Xonotic
sv_monsters.qc
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1 #include "sv_monsters.qh"
2 
3 #include <common/constants.qh>
5 #include <common/items/_mod.qh>
8 #include <common/monsters/all.qh>
12 #include <common/stats.qh>
13 #include <common/teams.qh>
15 #include <common/turrets/util.qh>
16 #include <common/util.qh>
17 #include <common/vehicles/all.qh>
18 #include <common/weapons/_all.qh>
19 #include <common/weapons/_mod.qh>
21 #include <lib/warpzone/common.qh>
22 #include <server/campaign.qh>
23 #include <server/cheats.qh>
24 #include <server/client.qh>
25 #include <server/command/_mod.qh>
26 #include <server/damage.qh>
27 #include <server/items/items.qh>
28 #include <server/mutators/_mod.qh>
29 #include <server/round_handler.qh>
30 #include <server/steerlib.qh>
31 #include <server/weapons/_mod.qh>
32 
34 {
35  STAT(MONSTERS_TOTAL, this) = monsters_total;
36  STAT(MONSTERS_KILLED, this) = monsters_killed;
37 }
38 
39 void monster_dropitem(entity this, entity attacker)
40 {
41  if(!this.candrop || !this.monster_loot)
42  return;
43 
44  vector org = CENTER_OR_VIEWOFS(this);
45  entity e = spawn();
46  Item_SetLoot(e, true);
47  e.spawnfunc_checked = true;
48 
49  e.monster_loot = this.monster_loot;
50 
51  MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
52  e = M_ARGV(1, entity);
53 
54  if(e && e.monster_loot)
55  {
56  e.noalign = true;
57  StartItem(e, e.monster_loot);
58  e.gravity = 1;
59  setorigin(e, org);
60  e.velocity = randomvec() * 175 + '0 0 325';
61  e.item_spawnshieldtime = time + 0.7;
63  }
64 }
65 
67 {
68  if(IS_MONSTER(this))
69  {
70  vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
71  this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
72  this.v_angle_x = -this.v_angle_x;
73  }
74 
75  makevectors(this.v_angle);
76 }
77 
78 // ===============
79 // Target handling
80 // ===============
81 
83 {
84  // ensure we're not checking nonexistent monster/target
85  if(!this || !targ) { return false; }
86 
87  if((targ == this)
88  || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
89  || (IS_VEHICLE(targ) && !(this.monsterdef.spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
90  || (time < game_starttime) // monsters do nothing before match has started
91  || (targ.takedamage == DAMAGE_NO)
92  || (game_stopped)
93  || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
94  || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0))
95  || (this.monster_follow == targ || targ.monster_follow == this)
96  || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
98  || (SAME_TEAM(targ, this))
99  || (STAT(FROZEN, targ))
100  || (targ.alpha != 0 && targ.alpha < 0.5)
101  || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
102  )
103  {
104  // if any of the above checks fail, target is not valid
105  return false;
106  }
107 
108  vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
109  traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
110 
111  if(trace_fraction < 1 && trace_ent != targ)
112  return false; // solid
113 
115  if(this.enemy != targ)
116  {
117  makevectors (this.angles);
118  float dot = normalize (targ.origin - this.origin) * v_forward;
119 
120  if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
121  }
122 
123  return true; // this target is valid!
124 }
125 
127 {
128  if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
129 
130  entity closest_target = NULL;
131  vector my_center = CENTER_OR_VIEWOFS(this);
132 
133  // find the closest acceptable target to pass to
134  IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
135  {
136  if(Monster_ValidTarget(this, it))
137  {
138  // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in damage.qc)
139  vector targ_center = CENTER_OR_VIEWOFS(it);
140 
141  if(closest_target)
142  {
143  vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
144  if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
145  { closest_target = it; }
146  }
147  else { closest_target = it; }
148  }
149  });
150 
151  return closest_target;
152 }
153 
155 {
156  if(IS_PLAYER(this.realowner))
157  this.colormap = this.realowner.colormap;
158  else if(teamplay && this.team)
159  this.colormap = 1024 + (this.team - 1) * 17;
160  else
161  {
163  this.colormap = 1029;
164  else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
165  this.colormap = 1027;
166  else if(this.monster_skill <= MONSTER_SKILL_HARD)
167  this.colormap = 1038;
168  else if(this.monster_skill <= MONSTER_SKILL_INSANE)
169  this.colormap = 1028;
170  else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
171  this.colormap = 1032;
172  else
173  this.colormap = 1024;
174  }
175 }
176 
177 void monster_changeteam(entity this, int newteam)
178 {
179  if(!teamplay) { return; }
180 
181  this.team = newteam;
182  if(!this.monster_attack)
183  IL_PUSH(g_monster_targets, this);
184  this.monster_attack = true; // new team, activate attacking
185  monster_setupcolors(this);
186 
187  if(this.sprite)
188  {
189  WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
190 
191  this.sprite.team = newteam;
192  this.sprite.SendFlags |= 1;
193  }
194 }
195 
196 .void(entity) monster_delayedfunc;
198 {
199  if(Monster_ValidTarget(this.owner, this.owner.enemy))
200  {
201  monster_makevectors(this.owner, this.owner.enemy);
202  this.monster_delayedfunc(this.owner);
203  }
204 
205  if(this.cnt > 1)
206  {
207  this.cnt -= 1;
209  this.nextthink = time + this.count;
210  }
211  else
212  {
213  setthink(this, SUB_Remove);
214  this.nextthink = time;
215  }
216 }
217 
218 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
219 {
220  // deferred attacking, checks if monster is still alive and target is still valid before attacking
222 
224  e.nextthink = time + defer_amnt;
225  e.count = defer_amnt;
226  e.owner = this;
227  e.monster_delayedfunc = func;
228  e.cnt = repeat_count;
229 }
230 
231 
232 // ==============
233 // Monster sounds
234 // ==============
235 
236 string get_monster_model_datafilename(string m, float sk, string fil)
237 {
238  if(m)
239  m = strcat(m, "_");
240  else
241  m = "models/monsters/*_";
242  if(sk >= 0)
243  m = strcat(m, ftos(sk));
244  else
245  m = strcat(m, "*");
246  return strcat(m, ".", fil);
247 }
248 
250 {
251  float fh;
252  string s;
253  fh = fopen(f, FILE_READ);
254  if(fh < 0)
255  return;
256  while((s = fgets(fh)))
257  {
258  if(tokenize_console(s) != 3)
259  {
260  //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
261  continue;
262  }
263  PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
264  }
265  fclose(fh);
266 }
267 
269 {
270  string m = this.monsterdef.m_model.model_str();
271  float globhandle, n, i;
272  string f;
273 
274  globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
275  if (globhandle < 0)
276  return;
277  n = search_getsize(globhandle);
278  for (i = 0; i < n; ++i)
279  {
280  //print(search_getfilename(globhandle, i), "\n");
281  f = search_getfilename(globhandle, i);
283  }
284  search_end(globhandle);
285 }
286 
288 {
289 #define _MSOUND(m) strfree(this.monstersound_##m);
291 #undef _MSOUND
292 }
293 
294 .string Monster_Sound_SampleField(string type)
295 {
297  switch(type)
298  {
299 #define _MSOUND(m) case #m: return monstersound_##m;
