflag;
+
+ if(IS_PLAYER(spawnedby))
+ {
+ if(teamplay && autocvar_g_monsters_teams)
+ e.team = spawnedby.team; // colors handled in spawn code
+
+ if(autocvar_g_monsters_owners)
+ e.monster_owner = own; // using .owner makes the monster non-solid for its master
+
+ e.angles = spawnedby.angles;
+ }
+
+ monster = strcat("$ spawnfunc_monster_", monster);
+
+ target_spawn_edit_entity(e, monster, world, world, world, world, world);
+
+ return e;
+}
--- /dev/null
+entity spawnmonster (string monster, float monster_id, entity spawnedby, entity own, vector orig, float respwn, float moveflag);
--- /dev/null
+// =========================
+// SVQC Monster Properties
+// =========================
+
+
+void monster_item_spawn()
+{
+ if(self.monster_loot)
+ self.monster_loot();
+
+ self.gravity = 1;
+ self.reset = SUB_Remove;
+ self.noalign = TRUE;
+ self.velocity = randomvec() * 175 + '0 0 325';
+ self.classname = "droppedweapon"; // hax
+ self.item_spawnshieldtime = time + 0.7;
+
+ SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
+}
+
+void monster_dropitem()
+{
+ if(!self.candrop || !self.monster_loot)
+ return;
+
+ vector org = self.origin + ((self.mins + self.maxs) * 0.5);
+ entity e = spawn();
+
+ setorigin(e, org);
+
+ e.monster_loot = self.monster_loot;
+
+ other = e;
+ MUTATOR_CALLHOOK(MonsterDropItem);
+ e = other;
+
+ if(e)
+ {
+ e.think = monster_item_spawn;
+ e.nextthink = time + 0.3;
+ }
+}
+
+float Monster_SkillModifier()
+{
+ float t = 0.5+self.monster_skill*((1.2-0.3)/10);
+
+ return t;
+}
+
+float monster_isvalidtarget (entity targ, entity ent)
+{
+ if(!targ || !ent)
+ return FALSE; // someone doesn't exist
+
+ if(targ == ent)
+ return FALSE; // don't attack ourselves
+
+ traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
+
+ if(trace_ent != targ)
+ return FALSE;
+
+ if(targ.vehicle_flags & VHF_ISVEHICLE)
+ if(!((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED))
+ return FALSE; // melee attacks are useless against vehicles
+
+ if(time < game_starttime)
+ return FALSE; // monsters do nothing before the match has started
+
+ if(vlen(targ.origin - ent.origin) >= ent.target_range)
+ return FALSE; // enemy is too far away
+
+ if(targ.takedamage == DAMAGE_NO)
+ return FALSE; // enemy can't be damaged
+
+ if(targ.items & IT_INVISIBILITY)
+ return FALSE; // enemy is invisible
+
+ if(substring(targ.classname, 0, 10) == "onslaught_")
+ return FALSE; // don't attack onslaught targets
+
+ if(IS_SPEC(targ) || IS_OBSERVER(targ))
+ return FALSE; // enemy is a spectator
+
+ if(!(targ.vehicle_flags & VHF_ISVEHICLE))
+ if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
+ return FALSE; // enemy/self is dead
+
+ if(ent.monster_owner == targ)
+ return FALSE; // don't attack our master
+
+ if(targ.monster_owner == ent)
+ return FALSE; // don't attack our pet
+
+ if(!(targ.vehicle_flags & VHF_ISVEHICLE))
+ if(targ.flags & FL_NOTARGET)
+ return FALSE; // enemy can't be targeted
+
+ if(!autocvar_g_monsters_typefrag)
+ if(targ.BUTTON_CHAT)
+ return FALSE; // no typefragging!
+
+ if(SAME_TEAM(targ, ent))
+ return FALSE; // enemy is on our team
+
+ if (targ.frozen)
+ return FALSE; // ignore frozen
+
+ if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT)
+ if(ent.enemy != targ)
+ {
+ float dot;
+
+ makevectors (ent.angles);
+ dot = normalize (targ.origin - ent.origin) * v_forward;
+
+ if(dot <= 0.3)
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+entity FindTarget (entity ent)
+{
+ if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
+
+ entity head, closest_target = world;
+ head = findradius(ent.origin, ent.target_range);
+
+ while(head) // find the closest acceptable target to pass to
+ {
+ if(head.monster_attack)
+ if(monster_isvalidtarget(head, ent))
+ {
+ // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
+ vector head_center = CENTER_OR_VIEWOFS(head);
+ vector ent_center = CENTER_OR_VIEWOFS(ent);
+
+ //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
+ if(closest_target)
+ {
+ vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
+ if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
+ { closest_target = head; }
+ }
+ else { closest_target = head; }
+ }
+
+ head = head.chain;
+ }
+
+ return closest_target;
+}
+
+void MonsterTouch ()
+{
+ if(other == world)
+ return;
+
+ if(self.enemy != other)
+ if(!(other.flags & FL_MONSTER))
+ if(monster_isvalidtarget(other, self))
+ self.enemy = other;
+}
+
+string get_monster_model_datafilename(string m, float sk, string fil)
+{
+ if(m)
+ m = strcat(m, "_");
+ else
+ m = "models/monsters/*_";
+ if(sk >= 0)
+ m = strcat(m, ftos(sk));
+ else
+ m = strcat(m, "*");
+ return strcat(m, ".", fil);
+}
+
+void PrecacheMonsterSounds(string f)
+{
+ float fh;
+ string s;
+ fh = fopen(f, FILE_READ);
+ if(fh < 0)
+ return;
+ while((s = fgets(fh)))
+ {
+ if(tokenize_console(s) != 3)
+ {
+ dprint("Invalid sound info line: ", s, "\n");
+ continue;
+ }
+ PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
+ }
+ fclose(fh);
+}
+
+void precache_monstersounds()
+{
+ string m = (get_monsterinfo(self.monsterid)).model;
+ float globhandle, n, i;
+ string f;
+
+ globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
+ if (globhandle < 0)
+ return;
+ n = search_getsize(globhandle);
+ for (i = 0; i < n; ++i)
+ {
+ //print(search_getfilename(globhandle, i), "\n");
+ f = search_getfilename(globhandle, i);
+ PrecacheMonsterSounds(f);
+ }
+ search_end(globhandle);
+}
+
+void ClearMonsterSounds()
+{
+#define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
+ ALLMONSTERSOUNDS
+#undef _MSOUND
+}
+
+.string GetMonsterSoundSampleField(string type)
+{
+ GetMonsterSoundSampleField_notFound = 0;
+ switch(type)
+ {
+#define _MSOUND(m) case #m: return monstersound_##m;
+ ALLMONSTERSOUNDS
+#undef _MSOUND
+ }
+ GetMonsterSoundSampleField_notFound = 1;
+ return string_null;
+}
+
+float LoadMonsterSounds(string f, float first)
+{
+ float fh;
+ string s;
+ var .string field;
+ fh = fopen(f, FILE_READ);
+ if(fh < 0)
+ {
+ dprint("Monster sound file not found: ", f, "\n");
+ return 0;
+ }
+ while((s = fgets(fh)))
+ {
+ if(tokenize_console(s) != 3)
+ continue;
+ field = GetMonsterSoundSampleField(argv(0));
+ if(GetMonsterSoundSampleField_notFound)
+ continue;
+ if(self.field)
+ strunzone(self.field);
+ self.field = strzone(strcat(argv(1), " ", argv(2)));
+ }
+ fclose(fh);
+ return 1;
+}
+
+.float skin_for_monstersound;
+void UpdateMonsterSounds()
+{
+ entity mon = get_monsterinfo(self.monsterid);
+
+ if(self.skin == self.skin_for_monstersound)
+ return;
+ self.skin_for_monstersound = self.skin;
+ ClearMonsterSounds();
+ //LoadMonsterSounds("sound/monsters/default.sounds", 1);
+ if(!autocvar_g_debug_defaultsounds)
+ if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
+ LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
+}
+
+void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
+{
+ if(delaytoo && time < self.msound_delay)
+ return; // too early
+ GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
+
+ self.msound_delay = time + sound_delay;
+}
+
+void monster_makevectors(entity e)
+{
+ vector v;
+
+ v = e.origin + (e.mins + e.maxs) * 0.5;
+ self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
+ self.v_angle_x = -self.v_angle_x;
+
+ makevectors(self.v_angle);
+}
+
+float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
+{
+ if (self.health <= 0)
+ return FALSE; // attacking while dead?!
+
+ if(dostop)
+ {
+ self.velocity_x = 0;
+ self.velocity_y = 0;
+ self.state = MONSTER_STATE_ATTACK_MELEE;
+ }
+
+ self.frame = anim;
+
+ if(anim_finished != 0)
+ self.attack_finished_single = time + anim_finished;
+
+ monster_makevectors(targ);
+
+ traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
+
+ if(trace_ent.takedamage)
+ Damage(trace_ent, self, self, damg * Monster_SkillModifier(), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
+
+ return TRUE;
+}
+
+void Monster_CheckMinibossFlag ()
+{
+ if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
+ return;
+
+ float chance = random() * 100;
+
+ // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
+ if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
+ {
+ self.health += autocvar_g_monsters_miniboss_healthboost;
+ self.effects |= EF_RED;
+ if(!self.weapon)
+ self.weapon = WEP_NEX;
+ }
+}
+
+float Monster_CanRespawn(entity ent)
+{
+ other = ent;
+ if(ent.deadflag == DEAD_DEAD) // don't call when monster isn't dead
+ if(MUTATOR_CALLHOOK(MonsterRespawn))
+ return TRUE; // enabled by a mutator
+
+ if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
+ return FALSE;
+
+ if(!autocvar_g_monsters_respawn)
+ return FALSE;
+
+ return TRUE;
+}
+
+void Monster_Fade ()
+{
+ if(Monster_CanRespawn(self))
+ {
+ self.monster_respawned = TRUE;
+ self.think = self.monster_spawnfunc;
+ self.nextthink = time + self.respawntime;
+ self.ltime = 0;
+ self.deadflag = DEAD_RESPAWNING;
+ if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
+ {
+ self.pos1 = self.origin;
+ self.pos2 = self.angles;
+ }
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+ setorigin(self, self.pos1);
+ self.angles = self.pos2;
+ self.health = self.max_health;
+ setmodel(self, "null");
+ }
+ else
+ SUB_SetFade(self, time + 3, 1);
+}
+
+float Monster_CanJump (vector vel)
+{
+ if(self.state)
+ return FALSE; // already attacking
+ if(!(self.flags & FL_ONGROUND))
+ return FALSE; // not on the ground
+ if(self.health <= 0)
+ return FALSE; // called when dead?