301 #undef _MSOUND
302  }
304  return string_null;
305 }
306 
307 bool Monster_Sounds_Load(entity this, string f, int first)
308 {
309  string s;
310  var .string field;
311  float fh = fopen(f, FILE_READ);
312  if(fh < 0)
313  {
314  //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
315  return false;
316  }
317  while((s = fgets(fh)))
318  {
319  if(tokenize_console(s) != 3)
320  continue;
321  field = Monster_Sound_SampleField(argv(0));
323  continue;
324  strcpy(this.(field), strcat(argv(1), " ", argv(2)));
325  }
326  fclose(fh);
327  return true;
328 }
329 
332 {
333  if(this.skin == this.skin_for_monstersound) { return; }
334 
335  this.skin_for_monstersound = this.skin;
336  Monster_Sounds_Clear(this);
337  if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
338  Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
339 }
340 
341 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
342 {
343  if(!autocvar_g_monsters_sounds) { return; }
344 
345  if(delaytoo)
346  if(time < this.msound_delay)
347  return; // too early
348  string sample = this.(samplefield);
349  if (sample != "") sample = GlobalSound_sample(sample, random());
350  float myscale = ((this.scale) ? this.scale : 1); // safety net
351  // TODO: change volume depending on size too?
352  sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
353 
354  this.msound_delay = time + sound_delay;
355 }
356 
357 
358 // =======================
359 // Monster attack handlers
360 // =======================
361 
362 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
363 {
364  if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
365 
366  setanim(this, anim, false, true, false);
367 
368  if(this.animstate_endtime > time && IS_MONSTER(this))
370  else
371  this.attack_finished_single[0] = this.anim_finished = time + animtime;
372 
373  traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
374 
375  if(trace_ent.takedamage)
376  Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
377 
378  return true;
379 }
380 
382 {
383  if(this.state && IS_MONSTER(this))
384  return false; // already attacking
385  if(!IS_ONGROUND(this))
386  return false; // not on the ground
387  if(GetResource(this, RES_HEALTH) <= 0 || IS_DEAD(this))
388  return false; // called when dead?
389  if(time < this.attack_finished_single[0])
390  return false; // still attacking
391 
392  vector old = this.velocity;
393 
394  this.velocity = vel;
395  tracetoss(this, this);
396  this.velocity = old;
397  if(trace_ent != this.enemy)
398  return false;
399 
400  return true;
401 }
402 
403 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
404 {
405  if(!Monster_Attack_Leap_Check(this, vel))
406  return false;
407 
408  setanim(this, anm, false, true, false);
409 
410  if(this.animstate_endtime > time && IS_MONSTER(this))
412  else
413  this.attack_finished_single[0] = this.anim_finished = time + animtime;
414 
415  if(IS_MONSTER(this))
417  settouch(this, touchfunc);
418  this.origin_z += 1;
419  this.velocity = vel;
420  UNSET_ONGROUND(this);
421 
422  return true;
423 }
424 
425 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
426 {
427  int slot = weaponslot(weaponentity);
428 
429  if((!this || !targ)
430  || (!this.monster_attackfunc)
431  || (time < this.attack_finished_single[slot])
432  ) { return; }
433 
434  if(vdist(targ.origin - this.origin, <=, this.attack_range))
435  {
436  monster_makevectors(this, targ);
437  int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
438  if(attack_success == 1)
439  Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
440  else if(attack_success > 0)
441  return;
442  }
443 
444  if(vdist(targ.origin - this.origin, >, this.attack_range))
445  {
446  monster_makevectors(this, targ);
447  int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
448  if(attack_success == 1)
449  Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
450  else if(attack_success > 0)
451  return;
452  }
453 }
454 
455 
456 // ======================
457 // Main monster functions
458 // ======================
459 
461 {
462  // assume some defaults
463  /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
464  this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
465  this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
466  this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
467  this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
468  this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
469  this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
470  this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
471  this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
472  this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
473 
474  // then get the real values
475  Monster mon = this.monsterdef;
476  mon.mr_anim(mon, this);
477 }
478 
479 void Monster_Touch(entity this, entity toucher)
480 {
481  if(toucher == NULL) { return; }
482 
483  if(toucher.monster_attack)
484  if(this.enemy != toucher)
485  if(!IS_MONSTER(toucher))
486  if(Monster_ValidTarget(this, toucher))
487  this.enemy = toucher;
488 }
489 
491 {
492  if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
493  return;
494 
495  float chance = random() * 100;
496 
497  // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
499  {
501  this.effects |= EF_RED;
502  if(!this.weapon)
503  this.weapon = WEP_VORTEX.m_id;
504  }
505 }
506 
508 {
509  if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
510  if(MUTATOR_CALLHOOK(MonsterRespawn, this))
511  return true; // enabled by a mutator
512 
514  return false;
515 
517  return false;
518 
519  return true;
520 }
521 
522 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterdef); }
523 
524 .vector pos1, pos2;
525 
527 {
528  if(Monster_Respawn_Check(this))
529  {
531  setthink(this, Monster_Respawn);
532  this.nextthink = time + this.respawntime;
533  this.monster_lifetime = 0;
534  this.deadflag = DEAD_RESPAWNING;
536  {
537  this.pos1 = this.origin;
538  this.pos2 = this.angles;
539  }
540  this.event_damage = func_null;
541  this.event_heal = func_null;
542  this.takedamage = DAMAGE_NO;
543  setorigin(this, this.pos1);
544  this.angles = this.pos2;
546  setmodel(this, MDL_Null);
547  }
548  else
549  {
550  // number of monsters spawned with mobspawn command
551  totalspawned -= 1;
552 
553  SUB_SetFade(this, time + 3, 1);
554  }
555 }
556 
557 void Monster_Use(entity this, entity actor, entity trigger)
558 {
559  if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
560 }
561 
564 {
565  // enemy is always preferred target
566  if(this.enemy)
567  {
568  vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
569  targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
570  WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
571 
572  // cases where the enemy may have changed their state (don't need to check everything here)
573  if((!this.enemy)
574  || (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
575  || (STAT(FROZEN, this.enemy))
576  || (this.enemy.flags & FL_NOTARGET)
577  || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
578  || (this.enemy.takedamage == DAMAGE_NO)
579  || (vdist(this.origin - targ_origin, >, this.target_range))