+ if(time < self.attack_finished_single)
+ return FALSE; // still attacking
+
+ vector old = self.velocity;
+
+ self.velocity = vel;
+ tracetoss(self, self);
+ self.velocity = old;
+ if (trace_ent != self.enemy)
+ return FALSE;
+
+ return TRUE;
+}
+
+float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
+{
+ if(!Monster_CanJump(vel))
+ return FALSE;
+
+ self.frame = anm;
+ self.state = MONSTER_STATE_ATTACK_LEAP;
+ self.touch = touchfunc;
+ self.origin_z += 1;
+ self.velocity = vel;
+ self.flags &= ~FL_ONGROUND;
+
+ self.attack_finished_single = time + anim_finished;
+
+ return TRUE;
+}
+
+void monster_checkattack(entity e, entity targ)
+{
+ if(e == world)
+ return;
+ if(targ == world)
+ return;
+
+ if(!e.monster_attackfunc)
+ return;
+
+ if(time < e.attack_finished_single)
+ return;
+
+ if(vlen(targ.origin - e.origin) <= e.attack_range)
+ if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
+ {
+ MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
+ return;
+ }
+
+ if(vlen(targ.origin - e.origin) > e.attack_range)
+ if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
+ {
+ MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
+ return;
+ }
+}
+
+void monster_use ()
+{
+ if(!self.enemy)
+ if(self.health > 0)
+ if(monster_isvalidtarget(activator, self))
+ self.enemy = activator;
+}
+
+.float last_trace;
+.float last_enemycheck; // for checking enemy
+vector monster_pickmovetarget(entity targ)
+{
+ // enemy is always preferred target
+ if(self.enemy)
+ {
+ makevectors(self.angles);
+ self.monster_movestate = MONSTER_MOVE_ENEMY;
+ self.last_trace = time + 1.2;
+ return self.enemy.origin;
+ }
+
+ switch(self.monster_moveflags)
+ {
+ case MONSTER_MOVE_OWNER:
+ {
+ self.monster_movestate = MONSTER_MOVE_OWNER;
+ self.last_trace = time + 0.3;
+ return (self.monster_owner) ? self.monster_owner.origin : self.origin;
+ }
+ case MONSTER_MOVE_SPAWNLOC:
+ {
+ self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
+ self.last_trace = time + 2;
+ return self.pos1;
+ }
+ case MONSTER_MOVE_NOMOVE:
+ {
+ self.monster_movestate = MONSTER_MOVE_NOMOVE;
+ self.last_trace = time + 2;
+ return self.origin;
+ }
+ default:
+ case MONSTER_MOVE_WANDER:
+ {
+ vector pos;
+ self.monster_movestate = MONSTER_MOVE_WANDER;
+ self.last_trace = time + 2;
+
+ self.angles_y = rint(random() * 500);
+ makevectors(self.angles);
+ pos = self.origin + v_forward * 600;
+
+ if(self.flags & FL_FLY || self.flags & FL_SWIM)
+ if(self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
+ {
+ pos_z = random() * 200;
+ if(random() >= 0.5)
+ pos_z *= -1;
+ }
+
+ if(targ)
+ {
+ self.last_trace = time + 0.5;
+ pos = targ.origin;
+ }
+
+ return pos;
+ }
+ }
+}
+
+void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
+{
+ fixedmakevectors(self.angles);
+
+ if(self.target2)
+ self.goalentity = find(world, targetname, self.target2);
+
+ entity targ;
+
+ if(self.frozen)
+ {
+ self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
+ self.health = max(1, self.max_health * self.revive_progress);
+
+ WaypointSprite_UpdateHealth(self.sprite, self.health);
+
+ movelib_beak_simple(stopspeed);
+
+ self.frame = manim_idle;
+
+ self.enemy = world;
+ self.nextthink = time + self.ticrate;
+
+ if(self.revive_progress >= 1)
+ Unfreeze(self); // wait for next think before attacking
+
+ return; // no moving while frozen
+ }
+
+ if(self.flags & FL_SWIM)
+ {
+ if(self.waterlevel < WATERLEVEL_WETFEET)
+ {
+ if(time >= self.last_trace)
+ {
+ self.fish_wasdrowning = TRUE;
+ self.last_trace = time + 0.4;
+
+ Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
+ self.angles = '90 90 0';
+ if(random() < 0.5)
+ {
+ self.velocity_y += random() * 50;
+ self.velocity_x -= random() * 50;
+ }
+ else
+ {
+ self.velocity_y -= random() * 50;
+ self.velocity_x += random() * 50;
+ }
+ self.velocity_z += random() * 150;
+ }
+
+
+ self.movetype = MOVETYPE_BOUNCE;
+ //self.velocity_z = -200;
+
+ return;
+ }
+ else if(self.fish_wasdrowning)
+ {
+ self.fish_wasdrowning = FALSE;
+ self.angles_x = 0;
+ self.movetype = MOVETYPE_WALK;
+ }
+ }
+
+ targ = self.goalentity;
+
+ monster_target = targ;
+ monster_speed_run = runspeed;
+ monster_speed_walk = walkspeed;
+
+ 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)
+ {
+ runspeed = walkspeed = 0;
+ if(time >= self.spawn_time)
+ self.frame = manim_idle;
+ movelib_beak_simple(stopspeed);
+ return;
+ }
+
+ targ = monster_target;
+ runspeed = bound(0, monster_speed_run * Monster_SkillModifier(), runspeed * 2); // limit maxspeed to prevent craziness
+ walkspeed = bound(0, monster_speed_walk * Monster_SkillModifier(), walkspeed * 2); // limit maxspeed to prevent craziness
+
+ if(time < self.spider_slowness)
+ {
+ runspeed *= 0.5;
+ walkspeed *= 0.5;
+ }
+
+ if(teamplay)
+ if(autocvar_g_monsters_teams)
+ if(DIFF_TEAM(self.monster_owner, self))
+ self.monster_owner = world;
+
+ if(self.enemy && self.enemy.health < 1)
+ self.enemy = world; // enough!
+
+ if(time >= self.last_enemycheck)
+ {
+ if(!monster_isvalidtarget(self.enemy, self))
+ self.enemy = world;
+
+ if(!self.enemy)
+ {
+ self.enemy = FindTarget(self);
+ if(self.enemy)
+ MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
+ }
+
+ self.last_enemycheck = time + 0.5;
+ }
+
+ if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
+ self.state = 0;
+
+ if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
+ if(time >= self.last_trace || self.enemy) // update enemy instantly
+ self.moveto = monster_pickmovetarget(targ);
+
+ if(!self.enemy)
+ MonsterSound(monstersound_idle, 7, TRUE, CH_VOICE);
+
+ if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
+ self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+
+ if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
+ {
+ self.state = 0;
+ self.touch = MonsterTouch;
+ }
+
+ //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+
+ float turny = 0;
+ vector real_angle = vectoangles(self.steerto) - self.angles;
+
+ if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
+ turny = 20;
+
+ if(self.flags & FL_SWIM)
+ turny = vlen(self.angles - self.moveto);
+
+ if(turny)
+ {
+ turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
+ self.angles_y += turny;
+ }
+
+ if(self.state == MONSTER_STATE_ATTACK_MELEE)
+ self.moveto = self.origin;
+
+ if(self.enemy && self.enemy.vehicle)
+ runspeed = 0;
+
+ if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
+ v_forward = normalize(self.moveto - self.origin);
+ else
+ self.moveto_z = self.origin_z;
+
+ if(vlen(self.origin - self.moveto) > 64)
+ {
+ if(self.flags & FL_FLY || self.flags & FL_SWIM)
+ movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
+ else
+ movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
+
+ if(time > self.pain_finished)
+ if(time > self.attack_finished_single)
+ if(vlen(self.velocity) > 10)
+ self.frame = ((self.enemy) ? manim_run : manim_walk);
+ else
+ self.frame = manim_idle;
+ }
+ else
+ {
+ entity e = find(world, targetname, self.target2);
+ if(e.target2)
+ self.target2 = e.target2;
+ else if(e.target)
+ self.target2 = e.target;
+
+ movelib_beak_simple(stopspeed);
+ if(time > self.attack_finished_single)
+ if(time > self.pain_finished)
+ if (vlen(self.velocity) <= 30)
+ self.frame = manim_idle;
+ }
+
+ monster_checkattack(self, self.enemy);
+}
+
+void monster_remove(entity mon)
+{
+ if(!mon)
+ return; // nothing to remove
+
+ pointparticles(particleeffectnum("item_pickup"), mon.origin, '0 0 0', 1);
+
+ if(mon.weaponentity)
+ remove(mon.weaponentity);
+
+ if(mon.iceblock)
+ remove(mon.iceblock);
+
+ WaypointSprite_Kill(mon.sprite);
+
+ remove(mon);
+}
+
+void monster_dead_think()
+{
+ self.nextthink = time + self.ticrate;
+
+ CSQCMODEL_AUTOUPDATE();
+
+ if(self.ltime != 0)
+ if(time >= self.ltime)
+ {
+ Monster_Fade();
+ return;
+ }
+}
+
+void monsters_setstatus()
+{
+ self.stat_monsters_total = monsters_total;
+ self.stat_monsters_killed = monsters_killed;
+}
+
+void Monster_Appear()
+{
+ self.enemy = activator;
+ self.spawnflags &= ~MONSTERFLAG_APPEAR;
+ self.monster_spawnfunc();
+}
+
+float Monster_CheckAppearFlags(entity ent)
+{
+ if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
+ return FALSE;
+
+ ent.think = func_null;
+ ent.nextthink = 0;
+ ent.use = Monster_Appear;
+ ent.flags = FL_MONSTER; // set so this monster can get butchered
+
+ return TRUE;
+}
+
+void monsters_reset()
+{
+ setorigin(self, self.pos1);
+ self.angles = self.pos2;
+
+ Unfreeze(self); // remove any icy remains
+
+ self.health = self.max_health;
+ self.velocity = '0 0 0';
+ self.enemy = world;
+ self.goalentity = world;
+ self.attack_finished_single = 0;
+ self.moveto = self.origin;
+}
+
+void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ self.health -= damage;
+
+ Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
+
+ if(self.health <= -100) // 100 health until gone?
+ {
+ Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
+
+ if(IS_CLIENT(self.realowner))
+ if(!self.monster_respawned)
+ self.realowner.monstercount -= 1;
+
+ self.think = SUB_Remove;
+ self.nextthink = time + 0.1;
+ }
+}
+
+void monster_die(entity attacker, float gibbed)
+{
+ self.think = monster_dead_think;
+ self.nextthink = time;
+ self.ltime = time + 5;
+
+ if ( self.frozen )
+ {
+ Unfreeze(self); // remove any icy remains
+ self.health = 0; // reset by Unfreeze
+ }
+
+ monster_dropitem();
+
+ MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
+
+ if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
+ monsters_killed += 1;
+
+ if(IS_PLAYER(attacker))
+ if( autocvar_g_monsters_score_spawned ||
+ ( !(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned) )
+ PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
+
+ if(!Monster_CanRespawn(self) || gibbed)
+ {
+ // number of monsters spawned with mobspawn command
+ totalspawned -= 1;
+
+ if(IS_CLIENT(self.realowner))
+ if(!self.monster_respawned)
+ self.realowner.monstercount -= 1;
+ }
+
+ if(self.candrop && self.weapon)
+ W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
+
+ self.event_damage = monsters_corpse_damage;
+ self.solid = SOLID_CORPSE;
+ self.takedamage = DAMAGE_AIM;
+ self.deadflag = DEAD_DEAD;
+ self.enemy = world;
+ self.movetype = MOVETYPE_TOSS;
+ self.moveto = self.origin;
+ self.touch = MonsterTouch; // reset incase monster was pouncing
+ self.reset = func_null;
+ self.state = 0;
+ self.attack_finished_single = 0;
+
+ if(!(self.flags & FL_FLY))
+ self.velocity = '0 0 0';
+
+ MON_ACTION(self.monsterid, MR_DEATH);
+}
+
+void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+
+ if(self.frozen && deathtype != DEATH_KILL)
+ return;
+
+ if(time < self.pain_finished && deathtype != DEATH_KILL)
+ return;
+
+ if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
+ return;
+
+ vector v;
+ float take, save;
+
+ v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, deathtype, damage);
+ take = v_x;
+ save = v_y;
+
+ self.health -= take;
+
+ WaypointSprite_UpdateHealth(self.sprite, self.health);
+
+ self.dmg_time = time;
+
+ if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
+ spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
+
+ self.velocity += force * self.damageforcescale;
+
+ if(deathtype != DEATH_DROWN)
+ {
+ Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
+ if (take > 50)
+ Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
+ if (take > 100)
+ Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
+ }
+
+ if(self.health <= 0)
+ {
+ if(deathtype == DEATH_KILL)
+ self.candrop = FALSE; // killed by mobkill command
+
+ // TODO: fix this?