580  || ((trace_fraction < 1) && (trace_ent != this.enemy)))
581  {
582  this.enemy = NULL;
583  //this.pass_distance = 0;
584  }
585 
586  if(this.enemy)
587  {
588  /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
589  print("Trace origin: ", vtos(targ_origin), "\n");
590  print("Target origin: ", vtos(this.enemy.origin), "\n");
591  print("My origin: ", vtos(this.origin), "\n"); */
592 
594  this.last_trace = time + 1.2;
595  if(this.monster_moveto)
596  return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
597  else
598  return targ_origin;
599  }
600 
601  /*makevectors(this.angles);
602  this.monster_movestate = MONSTER_MOVE_ENEMY;
603  this.last_trace = time + 1.2;
604  return this.enemy.origin; */
605  }
606 
607  switch(this.monster_moveflags)
608  {
609  case MONSTER_MOVE_FOLLOW:
610  {
612  this.last_trace = time + 0.3;
613  return (this.monster_follow) ? this.monster_follow.origin : this.origin;
614  }
616  {
618  this.last_trace = time + 2;
619  return this.pos1;
620  }
621  case MONSTER_MOVE_NOMOVE:
622  {
623  if(this.monster_moveto)
624  {
625  this.last_trace = time + 0.5;
626  return this.monster_moveto;
627  }
628  else
629  {
631  this.last_trace = time + 2;
632  }
633  return this.origin;
634  }
635  default:
636  case MONSTER_MOVE_WANDER:
637  {
638  vector pos;
640 
641  if(this.monster_moveto)
642  {
643  this.last_trace = time + 0.5;
644  pos = this.monster_moveto;
645  }
646  else if(targ)
647  {
648  this.last_trace = time + 0.5;
649  pos = targ.origin;
650  }
651  else
652  {
653  this.last_trace = time + this.wander_delay;
654 
655  this.angles_y = rint(random() * 500);
656  makevectors(this.angles);
657  pos = this.origin + v_forward * this.wander_distance;
658 
659  if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
660  {
661  pos.z = random() * 200;
662  if(random() >= 0.5)
663  pos.z *= -1;
664  }
665  }
666 
667  return pos;
668  }
669  }
670 }
671 
672 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
673 {
674  //float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis
675  //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
676  //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
677  //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
678 
679  vector targpos = to;
680 #if 0
681  if(current_height) // make sure we can actually do this arcing path
682  {
683  targpos = (to + ('0 0 1' * current_height));
684  WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
685  if(trace_fraction < 1)
686  {
687  //print("normal arc line failed, trying to find new pos...");
688  WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
689  targpos = (trace_endpos + '0 0 -10');
690  WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
691  if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
692  /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
693  }
694  }
695  else { targpos = to; }
696 #endif
697 
698  //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
699 
700  vector desired_direction = normalize(targpos - from);
701  if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
702  else { this.velocity = (desired_direction * movespeed); }
703 
704  //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
705  //this.angles = vectoangles(this.velocity);
706 }
707 
708 .entity draggedby;
709 
710 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
711 {
712  // update goal entity if lost
713  if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
714  this.goalentity = find(NULL, targetname, this.target2);
715 
716  if(STAT(FROZEN, this))
717  {
718  movelib_brake_simple(this, stpspeed);
719  setanim(this, this.anim_idle, true, false, false);
720  return; // no physics while frozen!
721  }
722 
723  if(this.flags & FL_SWIM)
724  {
725  if(this.waterlevel < WATERLEVEL_WETFEET)
726  {
727  if(time >= this.last_trace)
728  {
729  this.last_trace = time + 0.4;
730 
731  Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
732  this.angles = '90 90 0';
733  if(random() < 0.5)
734  {
735  this.velocity_y += random() * 50;
736  this.velocity_x -= random() * 50;
737  }
738  else
739  {
740  this.velocity_y -= random() * 50;
741  this.velocity_x += random() * 50;
742  }
743  this.velocity_z += random() * 150;
744  }
745 
746 
748  //this.velocity_z = -200;
749 
750  return;
751  }
752  else if(this.move_movetype == MOVETYPE_BOUNCE)
753  {
754  this.angles_x = 0;
756  }
757  }
758 
759  entity targ = this.goalentity;
760 
761  if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
762  || game_stopped
763  || this.draggedby != NULL
765  || time < game_starttime
767  || time < this.spawn_time)
768  {
769  runspeed = walkspeed = 0;
770  if(time >= this.spawn_time)
771  setanim(this, this.anim_idle, true, false, false);
772  movelib_brake_simple(this, stpspeed);
773  return;
774  }
775 
776  targ = M_ARGV(3, entity);
777  runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
778  walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
779 
781  if(DIFF_TEAM(this.monster_follow, this))
782  this.monster_follow = NULL;
783 
784  if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
785  {
786  this.state = 0;
787  settouch(this, Monster_Touch);
788  }
789 
790  if(this.state && time >= this.attack_finished_single[0])
791  this.state = 0; // attack is over
792 
793  if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
794  if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
795  this.moveto = Monster_Move_Target(this, targ);
796 
797  if(!this.enemy)
798  Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
799 
800  if(this.state == MONSTER_ATTACK_MELEE)
801  this.moveto = this.origin;
802 
803  if(this.enemy && this.enemy.vehicle)
804  runspeed = 0;
805 
806  if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
807  this.moveto_z = this.origin_z;
808 
809  if(vdist(this.origin - this.moveto, >, 100))
810  {
811  bool do_run = (this.enemy || this.monster_moveto);
812  if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
813  Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
814 
815  if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
816  if(!this.state)
817  {
818  if(vdist(this.velocity, >, 10))
819  setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
820  else
821  setanim(this, this.anim_idle, true, false, false);
822  }
823  }
824  else
825  {
826  entity e = this.goalentity; //find(NULL, targetname, this.target2);
827  if(e.target2 && e.target2 != "")
828  this.target2 = e.target2;
829  else if(e.target && e.target != "") // compatibility
830  this.target2 = e.target;
831 
832  movelib_brake_simple(this, stpspeed);
833  if(time > this.anim_finished && time > this.pain_finished)
834  if(!this.state)
835  if(vdist(this.velocity, <=, 30))
836  setanim(this, this.anim_idle, true, false, false);
837  }
838 
839  this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
840 
841  vector real_angle = vectoangles(this.steerto) - this.angles;
842  float turny = 25;
843  if(this.state == MONSTER_ATTACK_MELEE)
844  turny = 0;
845  if(turny)
846  {
847  turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
848  this.angles_y += turny;
849  }
850 }
851 
853 {
854  if(IS_CLIENT(this))
855  return; // don't remove it?