+ activator = attacker;
+ other = self.enemy;
+ SUB_UseTargets();
+ self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
+
+ monster_die(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
+
+ WaypointSprite_Kill(self.sprite);
+
+ frag_attacker = attacker;
+ frag_target = self;
+ MUTATOR_CALLHOOK(MonsterDies);
+
+ if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
+ {
+ Violence_GibSplash(self, 1, 0.5, attacker);
+
+ self.think = SUB_Remove;
+ self.nextthink = time + 0.1;
+ }
+ }
+}
+
+void monster_setupcolors()
+{
+ if(IS_PLAYER(self.monster_owner))
+ self.colormap = self.monster_owner.colormap;
+ else if(teamplay && self.team)
+ self.colormap = 1024 + (self.team - 1) * 17;
+ else
+ {
+ if(self.monster_skill <= MONSTER_SKILL_EASY)
+ self.colormap = 1029;
+ else if(self.monster_skill <= MONSTER_SKILL_MEDIUM)
+ self.colormap = 1027;
+ else if(self.monster_skill <= MONSTER_SKILL_HARD)
+ self.colormap = 1038;
+ else if(self.monster_skill <= MONSTER_SKILL_INSANE)
+ self.colormap = 1028;
+ else if(self.monster_skill <= MONSTER_SKILL_NIGHTMARE)
+ self.colormap = 1032;
+ else
+ self.colormap = 1024;
+ }
+}
+
+void monster_think()
+{
+ self.think = monster_think;
+ self.nextthink = self.ticrate;
+
+ if(self.ltime)
+ if(time >= self.ltime)
+ {
+ Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
+ return;
+ }
+
+ MON_ACTION(self.monsterid, MR_THINK);
+
+ CSQCMODEL_AUTOUPDATE();
+}
+
+float monster_spawn()
+{
+ MON_ACTION(self.monsterid, MR_SETUP);
+
+ if(!self.monster_respawned)
+ {
+ Monster_CheckMinibossFlag();
+ self.health *= Monster_SkillModifier();
+ }
+
+ self.max_health = self.health;
+ self.pain_finished = self.nextthink;
+
+ if(IS_PLAYER(self.monster_owner))
+ self.effects |= EF_DIMLIGHT;
+
+ if(!self.monster_respawned)
+ if(!self.skin)
+ self.skin = rint(random() * 4);
+
+ if(!self.attack_range)
+ self.attack_range = autocvar_g_monsters_attack_range;
+
+ precache_monstersounds();
+ UpdateMonsterSounds();
+
+ if(teamplay)
+ self.monster_attack = TRUE; // we can have monster enemies in team games
+
+ MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
+
+ 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'));
+ WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
+ WaypointSprite_UpdateHealth(self.sprite, self.health);
+
+ self.think = monster_think;
+ self.nextthink = time + self.ticrate;
+
+ if(MUTATOR_CALLHOOK(MonsterSpawn))
+ return FALSE;
+
+ return TRUE;
+}
+
+float monster_initialize(float mon_id, float nodrop)
+{
+ if(!autocvar_g_monsters)
+ return FALSE;
+
+ entity mon = get_monsterinfo(mon_id);
+
+ if(!self.monster_skill)
+ self.monster_skill = cvar("g_monsters_skill");
+
+ // support for quake style removing monsters based on skill
+ if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { return FALSE; }
+ if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { return FALSE; }
+ if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { return FALSE; }
+
+ if(self.team && !teamplay)
+ self.team = 0;
+
+ if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
+ if(!self.monster_respawned)
+ monsters_total += 1;
+
+ setmodel(self, mon.model);
+ setsize(self, mon.mins, mon.maxs);
+ self.flags = FL_MONSTER;
+ self.takedamage = DAMAGE_AIM;
+ self.bot_attack = TRUE;
+ self.iscreature = TRUE;
+ self.teleportable = TRUE;
+ self.damagedbycontents = TRUE;
+ self.monsterid = mon_id;
+ self.damageforcescale = 0;
+ self.event_damage = monsters_damage;
+ self.touch = MonsterTouch;
+ self.use = monster_use;
+ self.solid = SOLID_BBOX;
+ self.movetype = MOVETYPE_WALK;
+ self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
+ self.enemy = world;
+ self.velocity = '0 0 0';
+ self.moveto = self.origin;
+ self.pos1 = self.origin;
+ self.pos2 = self.angles;
+ self.reset = monsters_reset;
+ self.netname = mon.netname;
+ self.monster_name = M_NAME(mon_id);
+ self.candrop = TRUE;
+ self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
+ self.oldtarget2 = self.target2;
+ self.deadflag = DEAD_NO;
+ self.scale = 1;
+ self.noalign = nodrop;
+ self.spawn_time = time;
+ self.spider_slowness = 0;
+ self.gravity = 1;
+ self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
+
+ if(autocvar_g_fullbrightplayers)
+ self.effects |= EF_FULLBRIGHT;
+
+ if(autocvar_g_nodepthtestplayers)
+ self.effects |= EF_NODEPTHTEST;
+
+ if(mon.spawnflags & MONSTER_TYPE_SWIM)
+ self.flags |= FL_SWIM;
+
+ if(mon.spawnflags & MONSTER_TYPE_FLY)
+ {
+ self.flags |= FL_FLY;
+ self.movetype = MOVETYPE_FLY;
+ }
+
+ if(mon.spawnflags & MONSTER_SIZE_BROKEN)
+ self.scale = 1.3;
+
+ if(!self.ticrate)
+ self.ticrate = autocvar_g_monsters_think_delay;
+
+ self.ticrate = bound(sys_frametime, self.ticrate, 60);
+
+ if(!self.m_armor_blockpercent)
+ self.m_armor_blockpercent = 0.5;
+
+ if(!self.target_range)
+ self.target_range = autocvar_g_monsters_target_range;
+
+ if(!self.respawntime)
+ self.respawntime = autocvar_g_monsters_respawn_delay;
+
+ if(!self.monster_moveflags)
+ self.monster_moveflags = MONSTER_MOVE_WANDER;
+
+ if(!self.noalign)
+ {
+ setorigin(self, self.origin + '0 0 20');
+ tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
+ setorigin(self, trace_endpos);
+ }
+
+ if(!monster_spawn())
+ return FALSE;
+
+ if(!self.monster_respawned)
+ monster_setupcolors();
+
+ CSQCMODEL_AUTOINIT();
+
+ return TRUE;
+}
--- /dev/null
+.string spawnmob;
+.float monster_attack;
+
+.entity monster_owner; // new monster owner entity, fixes non-solid monsters
+.float monstercount; // per player monster count
+
+.float stat_monsters_killed; // stats
+.float stat_monsters_total;
+float monsters_total;
+float monsters_killed;
+void monsters_setstatus(); // monsters.qc
+.float monster_moveflags; // checks where to move when not attacking
+
+.float spider_slowness; // special spider timer
+
+void monster_remove(entity mon); // removes a monster
+
+.float(float attack_type) monster_attackfunc;
+const float MONSTER_ATTACK_MELEE = 1;
+const float MONSTER_ATTACK_RANGED = 2;
+
+.float monster_skill;
+const float MONSTER_SKILL_EASY = 1;
+const float MONSTER_SKILL_MEDIUM = 3;
+const float MONSTER_SKILL_HARD = 5;
+const float MONSTER_SKILL_INSANE = 7;
+const float MONSTER_SKILL_NIGHTMARE = 10;
+
+.float fish_wasdrowning; // used to reset a drowning fish's angles if it reaches water again
+
+.float candrop;
+
+.float attack_range;
+
+.float spawn_time; // stop monster from moving around right after spawning
+
+.string oldtarget2;
+.float lastshielded;
+
+.vector oldangles;
+
+.float m_armor_blockpercent;
+
+// monster sounds
+// copied from player sounds
+.float msound_delay; // temporary antilag system
+#define ALLMONSTERSOUNDS \
+ _MSOUND(death) \
+ _MSOUND(sight) \
+ _MSOUND(ranged) \
+ _MSOUND(melee) \
+ _MSOUND(pain) \
+ _MSOUND(spawn) \
+ _MSOUND(idle)
+
+#define _MSOUND(m) .string monstersound_##m;
+ALLMONSTERSOUNDS
+#undef _MSOUND
+
+float GetMonsterSoundSampleField_notFound;
+
+.float monster_respawned; // used to make sure we're not recounting respawned monster stats
+
+const float MONSTERSKILL_NOTEASY = 256; // monster will not spawn on skill <= 1
+const float MONSTERSKILL_NOTMEDIUM = 512; // monster will not spawn on skill 2
+const float MONSTERSKILL_NOTHARD = 1024; // monster will not spawn on skill >= 3
+
+// new flags
+const float MONSTERFLAG_APPEAR = 2; // delay spawn until triggered
+const float MONSTERFLAG_NORESPAWN = 4;
+const float MONSTERFLAG_FLY_VERTICAL = 8; // fly/swim vertically
+const float MONSTERFLAG_INFRONT = 32; // only check for enemies infront of us
+const float MONSTERFLAG_MINIBOSS = 64; // monster spawns as mini-boss (also has a chance of naturally becoming one)
+const float MONSTERFLAG_SPAWNED = 16384; // flag for spawned monsters
+
+.void() monster_spawnfunc;
+
+.float monster_movestate; // used to tell what the monster is currently doing
+const float MONSTER_MOVE_OWNER = 1; // monster will move to owner if in range, or stand still
+const float MONSTER_MOVE_WANDER = 2; // monster will ignore owner & wander around
+const float MONSTER_MOVE_SPAWNLOC = 3; // monster will move to its spawn location when not attacking
+const float MONSTER_MOVE_NOMOVE = 4; // monster simply stands still
+const float MONSTER_MOVE_ENEMY = 5; // used only as a movestate
+
+const float MONSTER_STATE_ATTACK_LEAP = 1;
+const float MONSTER_STATE_ATTACK_MELEE = 2;
+
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_FALL, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_fall", _("^BG%s%s^K1 was grounded by ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_FIRE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 was burnt up into a crisp by ^BG%s^K1%s%s"), _("^BG%s%s^K1 felt a little hot from ^BG%s^K1's fire^K1%s%s")) \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_LAVA, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_lava", _("^BG%s%s^K1 was cooked by ^BG%s^K1%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_MONSTER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "", "", _("^BG%s%s^K1 was pushed infront of a monster by ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_NADE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 was blown up by ^BG%s^K1's Nade%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_SHOOTING_STAR, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_shootingstar", _("^BG%s%s^K1 was shot into space by ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_SLIME, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_slime", _("^BG%s%s^K1 was slimed by ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_GENERIC, 2, 1, "s1 s2loc spree_lost", "s1", "notify_selfkill", _("^BG%s^K1 died%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_LAVA, 2, 1, "s1 s2loc spree_lost", "s1", "notify_lava", _("^BG%s^K1 turned into hot slag%s%s"), _("^BG%s^K1 found a hot place%s%s")) \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_NADE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 mastered the art of self-nading%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_SELF_MON_MAGE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was exploded by a Mage%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_SELF_MON_SHAMBLER_CLAW, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1's innards became outwards by a Shambler%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_SELF_MON_SHAMBLER_SMASH, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was smashed by a Shambler%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_SELF_MON_SHAMBLER_ZAP, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was zapped to death by a Shambler%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_SELF_MON_SPIDER, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was bitten by a Spider%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_SELF_MON_WYVERN, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was fireballed by a Wyvern%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_SELF_MON_ZOMBIE_JUMP, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 joins the Zombies%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_SELF_MON_ZOMBIE_MELEE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was given kung fu lessons by a Zombie%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_NOAMMO, 2, 1, "s1 s2loc spree_lost", "s1", "notify_outofammo", _("^BG%s^K1 died%s%s. What's the point of living without ammo?"), _("^BG%s^K1 ran out of ammo%s%s")) \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_ROT, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 rotted away%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_SHOOTING_STAR, 2, 1, "s1 s2loc spree_lost", "s1", "notify_shootingstar", _("^BG%s^K1 became a shooting star%s%s"), "") \
MULTITEAM_INFO(1, INFO_KEYHUNT_PICKUP_, 4, 1, 0, "s1", "", "", _("^BG%s^BG picked up the ^TC^TT Key"), "") \
MSG_INFO_NOTIF(1, INFO_LMS_FORFEIT, 1, 0, "s1", "", "", _("^BG%s^F3 forfeited"), "") \
MSG_INFO_NOTIF(1, INFO_LMS_NOLIVES, 1, 0, "s1", "", "", _("^BG%s^F3 has no more lives left"), "") \
+ MSG_INFO_NOTIF(1, INFO_MONSTERS_DISABLED, 0, 0, "", "", "", _("^BGMonsters are currently disabled"), "") \
MSG_INFO_NOTIF(1, INFO_POWERUP_INVISIBILITY, 1, 0, "s1", "s1", "strength", _("^BG%s^K1 picked up Invisibility"), "") \
MSG_INFO_NOTIF(1, INFO_POWERUP_SHIELD, 1, 0, "s1", "s1", "shield", _("^BG%s^K1 picked up Shield"), "") \
MSG_INFO_NOTIF(1, INFO_POWERUP_SPEED, 1, 0, "s1", "s1", "shield", _("^BG%s^K1 picked up Speed"), "") \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_FIRE, 0, 0, "", NO_CPID, "0 0", _("^K1You got a little bit too crispy!"), _("^K1You felt a little too hot!")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_GENERIC, 0, 0, "", NO_CPID, "0 0", _("^K1You killed your own dumb self!"), _("^K1You need to be more careful!")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_LAVA, 0, 0, "", NO_CPID, "0 0", _("^K1You couldn't stand the heat!"), "") \
+ MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_MONSTER, 0, 0, "", NO_CPID, "0 0", _("^K1You were killed by a monster!"), _("^K1You need to watch out for monsters!")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_NADE, 0, 0, "", NO_CPID, "0 0", _("^K1You forgot to put the pin back in!"), _("^K1Tastes like chicken!")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_NOAMMO, 0, 0, "", NO_CPID, "0 0", _("^K1You were killed for running out of ammo..."), _("^K1You are respawning for running out of ammo...")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_ROT, 0, 0, "", NO_CPID, "0 0", _("^K1You grew too old without taking your medicine"), _("^K1You need to preserve your health")) \
MSG_CENTER_NOTIF(1, CENTER_ROUND_PLAYER_WIN, 1, 0, "s1", CPID_ROUND, "0 0", _("^BG%s^BG wins the round"), "") \
MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_SELF, 0, 0, "", NO_CPID, "0 0", _("^K1You froze yourself"), "") \
MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_SPAWN_LATE, 0, 0, "", NO_CPID, "0 0", _("^K1Round already started, you spawn as frozen"), "") \
+ MSG_CENTER_NOTIF(1, CENTER_INVASION_SUPERMONSTER, 1, 0, "s1", NO_CPID, "0 0", _("^K1A %s has arrived!"), "") \
MSG_CENTER_NOTIF(1, CENTER_ITEM_WEAPON_DONTHAVE, 0, 1, "item_wepname", CPID_ITEM, "item_centime 0", _("^BGYou do not have the ^F1%s"), "") \
MSG_CENTER_NOTIF(1, CENTER_ITEM_WEAPON_DROP, 1, 1, "item_wepname item_wepammo", CPID_ITEM, "item_centime 0", _("^BGYou dropped the ^F1%s^BG%s"), "") \
MSG_CENTER_NOTIF(1, CENTER_ITEM_WEAPON_GOT, 0, 1, "item_wepname", CPID_ITEM, "item_centime 0", _("^BGYou got the ^F1%s"), "") \
MSG_MULTI_NOTIF(1, DEATH_MURDER_FALL, NO_MSG, INFO_DEATH_MURDER_FALL, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_FIRE, NO_MSG, INFO_DEATH_MURDER_FIRE, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_LAVA, NO_MSG, INFO_DEATH_MURDER_LAVA, NO_MSG) \
+ MSG_MULTI_NOTIF(1, DEATH_MURDER_MONSTER, NO_MSG, INFO_DEATH_MURDER_MONSTER, CENTER_DEATH_SELF_MONSTER) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_NADE, NO_MSG, INFO_DEATH_MURDER_NADE, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_SHOOTING_STAR, NO_MSG, INFO_DEATH_MURDER_SHOOTING_STAR, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_SLIME, NO_MSG, INFO_DEATH_MURDER_SLIME, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_SELF_FIRE, NO_MSG, INFO_DEATH_SELF_FIRE, CENTER_DEATH_SELF_FIRE) \
MSG_MULTI_NOTIF(1, DEATH_SELF_GENERIC, NO_MSG, INFO_DEATH_SELF_GENERIC, CENTER_DEATH_SELF_GENERIC) \
MSG_MULTI_NOTIF(1, DEATH_SELF_LAVA, NO_MSG, INFO_DEATH_SELF_LAVA, CENTER_DEATH_SELF_LAVA) \
+ MSG_MULTI_NOTIF(1, DEATH_SELF_MON_MAGE, NO_MSG, INFO_DEATH_SELF_MON_MAGE, CENTER_DEATH_SELF_MONSTER) \
+ MSG_MULTI_NOTIF(1, DEATH_SELF_MON_SHAMBLER_CLAW, NO_MSG, INFO_DEATH_SELF_MON_SHAMBLER_CLAW, CENTER_DEATH_SELF_MONSTER) \
+ MSG_MULTI_NOTIF(1, DEATH_SELF_MON_SHAMBLER_SMASH, NO_MSG, INFO_DEATH_SELF_MON_SHAMBLER_SMASH, CENTER_DEATH_SELF_MONSTER) \
+ MSG_MULTI_NOTIF(1, DEATH_SELF_MON_SHAMBLER_ZAP, NO_MSG, INFO_DEATH_SELF_MON_SHAMBLER_ZAP, CENTER_DEATH_SELF_MONSTER) \
+ MSG_MULTI_NOTIF(1, DEATH_SELF_MON_SPIDER, NO_MSG, INFO_DEATH_SELF_MON_SPIDER, CENTER_DEATH_SELF_MONSTER) \
+ MSG_MULTI_NOTIF(1, DEATH_SELF_MON_WYVERN, NO_MSG, INFO_DEATH_SELF_MON_WYVERN, CENTER_DEATH_SELF_MONSTER) \
+ MSG_MULTI_NOTIF(1, DEATH_SELF_MON_ZOMBIE_JUMP, NO_MSG, INFO_DEATH_SELF_MON_ZOMBIE_JUMP, CENTER_DEATH_SELF_MONSTER) \
+ MSG_MULTI_NOTIF(1, DEATH_SELF_MON_ZOMBIE_MELEE, NO_MSG, INFO_DEATH_SELF_MON_ZOMBIE_MELEE, CENTER_DEATH_SELF_MONSTER) \
MSG_MULTI_NOTIF(1, DEATH_SELF_NADE, NO_MSG, INFO_DEATH_SELF_NADE, CENTER_DEATH_SELF_NADE) \
MSG_MULTI_NOTIF(1, DEATH_SELF_NOAMMO, NO_MSG, INFO_DEATH_SELF_NOAMMO, CENTER_DEATH_SELF_NOAMMO) \
MSG_MULTI_NOTIF(1, DEATH_SELF_ROT, NO_MSG, INFO_DEATH_SELF_ROT, CENTER_DEATH_SELF_ROT) \
vector decompressShotOrigin(float f);
#ifdef SVQC
-string rankings_reply, ladder_reply, lsmaps_reply, maplist_reply; // cached replies
+string rankings_reply, ladder_reply, lsmaps_reply, maplist_reply, monsterlist_reply; // cached replies
string records_reply[10];
#endif
#undef CSQCMODEL_IF
if(sf & CSQCMODEL_PROPERTY_MODELINDEX)
+ {
+ vector oldmins = self.mins, oldmaxs = self.maxs;
setmodelindex(self, self.modelindex); // this retrieves the .model key and sets mins/maxs/absmin/absmax
- // FIXME do we WANT this to override mins/maxs?
+ setsize(self, oldmins, oldmaxs);
+ }
if(sf & CSQCMODEL_PROPERTY_TELEPORTED)
{
#define CSQCMODEL_PROPERTY_PITCHROLL 1024
#define CSQCMODEL_PROPERTY_FRAME2 512
#define CSQCMODEL_PROPERTY_LERPFRAC 256
+#define CSQCMODEL_PROPERTY_SIZE 128
#define ALLPROPERTIES_COMMON \
CSQCMODEL_PROPERTY(CSQCMODEL_PROPERTY_FRAME, float, ReadByte, WriteByte, frame) \
CSQCMODEL_PROPERTY(CSQCMODEL_PROPERTY_ORIGIN, float, ReadCoord, WriteCoord, origin_x) \
CSQCMODEL_PROPERTY(CSQCMODEL_PROPERTY_ORIGIN, float, ReadCoord, WriteCoord, origin_y) \
CSQCMODEL_PROPERTY(CSQCMODEL_PROPERTY_ORIGIN, float, ReadCoord, WriteCoord, origin_z) \
+ CSQCMODEL_PROPERTY(CSQCMODEL_PROPERTY_SIZE, float, ReadCoord, WriteCoord, mins_x) \
+ CSQCMODEL_PROPERTY(CSQCMODEL_PROPERTY_SIZE, float, ReadCoord, WriteCoord, mins_y) \
+ CSQCMODEL_PROPERTY(CSQCMODEL_PROPERTY_SIZE, float, ReadCoord, WriteCoord, mins_z) \
+ CSQCMODEL_PROPERTY(CSQCMODEL_PROPERTY_SIZE, float, ReadCoord, WriteCoord, maxs_x) \
+ CSQCMODEL_PROPERTY(CSQCMODEL_PROPERTY_SIZE, float, ReadCoord, WriteCoord, maxs_y) \
+ CSQCMODEL_PROPERTY(CSQCMODEL_PROPERTY_SIZE, float, ReadCoord, WriteCoord, maxs_z) \
CSQCMODEL_PROPERTY(CSQCMODEL_PROPERTY_PITCHROLL, float, ReadAngle, WriteAngle, angles_x) \
CSQCMODEL_PROPERTY(CSQCMODEL_PROPERTY_YAW, float, ReadAngle, WriteAngle, angles_y) \
CSQCMODEL_PROPERTY(CSQCMODEL_PROPERTY_PITCHROLL, float, ReadAngle, WriteAngle, angles_z) \
#include "xonotic/dialog_firstrun.c"
#include "xonotic/dialog_teamselect.c"
#include "xonotic/dialog_sandboxtools.c"
+#include "xonotic/dialog_monstertools.c"
#include "xonotic/dialog_settings.c"
#include "xonotic/dialog_settings_video.c"
#include "xonotic/dialog_settings_effects.c"
../common/command/generic.qh
../common/command/shared_defs.qh
../common/urllib.qh
+../common/monsters/monsters.qh
command/menu_cmd.qh
menu.qh
../common/mapinfo.qc
../common/items.qc
../common/urllib.qc
+../common/monsters/monsters.qc
../warpzonelib/mathlib.qc
--- /dev/null
+#ifdef INTERFACE
+CLASS(XonoticMonsterToolsDialog) EXTENDS(XonoticRootDialog)
+ METHOD(XonoticMonsterToolsDialog, fill, void(entity)) // to be overridden by user to fill the dialog with controls
+ ATTRIB(XonoticMonsterToolsDialog, title, string, _("Monster Tools"))
+ ATTRIB(XonoticMonsterToolsDialog, color, vector, SKINCOLOR_DIALOG_SANDBOXTOOLS)
+ ATTRIB(XonoticMonsterToolsDialog, intendedWidth, float, 0.8)
+ ATTRIB(XonoticMonsterToolsDialog, rows, float, 16)
+ ATTRIB(XonoticMonsterToolsDialog, columns, float, 4)
+ ATTRIB(XonoticMonsterToolsDialog, name, string, "MonsterTools")
+ENDCLASS(XonoticMonsterToolsDialog)
+#endif
+
+#ifdef IMPLEMENTATION
+void XonoticMonsterToolsDialog_fill(entity me)
+{
+ entity e;
+
+ me.TR(me);
+ me.TD(me, 1, 0.25, e = makeXonoticTextLabel(0, _("Monster:")));
+ me.TR(me);
+ me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "zombie", _("Zombie")));
+ me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "spider", _("Spider")));
+ me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "shambler", _("Shambler")));
+ me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "mage", _("Mage")));
+ me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "wyvern", _("Wyvern")));
+ me.TR(me);
+ me.TDempty(me, 0.1);
+ me.TD(me, 1, 0.5, e = makeXonoticCommandButton(_("Spawn"), '0 0 0', "cmd mobspawn $menu_monsters_edit_spawn $menu_monsters_edit_movetarget", 0));
+ me.TD(me, 1, 0.5, e = makeXonoticCommandButton(_("Remove"), '0 0 0', "cmd mobkill", 0));
+ me.TR(me);
+ me.TD(me, 1, 0.5, e = makeXonoticCommandButton(_("Move target:"), '0 0 0', "editmob movetarget $menu_monsters_edit_movetarget", 0));
+ me.TD(me, 1, 0.5, e = makeXonoticRadioButton(2, "menu_monsters_edit_movetarget", "1", _("Follow")));
+ me.TD(me, 1, 0.5, e = makeXonoticRadioButton(2, "menu_monsters_edit_movetarget", "2", _("Wander")));
+ me.TD(me, 1, 0.5, e = makeXonoticRadioButton(2, "menu_monsters_edit_movetarget", "3", _("Spawnpoint")));
+ me.TD(me, 1, 0.5, e = makeXonoticRadioButton(2, "menu_monsters_edit_movetarget", "4", _("No moving")));
+ me.TR(me);
+ me.TD(me, 1, 1.5, e = makeXonoticTextLabel(0, _("Colors:")));
+ me.TR(me);
+ me.TD(me, 1, 0.5, e = makeXonoticCommandButton(_("Set skin:"), '0 0 0', "editmob skin $menu_monsters_edit_skin", 0));
+ me.TD(me, 1, 1.5, e = makeXonoticSlider(0, 99, 1, "menu_monsters_edit_skin"));
+ me.TR(me);
+
+ me.gotoRC(me, me.rows - 1, 0);
+ me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0'));
+ e.onClick = Dialog_Close;
+ e.onClickEntity = me;
+}
+#endif
+
+/* Click. The c-word is here so you can grep for it :-) */
i.configureDialog(i);
me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);
+ i = spawnXonoticMonsterToolsDialog();
+ i.configureDialog(i);
+ me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z * SKINALPHA_DIALOG_SANDBOXTOOLS);
+
// main dialogs/windows
me.mainNexposee = n = spawnXonoticNexposee();
float accuracy_isgooddamage(entity attacker, entity targ)
{
+ float targ_isvalid = ((g_invasion) ? targ.flags & FL_MONSTER : IS_CLIENT(targ));
+
if(!warmup_stage)
- if(IS_CLIENT(targ))
+ if(targ_isvalid)
+ if(!targ.frozen)
if(targ.deadflag == DEAD_NO)
if(DIFF_TEAM(attacker, targ))
return TRUE;
float autocvar_g_chat_tellprivacy;
float autocvar_g_ctf_allow_vehicle_carry;
float autocvar_g_ctf_allow_vehicle_touch;
+float autocvar_g_ctf_allow_monster_touch;
float autocvar_g_ctf_throw;
float autocvar_g_ctf_throw_angle_max;
float autocvar_g_ctf_throw_angle_min;
float autocvar_g_physical_items;
float autocvar_g_physical_items_damageforcescale;
float autocvar_g_physical_items_reset;
+float autocvar_g_monsters;
+float autocvar_g_monsters_think_delay;
+float autocvar_g_monsters_max;
+float autocvar_g_monsters_max_perplayer;
+float autocvar_g_monsters_target_range;
+float autocvar_g_monsters_target_infront;
+float autocvar_g_monsters_attack_range;
+float autocvar_g_monsters_score_kill;
+float autocvar_g_monsters_score_spawned;
+float autocvar_g_monsters_typefrag;