856 
857  if(!this) { return; }
858 
859  if(!MUTATOR_CALLHOOK(MonsterRemove, this))
860  Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
861 
862  for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
863  {
864  .entity weaponentity = weaponentities[slot];
865  if(this.(weaponentity))
866  delete(this.(weaponentity));
867  }
868  if(this.iceblock) { delete(this.iceblock); }
869  WaypointSprite_Kill(this.sprite);
870  delete(this);
871 }
872 
874 {
875  this.nextthink = time + this.ticrate;
876 
877  if(this.monster_lifetime != 0)
878  if(time >= this.monster_lifetime)
879  {
880  Monster_Dead_Fade(this);
881  return;
882  }
883 }
884 
885 void Monster_Appear(entity this, entity actor, entity trigger)
886 {
887  this.enemy = actor;
888  Monster_Spawn(this, false, this.monsterdef);
889 }
890 
891 bool Monster_Appear_Check(entity this, Monster monster_id)
892 {
893  if(!(this.spawnflags & MONSTERFLAG_APPEAR))
894  return false;
895 
896  setthink(this, func_null);
897  this.monsterdef = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
898  this.nextthink = 0;
899  this.use = Monster_Appear;
900  this.flags = FL_MONSTER; // set so this monster can get butchered
901 
902  return true;
903 }
904 
906 {
907  setorigin(this, this.pos1);
908  this.angles = this.pos2;
909 
910  Unfreeze(this, false); // remove any icy remains
911 
913  this.velocity = '0 0 0';
914  this.enemy = NULL;
915  this.goalentity = NULL;
916  this.attack_finished_single[0] = 0;
917  this.moveto = this.origin;
918 }
919 
920 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
921 {
922  TakeResource(this, RES_HEALTH, damage);
923 
924  Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
925 
926  if(GetResource(this, RES_HEALTH) <= -50) // 100 health until gone?
927  {
928  Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
929 
930  // number of monsters spawned with mobspawn command
931  totalspawned -= 1;
932 
933  setthink(this, SUB_Remove);
934  this.nextthink = time + 0.1;
935  this.event_damage = func_null;
936  }
937 }
938 
939 void Monster_Dead(entity this, entity attacker, float gibbed)
940 {
942  this.nextthink = time;
943  this.monster_lifetime = time + 5;
944 
945  if(STAT(FROZEN, this))
946  Unfreeze(this, false); // remove any icy remains
947 
948  monster_dropitem(this, attacker);
949 
950  Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
951 
953  monsters_killed += 1;
954 
955  if(IS_PLAYER(attacker))
956  if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
958 
959  if(gibbed)
960  {
961  // number of monsters spawned with mobspawn command
962  totalspawned -= 1;
963  }
964 
965  if(!gibbed && this.mdl_dead && this.mdl_dead != "")
966  _setmodel(this, this.mdl_dead);
967 
968  this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
969  this.event_heal = func_null;
970  this.solid = SOLID_CORPSE;
971  this.takedamage = DAMAGE_AIM;
972  this.deadflag = DEAD_DEAD;
973  this.enemy = NULL;
975  this.moveto = this.origin;
976  settouch(this, Monster_Touch); // reset incase monster was pouncing
977  this.reset = func_null;
978  this.state = 0;
979  this.attack_finished_single[0] = 0;
980  this.effects = 0;
981 
982  if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
983  this.velocity = '0 0 0';
984 
986 
987  Monster mon = this.monsterdef;
988  mon.mr_death(mon, this);
989 
990  if(this.candrop && this.weapon)
991  {
992  .entity weaponentity = weaponentities[0]; // TODO: unhardcode
993  W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
994  }
995 }
996 
997 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
998 {
999  if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1000  return;
1001 
1002  if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1003  return;
1004 
1005  //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1006  //return;
1007 
1008  if(StatusEffects_active(STATUSEFFECT_SpawnShield, this) && deathtype != DEATH_KILL.m_id)
1009  return;
1010 
1011  if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1012  return;
1013 
1014  vector v = healtharmor_applydamage(100, GetResource(this, RES_ARMOR) / 100, deathtype, damage);
1015  float take = v.x;
1016  //float save = v.y;
1017 
1018  Monster mon = this.monsterdef;
1019  take = mon.mr_pain(mon, this, take, attacker, deathtype);
1020 
1021  if(take)
1022  {
1023  TakeResource(this, RES_HEALTH, take);
1024  Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1025  }
1026 
1027  if(this.sprite)
1028  WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1029 
1030  this.dmg_time = time;
1031 
1032  if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1033  spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1034 
1035  this.velocity += force * this.damageforcescale;
1036 
1037  if(deathtype != DEATH_DROWN.m_id && take)
1038  {
1039  Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1040  if (take > 50)
1041  Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1042  if (take > 100)
1043  Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1044  }
1045 
1046  if(GetResource(this, RES_HEALTH) <= 0)
1047  {
1048  if(deathtype == DEATH_KILL.m_id)
1049  this.candrop = false; // killed by mobkill command
1050 
1051  // TODO: fix this?