+float autocvar_g_monsters_owners;
+float autocvar_g_monsters_miniboss_chance;
+float autocvar_g_monsters_miniboss_healthboost;
+float autocvar_g_monsters_drop_time;
+float autocvar_g_monsters_spawnshieldtime;
+float autocvar_g_monsters_teams;
+float autocvar_g_monsters_respawn_delay;
+float autocvar_g_monsters_respawn;
+float autocvar_g_monsters_armor_blockpercent;
float autocvar_g_touchexplode_radius;
float autocvar_g_touchexplode_damage;
float autocvar_g_touchexplode_edgedamage;
float autocvar_g_touchexplode_force;
+float autocvar_g_invasion_round_timelimit;
+#define autocvar_g_invasion_round_limit cvar("g_invasion_round_limit")
+float autocvar_g_invasion_warmup;
+float autocvar_g_invasion_monster_count;
+float autocvar_g_invasion_zombies_only;
#define autocvar_g_bloodloss cvar("g_bloodloss")
float autocvar_g_random_gravity_negative_chance;
float autocvar_g_random_gravity_min;
return FALSE;
}
- if(e.freezetag_frozen)
+ if(e.frozen)
return FALSE;
// If neither player has ball then don't attack unless the ball is on the
Portal_ClearAll(self);
+ Unfreeze(self);
+
if(self.alivetime)
{
if(!warmup_stage)
self.event_damage = PlayerDamage;
self.bot_attack = TRUE;
+ self.monster_attack = TRUE;
+
+ self.spider_slowness = 0;
self.statdraintime = time + 5;
self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
self.target = s;
activator = world;
self = oldself;
+
+ Unfreeze(self);
spawn_spot = spot;
MUTATOR_CALLHOOK(PlayerSpawn);
{
if(gameover) return;
if(self.player_blocked) return;
- if(self.freezetag_frozen) return;
+ if(self.frozen) return;
ClientKill_TeamChange(0);
}
MUTATOR_CALLHOOK(ClientDisconnect);
Portal_ClearAll(self);
+
+ Unfreeze(self);
RemoveGrapplingHook(self);
limita = limita * limit_mod;
//limitf = limitf * limit_mod;
- if(g_ca)
+ if(g_ca || g_invasion)
rot_mod = 0;
- if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
+ if (!g_minstagib && !g_ca && !g_invasion && (!g_lms || autocvar_g_lms_regenerate))
{
self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
self.dmg_inflictor = spectatee.dmg_inflictor;
self.v_angle = spectatee.v_angle;
self.angles = spectatee.v_angle;
+ self.frozen = spectatee.frozen;
+ self.revive_progress = spectatee.revive_progress;
if(!self.BUTTON_USE)
self.fixangle = TRUE;
setorigin(self, spectatee.origin);
return;
#endif
+ if(self.frozen == 2)
+ {
+ self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
+ self.health = max(1, self.revive_progress * autocvar_g_balance_health_start);
+ self.iceblock.alpha = 1 - self.revive_progress;
+
+ if(self.revive_progress >= 1)
+ Unfreeze(self);
+ }
+
MUTATOR_CALLHOOK(PlayerPreThink);
if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
do_crouch = 0;
if(self.vehicle)
do_crouch = 0;
- if(self.freezetag_frozen)
+ if(self.frozen)
do_crouch = 0;
if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
do_crouch = 0;
// secret status
secrets_setstatus();
+ // monsters status
+ monsters_setstatus();
+
self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
//self.angles_y=self.v_angle_y + 90; // temp
*/
void PlayerJump (void)
{
+ if(self.frozen)
+ return; // no jumping in freezetag when frozen
+
float doublejump = FALSE;
player_multijump = doublejump;
self.disableclientprediction = 0;
if(time < self.ladder_time)
self.disableclientprediction = 1;
+
+ if(time < self.spider_slowness)
+ {
+ self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
+ self.stat_sv_airspeedlimit_nonqw *= 0.5;
+ }
+
+ if(self.frozen)
+ {
+ if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
+ {
+ self.movement_x = bound(-5, self.movement_x, 5);
+ self.movement_y = bound(-5, self.movement_y, 5);
+ self.movement_z = bound(-5, self.movement_z, 5);
+ }
+ else
+ self.movement = '0 0 0';
+ self.disableclientprediction = 1;
+ }
MUTATOR_CALLHOOK(PlayerPhysics);
PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
}
}
- else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.freezetag_frozen)
+ else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.frozen)
{
//makevectors(self.v_angle_y * '0 1 0');
makevectors(self.v_angle);
else
deadbits = ANIMSTATE_DEAD2;
float animbits = deadbits;
- if(self.freezetag_frozen)
+ if(self.frozen)
animbits |= ANIMSTATE_FROZEN;
if(self.crouch)
animbits |= ANIMSTATE_DUCK;
w = self.weapon;
if (w == 0)
return; // just in case
+ if(self.frozen)
+ return;
if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
return;
if(!autocvar_g_weapon_throwable)
return 1;
if(self.player_blocked)
return 1;
- if(self.freezetag_frozen)
+ if(self.frozen)
return 1;
return 0;
}
// track max damage
if(accuracy_canbegooddamage(ent))
accuracy_add(ent, ent.weapon, maxdamage, 0);
-
+
W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
if(ent.weaponentity.movedir_x > 0)
}
}
+void ClientCommand_mobedit(float request, float argc)
+{
+ switch(request)
+ {
+ case CMD_REQUEST_COMMAND:
+ {
+ makevectors(self.v_angle);
+ WarpZone_TraceLine(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * 100, MOVE_NORMAL, self);
+
+ if(!(trace_ent.flags & FL_MONSTER)) { sprint(self, "You need to aim at your monster to edit its properties.\n"); return; }
+ if(trace_ent.realowner != self) { sprint(self, "That monster does not belong to you.\n"); return; }
+
+ switch(argv(1))
+ {
+ case "skin": if(trace_ent.monsterid != MON_MAGE) { trace_ent.skin = stof(argv(2)); } return;
+ case "movetarget": trace_ent.monster_moveflags = stof(argv(2)); return;
+ }
+ }
+ default:
+ sprint(self, "Incorrect parameters for ^2mobedit^7\n");
+ case CMD_REQUEST_USAGE:
+ {
+ sprint(self, "\nUsage:^3 cmd mobedit [argument]\n");
+ sprint(self, " Where 'argument' can be skin or movetarget.\n");
+ return;
+ }
+ }
+}
+
+void ClientCommand_mobkill(float request)
+{
+ switch(request)
+ {
+ case CMD_REQUEST_COMMAND:
+ {
+ makevectors(self.v_angle);
+ WarpZone_TraceLine(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * 100, MOVE_NORMAL, self);
+
+ if(trace_ent.flags & FL_MONSTER)
+ {
+ if(trace_ent.realowner != self)
+ {
+ sprint(self, "That monster does not belong to you.\n");
+ return;
+ }
+ sprint(self, strcat("Your pet '", trace_ent.monster_name, "' has been brutally mutilated.\n"));
+ Damage (trace_ent, world, world, trace_ent.health + trace_ent.max_health + 200, DEATH_KILL, trace_ent.origin, '0 0 0');
+ return;
+ }
+ else
+ sprint(self, "You need to aim at your monster to kill it.\n");
+
+ return;
+ }
+
+ default:
+ sprint(self, "Incorrect parameters for ^2mobkill^7\n");
+ case CMD_REQUEST_USAGE:
+ {
+ sprint(self, "\nUsage:^3 cmd mobkill\n");
+ sprint(self, " Aim at your monster to kill it.\n");
+ return;
+ }
+ }
+}
+
+void ClientCommand_mobspawn(float request, float argc)
+{
+ switch(request)
+ {
+ case CMD_REQUEST_COMMAND:
+ {
+ entity e;
+ string tospawn;
+ float moveflag, i;
+
+ moveflag = (argv(2) ? stof(argv(2)) : 1); // follow owner if not defined
+ tospawn = strtolower(argv(1));
+
+ if(tospawn == "list")
+ {
+ sprint(self, monsterlist_reply);
+ return;
+ }
+
+ if(tospawn == "random")
+ {
+ RandomSelection_Init();
+ for(i = MON_FIRST; i <= MON_LAST; ++i)
+ RandomSelection_Add(world, 0, (get_monsterinfo(i)).netname, 1, 1);
+
+ tospawn = RandomSelection_chosen_string;
+ }
+
+ if(autocvar_g_monsters_max <= 0 || autocvar_g_monsters_max_perplayer <= 0) { sprint(self, "Monster spawning is disabled.\n"); }
+ else if(!IS_PLAYER(self)) { sprint(self, "You can't spawn monsters while spectating.\n"); }
+ else if(g_invasion) { sprint(self, "You can't spawn monsters during an invasion!\n"); }
+ else if(!autocvar_g_monsters) { Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_MONSTERS_DISABLED); }
+ else if(self.vehicle) { sprint(self, "You can't spawn monsters while driving a vehicle.\n"); }
+ else if(autocvar_g_campaign) { sprint(self, "You can't spawn monsters in campaign mode.\n"); }
+ else if(self.deadflag != DEAD_NO) { sprint(self, "You can't spawn monsters while dead.\n"); }
+ else if(self.monstercount >= autocvar_g_monsters_max_perplayer) { sprint(self, "You have spawned too many monsters, kill some before trying to spawn any more.\n"); }
+ else if(totalspawned >= autocvar_g_monsters_max) { sprint(self, "The global maximum monster count has been reached, kill some before trying to spawn any more.\n"); }
+ else // all worked out, so continue
+ {
+ self.monstercount += 1;
+ totalspawned += 1;
+
+ makevectors(self.v_angle);
+ WarpZone_TraceBox (CENTER_OR_VIEWOFS(self), PL_MIN, PL_MAX, CENTER_OR_VIEWOFS(self) + v_forward * 150, TRUE, self);
+ //WarpZone_TraceLine(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * 150, MOVE_NORMAL, self);
+
+ e = spawnmonster(tospawn, 0, self, self, trace_endpos, FALSE, moveflag);
+
+ sprint(self, strcat("Spawned ", e.monster_name, "\n"));
+ }
+
+ return;
+ }
+
+ default:
+ sprint(self, "Incorrect parameters for ^2mobspawn^7\n");
+ case CMD_REQUEST_USAGE:
+ {
+ sprint(self, "\nUsage:^3 cmd mobspawn monster\n");
+ sprint(self, " See 'cmd mobspawn list' for available arguments.\n");
+ sprint(self, " Argument 'random' spawns a randomly selected monster.\n");
+ return;
+ }
+ }
+}
+
void ClientCommand_ready(float request) // todo: anti-spam for toggling readyness
{
switch(request)
CLIENT_COMMAND("clientversion", ClientCommand_clientversion(request, arguments), "Release version of the game") \
CLIENT_COMMAND("mv_getpicture", ClientCommand_mv_getpicture(request, arguments), "Retrieve mapshot picture from the server") \
CLIENT_COMMAND("join", ClientCommand_join(request), "Become a player in the game") \
+ CLIENT_COMMAND("mobedit", ClientCommand_mobedit(request, arguments), "Edit your monster's properties") \
+ CLIENT_COMMAND("mobkill", ClientCommand_mobkill(request), "Kills your monster") \
+ CLIENT_COMMAND("mobspawn", ClientCommand_mobspawn(request, arguments), "Spawn monsters infront of yourself") \
CLIENT_COMMAND("ready", ClientCommand_ready(request), "Qualify as ready to end warmup stage (or restart server if allowed)") \
CLIENT_COMMAND("say", ClientCommand_say(request, arguments, command), "Print a message to chat to all players") \
CLIENT_COMMAND("say_team", ClientCommand_say_team(request, arguments, command), "Print a message to chat to all team mates") \
.float lms_spectate_warning;
.float checkfail;
+// number of monsters spawned with mobspawn command
+float totalspawned;
+
string MapVote_Suggest(string m);
// used by common/command/generic.qc:GenericCommand_dumpcommands to list all commands into a .txt file
-void ClientCommand_macro_write_aliases(float fh);
\ No newline at end of file
+void ClientCommand_macro_write_aliases(float fh);
MapInfo_ClearTemps();
return sprintf("^7Maps available%s: %s\n", (newmaps ? " (New maps have asterisks marked in blue)" : ""), lsmaps);
}
+
+string getmonsterlist()
+{
+ string monsterlist = "", col;
+ float i;
+
+ for(i = MON_FIRST; i <= MON_LAST; ++i)
+ {
+ if(mod(i, 2)) { col = "^2"; }
+ else { col = "^3"; }
+ monsterlist = sprintf("%s%s%s ", monsterlist, col, (get_monsterinfo(i)).netname);
+ }
+
+ return sprintf("^7Monsters available: %s\n", monsterlist);
+}
string getladder(void);
string getmaplist(void);
string getlsmaps(void);
+string getmonsterlist(void);
}
}
+void GameCommand_butcher(float request)
+{
+ switch(request)
+ {
+ case CMD_REQUEST_COMMAND:
+ {
+ if(autocvar_g_campaign) { print("This command doesn't work in campaign mode.\n"); return; }
+ if(g_invasion) { print("This command doesn't work during an invasion.\n"); return; }
+
+ float removed_count = 0;
+ entity head;
+
+ FOR_EACH_MONSTER(head)
+ {
+ monster_remove(head);
+ ++removed_count;
+ }
+
+ FOR_EACH_PLAYER(head)
+ head.monstercount = 0;
+
+ monsters_total = 0; // reset stats?
+ monsters_killed = 0;
+
+ totalspawned = 0;
+
+ if(removed_count <= 0)
+ print("No monsters to kill\n");
+ else
+ print(sprintf("Killed %d monster%s\n", removed_count, ((removed_count == 1) ? "" : "s")));
+
+ return; // never fall through to usage
+ }
+
+ default:
+ case CMD_REQUEST_USAGE:
+ {
+ print("\nUsage:^3 sv_cmd butcher\n");
+ print(" No arguments required.\n");
+ return;
+ }
+ }
+}
+
void GameCommand_allready(float request)
{
switch(request)
// Do not hard code aliases for these, instead create them in commands.cfg... also: keep in alphabetical order, please ;)
#define SERVER_COMMANDS(request,arguments,command) \
SERVER_COMMAND("adminmsg", GameCommand_adminmsg(request, arguments), "Send an admin message to a client directly") \
+ SERVER_COMMAND("butcher", GameCommand_butcher(request), "Instantly removes all monsters on the map") \
SERVER_COMMAND("allready", GameCommand_allready(request), "Restart the server and reset the players") \
SERVER_COMMAND("allspec", GameCommand_allspec(request, arguments), "Force all players to spectate") \
SERVER_COMMAND("anticheat", GameCommand_anticheat(request, arguments), "Create an anticheat report for a client") \
float nJoinAllowed(entity ignore);
.float spawnshieldtime;
+.float item_spawnshieldtime;
.entity flagcarried;
.float player_blocked;
-.float freezetag_frozen;
+.float frozen; // for freeze attacks
+.float revive_progress;
+.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
+.entity iceblock;
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
if(targ.killcount) { targ.killcount = 0; }
}
+void Ice_Think()
+{
+ setorigin(self, self.owner.origin - '0 0 16');
+ self.nextthink = time;
+}
+
+void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
+{
+ if(!IS_PLAYER(targ) && !(targ.flags & FL_MONSTER)) // only specified entities can be freezed
+ return;
+
+ if(targ.frozen)
+ return;
+
+ targ.frozen = frozen_type;
+ targ.revive_progress = 0;
+ targ.health = 1;
+ targ.revive_speed = freeze_time;
+
+ entity ice, head;
+ ice = spawn();
+ ice.owner = targ;
+ ice.classname = "ice";
+ ice.scale = targ.scale;
+ ice.think = Ice_Think;
+ ice.nextthink = time;
+ ice.frame = floor(random() * 21); // ice model has 20 different looking frames
+ setmodel(ice, "models/ice/ice.md3");
+ ice.alpha = 1;
+ ice.colormod = Team_ColorRGB(targ.team);
+ ice.glowmod = ice.colormod;
+ targ.iceblock = ice;
+
+ entity oldself;
+ oldself = self;
+ self = ice;
+ Ice_Think();
+ self = oldself;
+
+ RemoveGrapplingHook(targ);
+
+ FOR_EACH_PLAYER(head)
+ if(head.hook.aiment == targ)
+ RemoveGrapplingHook(head);
+
+ // add waypoint
+ if(show_waypoint)
+ WaypointSprite_Spawn("frozen", 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
+}
+
+void Unfreeze (entity targ)
+{
+ if(targ.frozen) // only reset health if target was frozen
+ targ.health = ((IS_PLAYER(targ)) ? autocvar_g_balance_health_start : targ.max_health);
+
+ entity head;
+ targ.frozen = 0;
+ targ.revive_progress = 0;
+
+ WaypointSprite_Kill(targ.waypointsprite_attached);
+
+ FOR_EACH_PLAYER(head)
+ if(head.hook.aiment == targ)
+ RemoveGrapplingHook(head);
+
+ // remove the ice block
+ if(targ.iceblock)
+ remove(targ.iceblock);
+ targ.iceblock = world;
+}
+
// these are updated by each Damage call for use in button triggering and such
entity damage_targ;
entity damage_inflictor;
mirrorforce *= g_weaponforcefactor;
}
+ if(targ.frozen && deathtype != DEATH_HURTTRIGGER)
+ {
+ damage = 0;
+ force *= 0.2;
+ }
+
// should this be changed at all? If so, in what way?
frag_attacker = attacker;
frag_target = targ;
frag_damage = damage;
frag_force = force;
- frag_deathtype = deathtype;
+ frag_deathtype = deathtype;
frag_mirrordamage = mirrordamage;
MUTATOR_CALLHOOK(PlayerDamage_Calculate);
damage = frag_damage;
else
victim = targ;
- if(IS_PLAYER(victim) || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
+ if(IS_PLAYER(victim) || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET || victim.flags & FL_MONSTER)
{
if(DIFF_TEAM(victim, attacker))
{
e.fire_endtime = 0;
// ice stops fire
- if(e.freezetag_frozen)
+ if(e.frozen)
e.fire_endtime = 0;
t = min(frametime, e.fire_endtime - time);
// needs to be done so early because of the constants they create
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
// needs to be done so early because of the constants they create
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
addstat(STAT_NEX_CHARGEPOOL, AS_FLOAT, nex_chargepool_ammo);
addstat(STAT_HAGAR_LOAD, AS_INT, hagar_load);
+
+ // freeze attacks
+ addstat(STAT_FROZEN, AS_INT, frozen);
+ addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, revive_progress);
// g_movementspeed hack
addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
// secrets
addstat(STAT_SECRETS_TOTAL, AS_FLOAT, stat_secrets_total);
addstat(STAT_SECRETS_FOUND, AS_FLOAT, stat_secrets_found);
+
+ // monsters
+ addstat(STAT_MONSTERS_TOTAL, AS_FLOAT, stat_monsters_total);
+ addstat(STAT_MONSTERS_KILLED, AS_FLOAT, stat_monsters_killed);
// misc
addstat(STAT_RESPAWN_TIME, AS_FLOAT, stat_respawn_time);
// set up information replies for clients and server to use
maplist_reply = strzone(getmaplist());
lsmaps_reply = strzone(getlsmaps());
+ monsterlist_reply = strzone(getmonsterlist());
for(i = 0; i < 10; ++i)
{
s = getrecords(i);
#define FOR_EACH_SPEC(v) FOR_EACH_CLIENT(v) if (!IS_PLAYER(v)) // Samual: shouldn't this be IS_SPEC(v)? and rather create a separate macro to include observers too
#define FOR_EACH_REALPLAYER(v) FOR_EACH_REALCLIENT(v) if(IS_PLAYER(v))
+#define FOR_EACH_MONSTER(v) for(v = world; (v = findflags(v, flags, FL_MONSTER)) != world; )
+
#define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
// copies a string to a tempstring (so one can strunzone it)
*/
#define movelib_move_simple(newdir,velo,blendrate) \
self.velocity = self.velocity * (1 - blendrate) + (newdir * blendrate) * velo
+
+#define movelib_move_simple_gravity(newdir,velo,blendrate) \
+ if(self.flags & FL_ONGROUND) movelib_move_simple(newdir,velo,blendrate)
void movelib_beak_simple(float force)
{
// INPUT:
entity self;
entity other;
+
+MUTATOR_HOOKABLE(MonsterSpawn);
+ // called when a monster spawns
+
+MUTATOR_HOOKABLE(MonsterDies);
+ // called when a monster dies
+ // INPUT:
+ entity frag_attacker;
+
+MUTATOR_HOOKABLE(MonsterRespawn);
+ // called when a monster wants to respawn
+ // INPUT:
+ entity other;
+
+MUTATOR_HOOKABLE(MonsterDropItem);
+ // called when a monster is dropping loot
+ // INPUT, OUTPUT:
+ .void() monster_loot;
+ entity other;
+
+MUTATOR_HOOKABLE(MonsterMove);
+ // called when a monster moves
+ // returning TRUE makes the monster stop
+ // INPUT:
+ float monster_speed_run;
+ float monster_speed_walk;
+ entity monster_target;
+
+MUTATOR_HOOKABLE(MonsterFindTarget);
+ // called when a monster looks for another target
+
+MUTATOR_HOOKABLE(MonsterCheckBossFlag);
+ // called to change a random monster to a miniboss
MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
// called when a player gets damaged to e.g. remove stuff he was carrying.
void ctf_Handle_Return(entity flag, entity player)
{
// messages and sounds
- Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_ENT_2(flag, CENTER_CTF_RETURN_));
- Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_RETURN_), player.netname);
+ if(IS_PLAYER(player))
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_ENT_2(flag, CENTER_CTF_RETURN_));
+
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_RETURN_), (player.flags & FL_MONSTER) ? player.monster_name : player.netname);
sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTEN_NONE);
ctf_EventLog("return", flag.team, player);
// scoring
- PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_return); // reward for return
- PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
+ if(IS_PLAYER(player))
+ {
+ PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_return); // reward for return
+ PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
+ }
TeamScore_AddToTeam(flag.team, ST_SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the team who was last carrying it
}
// special touch behaviors
- if(toucher.vehicle_flags & VHF_ISVEHICLE)
+ if(toucher.frozen) { return; }
+ else if(toucher.vehicle_flags & VHF_ISVEHICLE)
{
if(autocvar_g_ctf_allow_vehicle_touch)
toucher = toucher.owner; // the player is actually the vehicle owner, not other
else
return; // do nothing
}
+ else if(toucher.flags & FL_MONSTER)
+ {
+ if(!autocvar_g_ctf_allow_monster_touch)
+ return; // do nothing
+ }
else if (!IS_PLAYER(toucher)) // The flag just touched an object, most likely the world
{
if(time > self.wait) // if we haven't in a while, play a sound/effect
{
case FLAG_BASE:
{
- if(SAME_TEAM(toucher, self) && (toucher.flagcarried) && DIFF_TEAM(toucher.flagcarried, self))
+ if(SAME_TEAM(toucher, self) && (toucher.flagcarried) && DIFF_TEAM(toucher.flagcarried, self) && !(toucher.flags & FL_MONSTER))
ctf_Handle_Capture(self, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to his base
- else if(DIFF_TEAM(toucher, self) && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time))
+ else if(DIFF_TEAM(toucher, self) && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time) && !(toucher.flags & FL_MONSTER))
ctf_Handle_Pickup(self, toucher, PICKUP_BASE); // toucher just stole the enemies flag
break;
}
{
if(SAME_TEAM(toucher, self))
ctf_Handle_Return(self, toucher); // toucher just returned his own flag
- else if((!toucher.flagcarried) && ((toucher != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
+ else if(!(toucher.flags & FL_MONSTER) && (!toucher.flagcarried) && ((toucher != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
ctf_Handle_Pickup(self, toucher, PICKUP_DROPPED); // toucher just picked up a dropped enemy flag
break;
}
.float freezetag_frozen_time;
.float freezetag_frozen_timeout;
.float freezetag_revive_progress;
-.entity freezetag_ice;
#define ICE_MAX_ALPHA 1
#define ICE_MIN_ALPHA 0.1
float freezetag_teams;
if(e.team == NUM_TEAM_1 && e.health >= 1)
{
++total_players;
- if (!e.freezetag_frozen) ++redalive;
+ if (e.frozen != 1) ++redalive;
}
else if(e.team == NUM_TEAM_2 && e.health >= 1)
{
++total_players;
- if (!e.freezetag_frozen) ++bluealive;
+ if (e.frozen != 1) ++bluealive;
}
else if(e.team == NUM_TEAM_3 && e.health >= 1)
{
++total_players;
- if (!e.freezetag_frozen) ++yellowalive;
+ if (e.frozen != 1) ++yellowalive;
}
else if(e.team == NUM_TEAM_4 && e.health >= 1)
{
++total_players;
- if (!e.freezetag_frozen) ++pinkalive;
+ if (e.frozen != 1) ++pinkalive;
}
}
FOR_EACH_REALCLIENT(e) {
return 1;
}
-// this is needed to allow the player to turn his view around (fixangle can't
-// be used to freeze his view, as that also changes the angles), while not
-// turning that ice object with the player
-void freezetag_Ice_Think()
-{
- setorigin(self, self.owner.origin - '0 0 16');
- self.nextthink = time;
-}
-
void freezetag_Add_Score(entity attacker)
{
if(attacker == self)
void freezetag_Freeze(entity attacker)
{
- if(self.freezetag_frozen)
+ if(self.frozen)
return;
- self.freezetag_frozen = 1;
- self.freezetag_frozen_time = time;
- self.freezetag_revive_progress = 0;
- self.health = 1;
- if(autocvar_g_freezetag_frozen_maxtime > 0)
- self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
-
+
+ Freeze(self, 0, 1, TRUE);
+
freezetag_count_alive_players();
- entity ice;
- ice = spawn();
- ice.owner = self;
- ice.classname = "freezetag_ice";
- ice.think = freezetag_Ice_Think;
- ice.nextthink = time;
- ice.frame = floor(random() * 21); // ice model has 20 different looking frames
- ice.alpha = ICE_MAX_ALPHA;
- ice.colormod = Team_ColorRGB(self.team);
- ice.glowmod = ice.colormod;
- setmodel(ice, "models/ice/ice.md3");
-
- self.freezetag_ice = ice;
-
- RemoveGrapplingHook(self);
-
- // add waypoint
- WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
-
freezetag_Add_Score(attacker);
}
void freezetag_Unfreeze(entity attacker)
{
- self.freezetag_frozen = 0;
self.freezetag_frozen_time = 0;
self.freezetag_frozen_timeout = 0;
- self.freezetag_revive_progress = 0;
-
- remove(self.freezetag_ice);
- self.freezetag_ice = world;
-
- if(self.waypointsprite_attached)
- WaypointSprite_Kill(self.waypointsprite_attached);
+
+ Unfreeze(self);
}
-
// ================
// Bot player logic
// ================
{
if ((head != self) && (head.team == self.team))
{
- if (head.freezetag_frozen)
+ if (head.frozen == 1)
{
distance = vlen(head.origin - org);
if (distance > sradius)
unfrozen = 0;
FOR_EACH_PLAYER(head)
{
- if ((head.team == self.team) && (!head.freezetag_frozen))
+ if ((head.team == self.team) && (head.frozen != 1))
unfrozen++;
}
// If only one left on team or if role has timed out then start trying to free players.