1052  SUB_UseTargets(this, attacker, this.enemy);
1053  this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1054 
1055  Monster_Dead(this, attacker, (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id));
1056 
1057  WaypointSprite_Kill(this.sprite);
1058 
1059  MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1060 
1061  if(GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1062  {
1063  Violence_GibSplash(this, 1, 0.5, attacker);
1064 
1065  setthink(this, SUB_Remove);
1066  this.nextthink = time + 0.1;
1067  }
1068  }
1069 }
1070 
1071 bool Monster_Heal(entity targ, entity inflictor, float amount, float limit)
1072 {
1073  float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
1074  if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
1075  return false;
1076 
1077  GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
1078  if(targ.sprite)
1079  WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH));
1080  return true;
1081 }
1082 
1083 // don't check for enemies, just keep walking in a straight line
1084 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1085 {
1086  if(game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1087  {
1088  mspeed = 0;
1089  if(time >= this.spawn_time)
1090  setanim(this, this.anim_idle, true, false, false);
1091  movelib_brake_simple(this, 0.6);
1092  return;
1093  }
1094 
1095  makevectors(this.angles);
1096  vector a = CENTER_OR_VIEWOFS(this);
1097  vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1098 
1099  traceline(a, b, MOVE_NORMAL, this);
1100 
1101  bool reverse = false;
1102  if(trace_fraction != 1.0)
1103  reverse = true;
1104  if(trace_ent && IS_PLAYER(trace_ent))
1105  reverse = false;
1107  reverse = true;
1108 
1109  if(!allow_jumpoff && IS_ONGROUND(this))
1110  {
1111  traceline(b, b - '0 0 32', MOVE_NORMAL, this);
1112  if(trace_fraction == 1.0)
1113  reverse = true;
1114  }
1115 
1116  if(reverse)
1117  {
1118  this.angles_y = anglemods(this.angles_y - 180);
1119  makevectors(this.angles);
1120  }
1121 
1122  movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1123 
1124  if(time > this.pain_finished && time > this.attack_finished_single[0])
1125  {
1126  if(vdist(this.velocity, >, 10))
1127  setanim(this, this.anim_walk, true, false, false);
1128  else
1129  setanim(this, this.anim_idle, true, false, false);
1130  }
1131 }
1132 
1134 {
1135  int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1136  if(IS_DEAD(this))
1137  {
1138  if (!deadbits)
1139  {
1140  // Decide on which death animation to use.
1141  if(random() < 0.5)
1142  deadbits = ANIMSTATE_DEAD1;
1143  else
1144  deadbits = ANIMSTATE_DEAD2;
1145  }
1146  }
1147  else
1148  {
1149  // Clear a previous death animation.
1150  deadbits = 0;
1151  }
1152  int animbits = deadbits;
1153  if(STAT(FROZEN, this))
1154  animbits |= ANIMSTATE_FROZEN;
1155  if(IS_DUCKED(this))
1156  animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1157  animdecide_setstate(this, animbits, false);
1159 
1160  /* // weapon entities for monsters?
1161  if (this.weaponentity)
1162  {
1163  updateanim(this.weaponentity);
1164  if (!this.weaponentity.animstate_override)
1165  setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1166  }
1167  */
1168 }
1169 
1171 {
1172  if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
1173  {
1174  STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1);
1175  SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health));
1176  if (this.iceblock)
1177  this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
1178 
1179  if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1180  WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1181 
1182  if(STAT(REVIVE_PROGRESS, this) >= 1)
1183  Unfreeze(this, false);
1184  }
1185  else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
1186  {
1187  STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - this.ticrate * this.revive_speed, 1);
1188  SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
1189 
1190  if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1191  WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1192 
1193  if(GetResource(this, RES_HEALTH) < 1)
1194  {
1195  Unfreeze(this, false);
1196  if(this.event_damage)
1197  this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
1198  }
1199  else if ( STAT(REVIVE_PROGRESS, this) <= 0 )
1200  Unfreeze(this, false);
1201  }
1202  // otherwise, no revival!
1203 
1204  this.enemy = NULL; // TODO: save enemy, and attack when revived?
1205 }
1206 
1208 {
1209  if(!this.enemy)
1210  {
1211  this.enemy = Monster_FindTarget(this);
1212  if(this.enemy)
1213  {
1214  WarpZone_RefSys_Copy(this.enemy, this);
1215  WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1216  // update move target immediately?
1217  this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1218  this.monster_moveto = '0 0 0';
1219  this.monster_face = '0 0 0';
1220 
1221  //this.pass_distance = vlen((('1 0 0' * this.enemy.origin_x) + ('0 1 0' * this.enemy.origin_y)) - (('1 0 0' * this.origin_x) + ('0 1 0' * this.origin_y)));
1222  Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1223  }
1224  }
1225 }
1226 
1228 {
1229  setthink(this, Monster_Think);
1230  this.nextthink = time + this.ticrate;
1231 
1232  if(this.monster_lifetime && time >= this.monster_lifetime)
1233  {
1234  Damage(this, this, this, GetResource(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin);
1235  return;
1236  }
1237 
1238  if(STAT(FROZEN, this))
1239  Monster_Frozen_Think(this);
1240  else if(time >= this.last_enemycheck)
1241  {
1242  Monster_Enemy_Check(this);
1243  this.last_enemycheck = time + 1; // check for enemies every second
1244  }
1245 
1246  Monster mon = this.monsterdef;
1247  if(mon.mr_think(mon, this))
1248  {
1249  Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1250 
1251  .entity weaponentity = weaponentities[0]; // TODO?
1252  Monster_Attack_Check(this, this.enemy, weaponentity);
1253  }
1254 
1255  Monster_Anim(this);
1256 
1257  CSQCMODEL_AUTOUPDATE(this);
1258 }
1259 
1261 {
1262  Monster mon = this.monsterdef;
1263  mon.mr_setup(mon, this);
1264 
1265  // ensure some basic needs are met
1266  if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 100); }
1267  if(!GetResource(this, RES_ARMOR)) { SetResourceExplicit(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); }
1268  if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1273 
1274  if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1275  {
1276  Monster_Miniboss_Check(this);
1278 
1279  if(!this.skin)
1280  this.skin = rint(random() * 4);
1281  }
1282 
1283  this.max_health = GetResource(this, RES_HEALTH);
1284  this.pain_finished = this.nextthink;
1285 
1286  if(IS_PLAYER(this.monster_follow))
1287  this.effects |= EF_DIMLIGHT;
1288 
1289  if(!this.wander_delay) { this.wander_delay = 2; }
1290  if(!this.wander_distance) { this.wander_distance = 600; }
1291 
1293  Monster_Sounds_Update(this);
1294 
1295  if(teamplay)
1296  {
1297  if(!this.monster_attack)
1298  IL_PUSH(g_monster_targets, this);
1299  this.monster_attack = true; // we can have monster enemies in team games
1300  }
1301 
1302  Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1303 
1305  {
1306  entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1307  wp.wp_extra = this.monsterdef.monsterid;
1308  wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1309  if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1310  {
1311  WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1312  WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1313  }
1314  }
1315 
1316  setthink(this, Monster_Think);
1317  this.nextthink = time + this.ticrate;
1318 
1319  if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1320  return false;
1321 
1322  return true;
1323 }
1324 
1325 bool Monster_Spawn(entity this, bool check_appear, Monster mon)
1326 {
1327  // setup the basic required properties for a monster
1328 
1329  if(!mon || mon == MON_Null) { return false; } // invalid monster
1330  if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1331 
1332  if(!(this.spawnflags & MONSTERFLAG_RESPAWNED) && !(this.flags & FL_MONSTER))
1333  {
1334  IL_PUSH(g_monsters, this);
1335  if(this.mdl && this.mdl != "")
1336  precache_model(this.mdl);
1337  if(this.mdl_dead && this.mdl_dead != "")
1338  precache_model(this.mdl_dead);
1339  }
1340 
1341  if(check_appear && Monster_Appear_Check(this, mon)) { return true; } // return true so the monster isn't removed
1342 
1343  if(!this.monster_skill)
1344  this.monster_skill = cvar("g_monsters_skill");
1345 
1346  // support for quake style removing monsters based on skill
1347  if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1348  if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1349  if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1350 
1351  if(this.team && !teamplay)
1352  this.team = 0;
1353 
1354  if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1355  if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1356  monsters_total += 1;
1357 
1358  if(this.mdl && this.mdl != "")
1359  _setmodel(this, this.mdl);
1360  else
1361  setmodel(this, mon.m_model);
1362 
1363  if(this.statuseffects && this.statuseffects.owner == this)
1364  {
1365  StatusEffects_clearall(this.statuseffects);
1366  StatusEffects_update(this);
1367  }
1368  else
1369  this.statuseffects = NULL;
1370 
1371  this.flags = FL_MONSTER;
1372  this.classname = "monster";
1373  this.takedamage = DAMAGE_AIM;
1374  if(!this.bot_attack)
1375  IL_PUSH(g_bot_targets, this);
1376  this.bot_attack = true;
1377  this.iscreature = true;
1378  this.teleportable = true;
1379  if(!this.damagedbycontents)
1381  this.damagedbycontents = true;
1382  this.monsterdef = mon;
1383  this.event_damage = Monster_Damage;
1384  this.event_heal = Monster_Heal;
1385  settouch(this, Monster_Touch);
1386  this.use = Monster_Use;
1387  this.solid = SOLID_BBOX;
1388  set_movetype(this, MOVETYPE_WALK);
1389  StatusEffects_apply(STATUSEFFECT_SpawnShield, this, time + autocvar_g_monsters_spawnshieldtime, 0);
1390  this.enemy = NULL;
1391  this.velocity = '0 0 0';
1392  this.moveto = this.origin;
1393  this.pos1 = this.origin;
1394  this.pos2 = this.angles;
1395  this.reset = Monster_Reset;
1396  this.netname = mon.netname;
1397  this.monster_attackfunc = mon.monster_attackfunc;
1398  this.monster_name = mon.monster_name;
1399  this.candrop = true;
1400  this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1401  this.oldtarget2 = this.target2;
1402  //this.pass_distance = 0;
1403  this.deadflag = DEAD_NO;
1404  this.spawn_time = time;
1405  this.gravity = 1;
1406  this.monster_moveto = '0 0 0';
1407  this.monster_face = '0 0 0';
1409 
1410  if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1411  if(!this.scale) { this.scale = 1; }
1412  if(autocvar_g_monsters_edit) { this.grab = 1; }
1415  if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1416 
1419 
1420  if(mon.spawnflags & MONSTER_TYPE_FLY)
1421  {
1422  this.flags |= FL_FLY;
1423  set_movetype(this, MOVETYPE_FLY);
1424  }
1425 
1426  if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1427  {
1429  this.scale *= 1.3;
1430 
1431  if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1433  this.scale *= 1.3;
1434  }
1435 
1436  setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1437 
1439 
1440  Monster_UpdateModel(this);
1441 
1442  if(!Monster_Spawn_Setup(this))
1443  {
1444  Monster_Remove(this);
1445  return false;
1446  }
1447 
1448  if(!this.noalign)
1449  {
1450  setorigin(this, this.origin + '0 0 20');
1451  tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1452  setorigin(this, trace_endpos);
1453  }
1454 
1455  if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1456  monster_setupcolors(this);
1457 
1458  CSQCMODEL_AUTOINIT(this);
1459 
1460  return true;
1461 }
bool autocvar_g_monsters_edit
Definition: sv_monsters.qh:6
const int CH_VOICE
Definition: sound.qh:10
float state
Definition: subs.qh:32
const int MONSTERFLAG_RESPAWNED
Definition: sv_monsters.qh:92
#define round_handler_IsActive()
#define IL_EACH(this, cond, body)
void Monster_Frozen_Think(entity this)
float pass_distance
Definition: sv_monsters.qc:562
#define PHYS_INPUT_BUTTON_CHAT(s)
Definition: player.qh:155
bool Monster_ValidTarget(entity this, entity targ)
Definition: sv_monsters.qc:82
float anim_finished
Definition: sv_monsters.qh:51
float colormap
Definition: csprogsdefs.qc:131
const int ANIMSTATE_FROZEN
Definition: animdecide.qh:128
entity Monster_FindTarget(entity this)
Definition: sv_monsters.qc:126
const int MONSTERSKILL_NOTEASY
Definition: sv_monsters.qh:80
int monsters_total
Definition: sv_monsters.qh:34
float MOVETYPE_WALK
Definition: progsdefs.qc:249
entity sprite
Definition: sv_assault.qc:11
bool Monster_Spawn_Setup(entity this)
string string_null
Definition: nil.qh:9
bool monster_attack
Definition: sv_monsters.qh:62
IntrusiveList g_monster_targets
Definition: sv_monsters.qh:147
vector anim_walk
Definition: monster.qh:28
float speed
Definition: subs.qh:41
const int MONSTER_SIZE_QUAKE
Definition: monster.qh:13
float animstate_endtime
Definition: anim.qh:38
bool autocvar_g_nodepthtestplayers
Definition: client.qh:33
ERASEABLE float anglemods(float v)
Definition: angle.qc:13
void monster_dropitem(entity this, entity attacker)
Definition: sv_monsters.qc:39
float respawntime
Definition: items.qh:36
skin
Definition: ent_cs.qc:143
int monster_movestate
Definition: sv_monsters.qh:38
string monster_name
human readable name
Definition: monster.qh:36
vector view_ofs
Definition: progsdefs.qc:151
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
Definition: cl_resources.qc:15
const int CH_PAIN
Definition: sound.qh:18
#define setanim(...)