- if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
+ if (((unfrozen == 0) && (!self.frozen)) || (time > self.havocbot_role_timeout))
{
dprint("changing role to freeing\n");
self.havocbot_role = havocbot_role_ft_freeing;
if(round_handler_IsActive())
if(round_handler_CountdownRunning())
{
- if(self.freezetag_frozen)
+ if(self.frozen)
freezetag_Unfreeze(world);
freezetag_count_alive_players();
return 1; // let the player die so that he can respawn whenever he wants
|| frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
{
// let the player die, he will be automatically frozen when he respawns
- if(!self.freezetag_frozen)
+ if(self.frozen != 1)
{
freezetag_Add_Score(frag_attacker);
freezetag_count_alive_players();
return 1;
}
- if(self.freezetag_frozen)
+ if(self.frozen)
return 1;
freezetag_Freeze(frag_attacker);
Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
}
- frag_target.health = 1; // "respawn" the player :P
-
return 1;
}
{
FOR_EACH_PLAYER(self)
{
- if (self.freezetag_frozen)
+ if (self.frozen)
freezetag_Unfreeze(world);
self.freezetag_frozen_timeout = -1;
PutClientInServer();
if(gameover)
return 1;
- if(self.freezetag_frozen)
+ if(self.frozen == 1)
{
// keep health = 1
self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
entity o;
o = world;
if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
- self.freezetag_ice.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (self.freezetag_frozen_timeout - time) / (self.freezetag_frozen_timeout - self.freezetag_frozen_time);
+ self.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (self.freezetag_frozen_timeout - time) / (self.freezetag_frozen_timeout - self.freezetag_frozen_time);
if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
n = -1;
n = 0;
FOR_EACH_PLAYER(other) if(self != other)
{
- if(other.freezetag_frozen == 0)
+ if(other.frozen == 0)
{
- if(other.team == self.team)
+ if(SAME_TEAM(other, self))
{
if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
{
if(!o)
o = other;
- if(self.freezetag_frozen)
+ if(self.frozen == 1)
other.reviving = TRUE;
++n;
}
}
}
- if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
+ if(n && self.frozen == 1) // OK, there is at least one teammate reviving us
{
- self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
- self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
+ self.revive_progress = bound(0, self.revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
+ self.health = max(1, self.revive_progress * autocvar_g_balance_health_start);
- if(self.freezetag_revive_progress >= 1)
+ if(self.revive_progress >= 1)
{
freezetag_Unfreeze(self);
freezetag_count_alive_players();
{
if(other.reviving)
{
- other.freezetag_revive_progress = self.freezetag_revive_progress;
+ other.revive_progress = self.revive_progress;
other.reviving = FALSE;
}
}
}
- else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
+ else if(!n && self.frozen == 1) // only if no teammate is nearby will we reset
{
- self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
- self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
+ self.revive_progress = bound(0, self.revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
+ self.health = max(1, self.revive_progress * autocvar_g_balance_health_start);
}
- else if(!n)
+ else if(!n && !self.frozen)
{
- self.freezetag_revive_progress = 0; // thawing nobody
+ self.revive_progress = 0; // thawing nobody
}
return 1;
}
-MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
-{
- if(self.freezetag_frozen)
- {
- if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
- {
- self.movement_x = bound(-5, self.movement_x, 5);
- self.movement_y = bound(-5, self.movement_y, 5);
- self.movement_z = bound(-5, self.movement_z, 5);
- }
- else
- self.movement = '0 0 0';
-
- self.disableclientprediction = 1;
- }
- return 1;
-}
-
MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
{
- if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
+ if(frag_target.frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
{
if(autocvar_g_freezetag_revive_falldamage > 0)
if(frag_deathtype == DEATH_FALL)
return 1;
}
-MUTATOR_HOOKFUNCTION(freezetag_PlayerJump)
-{
- if(self.freezetag_frozen)
- return TRUE; // no jumping in freezetag when frozen
-
- return FALSE;
-}
-
-MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
-{
- if (self.freezetag_frozen)
- return 1;
- return 0;
-}
-
-MUTATOR_HOOKFUNCTION(freezetag_ItemTouch)
-{
- if (other.freezetag_frozen)
- return MUT_ITEMTOUCH_RETURN;
- return MUT_ITEMTOUCH_CONTINUE;
-}
-
MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
{
if (!self.deadflag)
return TRUE;
}
-MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
-{
- self.freezetag_frozen = other.freezetag_frozen;
- self.freezetag_revive_progress = other.freezetag_revive_progress;
- return 0;
-}
-
MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
{
freezetag_teams = autocvar_g_freezetag_teams_override;
return 0;
}
-MUTATOR_HOOKFUNCTION(freezetag_VehicleTouch)
-{
- if(other.freezetag_frozen)
- return TRUE;
-
- return FALSE;
-}
-
void freezetag_Initialize()
{
precache_model("models/ice/ice.md3");
addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
-
- addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
- addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
}
MUTATOR_DEFINITION(gamemode_freezetag)
MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
- MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerJump, freezetag_PlayerJump, CBC_ORDER_ANY);
- MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
- MUTATOR_HOOK(ItemTouch, freezetag_ItemTouch, CBC_ORDER_ANY);
MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
- MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
- MUTATOR_HOOK(VehicleTouch, freezetag_VehicleTouch, CBC_ORDER_ANY);
MUTATOR_ONADD
{
--- /dev/null
+void invasion_spawnpoint()
+{
+ if(!g_invasion) { remove(self); return; }
+
+ self.classname = "invasion_spawnpoint";
+}
+
+float invasion_PickMonster(float supermonster_count)
+{
+ if(autocvar_g_invasion_zombies_only)
+ return MON_ZOMBIE;
+
+ float i;
+ entity mon;
+
+ RandomSelection_Init();
+
+ for(i = MON_FIRST; i <= MON_LAST; ++i)
+ {
+ mon = get_monsterinfo(i);
+ if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM) || (mon.spawnflags & MON_FLAG_SUPERMONSTER && supermonster_count >= 1))
+ continue; // flying/swimming monsters not yet supported
+
+ RandomSelection_Add(world, i, "", 1, 1);
+ }
+
+ return RandomSelection_chosen_float;
+}
+
+entity invasion_PickSpawn()
+{
+ entity e;
+
+ RandomSelection_Init();
+
+ for(e = world;(e = find(e, classname, "invasion_spawnpoint")); )
+ RandomSelection_Add(e, 0, string_null, 1, 1);
+
+ return RandomSelection_chosen_ent;
+}
+
+void invasion_SpawnChosenMonster(float mon)
+{
+ entity spawn_point, monster;
+
+ spawn_point = invasion_PickSpawn();
+
+ if(spawn_point == world)
+ {
+ dprint("Warning: couldn't find any invasion_spawnpoint spawnpoints, no monsters will spawn!\n");
+ return;
+ }
+
+ monster = spawnmonster("", mon, spawn_point, spawn_point, spawn_point.origin, FALSE, 2);
+
+ if(roundcnt >= maxrounds)
+ monster.spawnflags |= MONSTERFLAG_MINIBOSS;
+}
+
+void invasion_SpawnMonsters(float supermonster_count)
+{
+ float chosen_monster = invasion_PickMonster(supermonster_count);
+
+ invasion_SpawnChosenMonster(chosen_monster);
+}
+
+float Invasion_CheckWinner()
+{
+ entity head;
+ if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
+ {
+ FOR_EACH_MONSTER(head)
+ monster_remove(head);
+
+ if(roundcnt >= maxrounds)
+ {
+ NextLevel();
+ return 1;
+ }
+
+ Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
+ round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
+ return 1;
+ }
+
+ // boss round
+ if(roundcnt >= maxrounds)
+ {
+ if(numspawned < 1)
+ {
+ maxspawned = 1;
+ invasion_SpawnMonsters(0);
+ }
+ }
+ else
+ {
+ float total_alive_monsters = 0, supermonster_count = 0;
+
+ FOR_EACH_MONSTER(head) if(head.health > 0)
+ {
+ if((get_monsterinfo(head.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
+ ++supermonster_count;
+ ++total_alive_monsters;
+ }
+
+ if((total_alive_monsters + numkilled) < maxspawned && maxcurrent < 10) // 10 at a time should be plenty
+ {
+ if(time >= last_check)
+ {
+ invasion_SpawnMonsters(supermonster_count);
+ last_check = time + 2;
+ }
+
+ return 0;
+ }
+ }
+
+ if(numspawned < 1 || numkilled < maxspawned)
+ return 0; // nothing has spawned yet, or there are still alive monsters
+
+ if(roundcnt >= maxrounds)
+ {
+ NextLevel();
+ return 1;
+ }
+
+ entity winner = world;
+ float winning_score = 0;
+
+ FOR_EACH_PLAYER(head)
+ {
+ float cs = PlayerScore_Add(head, SP_KILLS, 0);
+ if(cs > winning_score)
+ {
+ winning_score = cs;
+ winner = head;
+ }
+ }
+
+ FOR_EACH_MONSTER(head)
+ monster_remove(head);
+
+ if(winner)
+ {
+ Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
+ }
+
+ round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
+
+ return 1;
+}
+
+float Invasion_CheckPlayers()
+{
+ return TRUE;
+}
+
+void Invasion_RoundStart()
+{
+ entity e;
+ float numplayers = 0;
+ FOR_EACH_PLAYER(e)
+ {
+ e.player_blocked = 0;
+ ++numplayers;
+ }
+
+ roundcnt += 1;
+
+ invasion_monsterskill = roundcnt + (numplayers * 0.3);
+
+ maxcurrent = 0;
+ numspawned = 0;
+ numkilled = 0;
+
+ if(roundcnt > 1)
+ maxspawned = rint(autocvar_g_invasion_monster_count * (roundcnt * 0.5));
+ else
+ maxspawned = autocvar_g_invasion_monster_count;
+}
+
+MUTATOR_HOOKFUNCTION(invasion_MonsterDies)
+{
+ if(!self.monster_respawned)
+ {
+ numkilled += 1;
+ maxcurrent -= 1;
+
+ if(IS_PLAYER(frag_attacker))
+ PlayerScore_Add(frag_attacker, SP_KILLS, +1);
+ }
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn)
+{
+ if(!(self.spawnflags & MONSTERFLAG_SPAWNED))
+ {
+ monster_remove(self);
+ return FALSE;
+ }
+
+ if(roundcnt < maxrounds && self.spawnflags & MONSTERFLAG_MINIBOSS)
+ self.spawnflags &= ~MONSTERFLAG_MINIBOSS;
+
+ if(!self.monster_respawned)
+ {
+ numspawned += 1;
+ maxcurrent += 1;
+ }
+
+ self.monster_skill = invasion_monsterskill;
+
+ if((get_monsterinfo(self.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
+ Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, M_NAME(self.monsterid));
+
+ self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(invasion_PlayerThink)
+{
+ monsters_total = maxspawned; // TODO: make sure numspawned never exceeds maxspawned
+ monsters_killed = numkilled;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(invasion_PlayerSpawn)
+{
+ self.bot_attack = FALSE;
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(invasion_PlayerDamage)
+{
+ if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
+ {
+ frag_damage = 0;
+ frag_force = '0 0 0';
+ }
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(invasion_PlayerCommand)
+{
+ if(MUTATOR_RETURNVALUE) // command was already handled?