Definition: anim.qh:45
void Monster_Sound_Precache(string f)
Definition: sv_monsters.qc:249
void WarpZone_RefSys_AddInverse(entity me, entity wz)
Definition: common.qc:726
void animdecide_setstate(entity e, int newstate, float restart)
Definition: animdecide.qc:330
void Monster_UpdateModel(entity this)
Definition: sv_monsters.qc:460
const int MONSTER_SKILL_MEDIUM
Definition: sv_monsters.qh:75
bool iscreature
Definition: main.qh:42
float waterlevel
Definition: progsdefs.qc:181
bool autocvar_g_monsters_quake_resize
Definition: sv_monsters.qh:24
float last_enemycheck
Definition: sv_monsters.qh:50
#define IS_CLIENT(v)
Definition: utils.qh:13
vector monster_face
Definition: sv_monsters.qh:53
vector m_mins
hitbox size
Definition: monster.qh:42
void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
Definition: sv_monsters.qc:672
int team
Definition: main.qh:157
#define IS_DUCKED(s)
Definition: player.qh:206
float MOVETYPE_TOSS
Definition: progsdefs.qc:252
void Monster_Sound(entity this,.string samplefield, float sound_delay, bool delaytoo, float chan)
Definition: sv_monsters.qc:341
float DPCONTENTS_MONSTERCLIP
vector Team_ColorRGB(int teamid)
Definition: teams.qh:76
vector steerto
Definition: steerlib.qh:3
const int EF_DIMLIGHT
bool autocvar_g_monsters_sounds
Definition: sv_monsters.qh:7
bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
Definition: sv_monsters.qc:362
string netname
short name
Definition: monster.qh:38
void Monster_Appear(entity this, entity actor, entity trigger)
Definition: sv_monsters.qc:885
void Monster_Reset(entity this)
Definition: sv_monsters.qc:905
int skin_for_monstersound
Definition: sv_monsters.qc:330
float damageforcescale
Definition: damage.qh:137
const int MONSTER_SKILL_EASY
Definition: sv_monsters.qh:74
IntrusiveList g_damagedbycontents
Definition: damage.qh:155
const int MON_FLAG_RANGED
Definition: monster.qh:9
void WarpZone_RefSys_Copy(entity me, entity from)
Definition: common.qc:780
entity() spawn
float DAMAGE_AIM
Definition: progsdefs.qc:284
float bot_attack
Definition: api.qh:38
void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition: sv_monsters.qc:920
const int MONSTER_MOVE_ENEMY
Definition: sv_monsters.qh:69
const float MOVE_NORMAL
Definition: csprogsdefs.qc:252
int spawnflags
attributes
Definition: monster.qh:34
void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
Definition: sv_monsters.qc:218
void Monster_Sounds_Clear(entity this)
Definition: sv_monsters.qc:287
vector v_angle
Definition: progsdefs.qc:161
float autocvar_g_monsters_think_delay
Definition: sv_monsters.qh:8
#define IS_ONGROUND(s)
Definition: movetypes.qh:16
#define GameRules_scoring_add(client, fld, value)
Definition: sv_rules.qh:78
vector maxs
Definition: csprogsdefs.qc:113
#define IS_OBSERVER(v)
Definition: utils.qh:11
bool Monster_Heal(entity targ, entity inflictor, float amount, float limit)
float checkpvs(vector viewpos, entity viewee)
void SUB_UseTargets(entity this, entity actor, entity trigger)
Definition: triggers.qc:366
float DPCONTENTS_BOTCLIP
string netname
Definition: powerups.qc:20
const float FILE_READ
Definition: csprogsdefs.qc:231
entity iceblock
Definition: damage.qh:116
#define IS_MONSTER(v)
Definition: utils.qh:21
float autocvar_g_monsters_target_infront_range
Definition: sv_monsters.qh:14
bool Monster_Attack_Leap_Check(entity this, vector vel)
Definition: sv_monsters.qc:381
bool autocvar_g_monsters_respawn
Definition: sv_monsters.qh:27
ALLMONSTERSOUNDS float GetMonsterSoundSampleField_notFound
Definition: sv_monsters.qh:142
float DPCONTENTS_PLAYERCLIP
float autocvar_g_monsters_miniboss_healthboost
Definition: sv_monsters.qh:21
entity to
Definition: self.qh:96
const int MONSTER_SIZE_BROKEN
Definition: monster.qh:7
entity monster_loot
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origin
Definition: ent_cs.qc:114
const int MONSTERFLAG_NORESPAWN
Definition: sv_monsters.qh:86
float autocvar_g_monsters_spawnshieldtime
Definition: sv_monsters.qh:23
string classname
Definition: csprogsdefs.qc:107
#define round_handler_IsRoundStarted()
const float EF_NODEPTHTEST
Definition: csprogsdefs.qc:304
float MOVETYPE_BOUNCE
Definition: progsdefs.qc:256
void Monster_Attack_Check(entity this, entity targ,.entity weaponentity)
Definition: sv_monsters.qc:425
float noalign
Definition: items.qh:42
#define DIFF_TEAM(a, b)
Definition: teams.qh:240
float FL_FLY
Definition: progsdefs.qc:232
const int MONSTER_TYPE_FLY
Definition: monster.qh:5
#define UNSET_ONGROUND(s)
Definition: movetypes.qh:18
string mdl_dead
Definition: sv_monsters.qh:57
const int MONSTERFLAG_APPEAR
Definition: sv_monsters.qh:85
void Monster_Dead_Think(entity this)
Definition: sv_monsters.qc:873
float effects
Definition: csprogsdefs.qc:111
void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition: sv_monsters.qc:997
float spawnflags
Definition: progsdefs.qc:191
#define DMG_NOWEP
Definition: damage.qh:126
entity owner
Definition: main.qh:73
bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
Definition: sv_monsters.qc:403
string model
Definition: csprogsdefs.qc:108
float move_movetype
Definition: movetypes.qh:76
int monster_skill
Definition: sv_monsters.qh:96
float wander_delay
Definition: sv_monsters.qh:40
float DEAD_DEAD
Definition: progsdefs.qc:276
IntrusiveList g_bot_targets
Definition: api.qh:149
entity trace_ent
Definition: csprogsdefs.qc:40
void TakeResource(entity receiver, Resource res_type, float amount)
Takes an entity some resource.