+ return FALSE;
+
+ if(cmd_name == "debuginvasion")
+ {
+ sprint(self, strcat("maxspawned = ", ftos(maxspawned), "\n"));
+ sprint(self, strcat("numspawned = ", ftos(numspawned), "\n"));
+ sprint(self, strcat("numkilled = ", ftos(numkilled), "\n"));
+ sprint(self, strcat("roundcnt = ", ftos(roundcnt), "\n"));
+ sprint(self, strcat("monsters_total = ", ftos(monsters_total), "\n"));
+ sprint(self, strcat("monsters_killed = ", ftos(monsters_killed), "\n"));
+ sprint(self, strcat("invasion_monsterskill = ", ftos(invasion_monsterskill), "\n"));
+
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(invasion_SetStartItems)
+{
+ start_health = 200;
+ start_armorvalue = 200;
+
+ return FALSE;
+}
+
+void invasion_ScoreRules()
+{
+ ScoreRules_basics(0, 0, 0, FALSE);
+ ScoreInfo_SetLabel_PlayerScore(SP_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
+ ScoreRules_basics_end();
+}
+
+void invasion_Initialize()
+{
+ independent_players = 1; // to disable extra useless scores
+
+ invasion_ScoreRules();
+
+ independent_players = 0;
+
+ round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
+ round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
+
+ allowed_to_spawn = TRUE;
+
+ roundcnt = 0;
+}
+
+MUTATOR_DEFINITION(gamemode_invasion)
+{
+ MUTATOR_HOOK(MonsterDies, invasion_MonsterDies, CBC_ORDER_ANY);
+ MUTATOR_HOOK(MonsterSpawn, invasion_MonsterSpawn, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerPreThink, invasion_PlayerThink, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerSpawn, invasion_PlayerSpawn, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerDamage_Calculate, invasion_PlayerDamage, CBC_ORDER_ANY);
+ MUTATOR_HOOK(SV_ParseClientCommand, invasion_PlayerCommand, CBC_ORDER_ANY);
+ MUTATOR_HOOK(SetStartItems, invasion_SetStartItems, CBC_ORDER_ANY);
+
+ MUTATOR_ONADD
+ {
+ if(time > 1) // game loads at time 1
+ error("This is a game type and it cannot be added at runtime.");
+ invasion_Initialize();
+
+ cvar_settemp("g_monsters", "1");
+ }
+
+ MUTATOR_ONROLLBACK_OR_REMOVE
+ {
+ // we actually cannot roll back invasion_Initialize here
+ // BUT: we don't need to! If this gets called, adding always
+ // succeeds.
+ }
+
+ MUTATOR_ONREMOVE
+ {
+ print("This is a game type and it cannot be removed at runtime.");
+ return -1;
+ }
+
+ return 0;
+}
--- /dev/null
+float numspawned;
+float maxspawned;
+float roundcnt;
+float maxrounds;
+float numkilled;
+float last_check;
+float maxcurrent;
+
+float invasion_monsterskill;
return 0;
}
+MUTATOR_HOOKFUNCTION(ons_MonsterThink)
+{
+ entity e = find(world, targetname, self.target);
+ if (e != world)
+ self.team = e.team;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(ons_MonsterSpawn)
+{
+ entity e, ee = world;
+
+ if(self.targetname)
+ {
+ e = find(world,target,self.targetname);
+ if(e != world)
+ {
+ self.team = e.team;
+ ee = e;
+ }
+ }
+
+ if(ee)
+ {
+ activator = ee;
+ self.use();
+ }
+
+ return FALSE;
+}
+
MUTATOR_DEFINITION(gamemode_onslaught)
{
MUTATOR_HOOK(BuildMutatorsPrettyString, ons_BuildMutatorsPrettyString, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsString, ons_BuildMutatorsString, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerSpawn, ons_PlayerSpawn, CBC_ORDER_ANY);
+ MUTATOR_HOOK(MonsterMove, ons_MonsterThink, CBC_ORDER_ANY);
+ MUTATOR_HOOK(MonsterSpawn, ons_MonsterSpawn, CBC_ORDER_ANY);
//MUTATOR_HOOK(Spawn_Score, ons_Spawn_Score, CBC_ORDER_ANY);
MUTATOR_ONADD
float clean_up_and_do_nothing;
float horiz_speed = autocvar_sv_dodging_horiz_speed;
- if(self.freezetag_frozen)
+ if(self.frozen)
horiz_speed = autocvar_sv_dodging_horiz_speed_frozen;
if (self.deadflag != DEAD_NO)
tap_direction_y = 0;
float frozen_dodging;
- frozen_dodging = (self.freezetag_frozen && autocvar_sv_dodging_frozen);
+ frozen_dodging = (self.frozen && autocvar_sv_dodging_frozen);
float dodge_detected;
if (g_dodging == 0)
return FALSE;
}
+MUTATOR_HOOKFUNCTION(minstagib_MonsterLoot)
+{
+ other.monster_loot = spawnfunc_item_minst_cells;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_MonsterSpawn)
+{
+ // always refill ammo
+ if(self.monsterid == MON_MAGE)
+ self.skin = 1;
+
+ return FALSE;
+}
+
MUTATOR_HOOKFUNCTION(minstagib_BotShouldAttack)
{
if(checkentity.items & IT_STRENGTH)
MUTATOR_DEFINITION(mutator_minstagib)
{
MUTATOR_HOOK(MatchEnd, minstagib_MatchEnd, CBC_ORDER_ANY);
+ MUTATOR_HOOK(MonsterDropItem, minstagib_MonsterLoot, CBC_ORDER_ANY);
+ MUTATOR_HOOK(MonsterSpawn, minstagib_MonsterSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(BotShouldAttack, minstagib_BotShouldAttack, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPhysics, minstagib_PlayerPhysics, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerSpawn, minstagib_PlayerSpawn, CBC_ORDER_ANY);
MUTATOR_DECLARATION(gamemode_onslaught);
MUTATOR_DECLARATION(gamemode_domination);
MUTATOR_DECLARATION(gamemode_lms);
+MUTATOR_DECLARATION(gamemode_invasion);
MUTATOR_DECLARATION(mutator_dodging);
MUTATOR_DECLARATION(mutator_invincibleprojectiles);
../common/net_notice.qh
../common/animdecide.qh
+../common/monsters/monsters.qh
+../common/monsters/sv_monsters.qh
+../common/monsters/spawn.qh
+
+
autocvars.qh
constants.qh
defs.qh // Should rename this, it has fields and globals
mutators/gamemode_keepaway.qh
mutators/gamemode_nexball.qh
mutators/gamemode_lms.qh
+mutators/gamemode_invasion.qh
mutators/mutator_dodging.qh
mutators/mutator_nades.qh
../common/explosion_equation.qc
+../common/monsters/sv_monsters.qc
+../common/monsters/monsters.qc
+
+../common/monsters/spawn.qc
+
mutators/base.qc
mutators/gamemode_assault.qc
mutators/gamemode_arena.qc
mutators/gamemode_nexball.qc
mutators/gamemode_onslaught.qc
mutators/gamemode_lms.qc
+mutators/gamemode_invasion.qc
mutators/mutator_invincibleproj.qc
mutators/mutator_new_toys.qc
mutators/mutator_nix.qc
float vehic = (self.vehicle_flags & VHF_ISVEHICLE);
float projectile = (self.flags & FL_PROJECTILE);
+ float monster = (self.flags & FL_MONSTER);
if (self.watertype <= CONTENT_WATER && self.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug)
{
self.dmgtime = 0;
}
- if(!vehic && !projectile) // vehicles and projectiles don't drown
+ if(!vehic && !projectile && !monster) // vehicles, monsters and projectiles don't drown
{
if (self.waterlevel != WATERLEVEL_SUBMERGED)
{
if (!IS_PLAYER(other))
return;
+ if (other.frozen)
+ return;
if (other.deadflag)
return;
if (self.solid != SOLID_TRIGGER)
return;
if (self.owner == other)
return;
+ if (time < self.item_spawnshieldtime)
+ return;
switch(MUTATOR_CALLHOOK(ItemTouch))
{
self = e;
activator = act;
- self.target_spawn_spawnfunc();
+ if(self.target_spawn_spawnfunc)
+ self.target_spawn_spawnfunc();
self = oldself;
activator = oldactivator;
{
MUTATOR_ADD(gamemode_keepaway);
}
+
+ if(g_invasion)
+ {
+ timelimit_override = 0; // no timelimit in invasion, round based
+ fraglimit_override = autocvar_g_invasion_round_limit;
+ MUTATOR_ADD(gamemode_invasion);
+ }
if(teamplay)
entcs_init();
else
g_race_qualifying = 0;
}
+
+ if(g_invasion)
+ {
+ maxrounds = cvar("fraglimit");
+ cvar_set("fraglimit", "0");
+ }
if(g_race || g_cts)
{
if (!self.health)
self.health = 1000;
self.tur_health = max(1, self.health);
+ self.bot_attack = TRUE;
+ self.monster_attack = TRUE;
if (!self.turrcaps_flags)
self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
self.turret_score_target = turret_stdproc_targetscore_generic;
self.use = turret_stdproc_use;
- self.bot_attack = TRUE;
++turret_count;
self.nextthink = time + 1;
return 0;
if (self.ammo < self.shot_dmg)
- return 0;
-
- if (self.enemy.ammo >= self.enemy.ammo_max)
- return 0;
+ return 0;
if (vlen(self.enemy.origin - self.origin) > self.target_range)
- return 0;
+ return 0;
+
+ if (self.enemy.ammo >= self.enemy.ammo_max)
+ return 0;
- if(self.team != self.enemy.team)
+ if(DIFF_TEAM(self, self.enemy))
return 0;
if (!(self.enemy.ammo_flags & TFL_AMMO_ENERGY))
if(other.deadflag != DEAD_NO)
return;
+
+ if(other.frozen)
+ return;
if(other.vehicle != world)
return;
if(self.phase > time)
return;
+
+ if(other.frozen)
+ return;
if(teamplay)
if(self.team)
self.team = self.owner.team;
self.flags -= FL_NOTARGET;
+ self.monster_attack = TRUE;
if (IS_REAL_CLIENT(other))
{
sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM);
_vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
_vehicle.phase = time + 1;
+ _vehicle.monster_attack = FALSE;
_vehicle.vehicle_exit(eject);
return;
}
- if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
+ if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.frozen)
{
if(self == owner_player.lgbeam)
owner_player.lgbeam = world;
void shotgun_meleethink (void)
{
// declarations
- float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
+ float i, f, swing, swing_factor, swing_damage, meleetime, is_player, is_monster;
entity target_victim;
vector targpos;
//te_customflash(targpos, 40, 2, '1 1 1');
is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
+ is_monster = (trace_ent.flags & FL_MONSTER);
if((trace_fraction < 1) // if trace is good, apply the damage and remove self
&& (trace_ent.takedamage == DAMAGE_AIM)
&& (trace_ent != self.swing_alreadyhit)
- && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
+ && ((is_player || is_monster) || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
{
target_victim = trace_ent; // so it persists through other calls
- if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
+ if(is_player || is_monster) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
else
swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
--- /dev/null
+textures/spider/spidertex
+{
+ cull none
+
+ {
+ map textures/spidertex
+ }
+}
+mage
+{
+ cull none
+
+ {
+ map textures/mage
+ }
+}
\ No newline at end of file
tuba
turrets
weapons
+monsters
ok_nade_counter