Definition: cl_resources.qc:31
int autocvar_g_monsters_score_spawned
Definition: sv_monsters.qh:17
entity frozen_by
Definition: damage.qh:117
int weaponslot(.entity weaponentity)
Definition: weapon.qh:16
#define strcpy(this, s)
Definition: string.qh:49
const int MONSTERFLAG_INFRONT
Definition: sv_monsters.qh:88
bool candrop
Definition: sv_monsters.qh:45
#define setmodel(this, m)
Definition: model.qh:26
bool autocvar_g_monsters_typefrag
Definition: sv_monsters.qh:18
void monster_setupcolors(entity this)
Definition: sv_monsters.qc:154
const int MONSTER_MOVE_NOMOVE
Definition: sv_monsters.qh:68
void Monster_Respawn(entity this)
Definition: sv_monsters.qc:522
RES_HEALTH
Definition: ent_cs.qc:126
const int MONSTER_SKILL_INSANE
Definition: sv_monsters.qh:77
void Unfreeze(entity targ, bool reset_health)
Definition: damage.qc:546
int monster_moveflags
Definition: sv_monsters.qh:47
const float EF_FULLBRIGHT
Definition: csprogsdefs.qc:303
const int MONSTER_SKILL_HARD
Definition: sv_monsters.qh:76
#define IS_SPEC(v)
Definition: utils.qh:10
float sys_frametime
Definition: common.qh:57
vector WarpZone_RefSys_TransformOrigin(entity from, entity to, vector org)
Definition: common.qc:748
int monsters_killed
Definition: sv_monsters.qh:35
entity enemy
Definition: sv_ctf.qh:143
float autocvar_g_monsters_attack_range
Definition: sv_monsters.qh:15
const float MOVE_NOMONSTERS
Definition: csprogsdefs.qc:253
vector mins
Definition: csprogsdefs.qc:113
const int MONSTERFLAG_MINIBOSS
Definition: sv_monsters.qh:89
float cnt
Definition: powerups.qc:24
void Monster_Sounds_Update(entity this)
Definition: sv_monsters.qc:331
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
float weapon
Definition: progsdefs.qc:139
void monster_changeteam(entity this, int newteam)
Definition: sv_monsters.qc:177
float autocvar_g_monsters_target_range
Definition: sv_monsters.qh:12
void GiveResourceWithLimit(entity receiver, Resource res_type, float amount, float limit)
Gives an entity some resource but not more than a limit.
float damagedbycontents
Definition: damage.qh:48
const int MONSTERFLAG_INVINCIBLE
Definition: sv_monsters.qh:90
#define MONSTER_SKILLMOD(mon)
Definition: sv_monsters.qh:59
bool autocvar_g_monsters_teams
Definition: sv_monsters.qh:25
bool autocvar_g_monsters_lineofsight
Definition: sv_monsters.qh:30
float autocvar_g_monsters
Definition: sv_monsters.qh:5
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
const int MAX_WEAPONSLOTS
Definition: weapon.qh:13
vector Monster_Move_Target(entity this, entity targ)
Definition: sv_monsters.qc:563
float speed2
Definition: sv_monsters.qh:54
const int MONSTER_SKILL_NIGHTMARE
Definition: sv_monsters.qh:78
void monsters_setstatus(entity this)
Definition: sv_monsters.qc:33
bool Monster_Appear_Check(entity this, Monster monster_id)
Definition: sv_monsters.qc:891
void StartItem(entity this, GameItem def)
Definition: items.qc:1148
const int RES_LIMIT_NONE
Definition: resources.qh:46
void Monster_Dead(entity this, entity attacker, float gibbed)
Definition: sv_monsters.qc:939
void animdecide_setimplicitstate(entity e, float onground)
Definition: animdecide.qc:248
void Monster_Enemy_Check(entity this)
void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
Definition: sv_monsters.qc:710
float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo,.entity weaponentity)
Definition: throwing.qc:40
vector monster_moveto
Definition: sv_monsters.qh:52
const int MONSTER_MOVE_SPAWNLOC
Definition: sv_monsters.qh:67
entity goalentity
Definition: progsdefs.qc:189
void Monster_Think(entity this)
const int MONSTER_ATTACK_MELEE
Definition: sv_monsters.qh:70
float wander_distance
Definition: sv_monsters.qh:41
#define NULL
Definition: post.qh:17
float stopspeed
Definition: sv_monsters.qh:55
vector m_maxs
hitbox size
Definition: monster.qh:44
float DPCONTENTS_SOLID
float max_health
ERASEABLE float shortangle_f(float ang1, float ang2)
Definition: angle.qc:29
void Monster_Remove(entity this)
Definition: sv_monsters.qc:852
const float VOL_BASE
Definition: sound.qh:36
string get_monster_model_datafilename(string m, float sk, string fil)
Definition: sv_monsters.qc:236
const int MONSTER_ATTACK_RANGED
Definition: sv_monsters.qh:71
vector trace_endpos
Definition: csprogsdefs.qc:37
float takedamage
Definition: progsdefs.qc:147
int anim_state
Definition: animdecide.qh:108
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition: damage.qc:583
#define SAME_TEAM(a, b)
Definition: teams.qh:239
entity draggedby
Definition: sv_monsters.qc:708
entity monsterdef
Definition: monster.qh:20
float teamplay
Definition: progsdefs.qc:31
const int WATERLEVEL_WETFEET
Definition: movetypes.qh:12
const int MONSTERSKILL_NOTHARD
Definition: sv_monsters.qh:82
#define M_ARGV(x, type)
Definition: events.qh:17
#define IS_DEAD(s)
Definition: utils.qh:26
const float ATTEN_NORM
Definition: sound.qh:30
float nextthink
Definition: csprogsdefs.qc:121
float msound_delay
Definition: sv_monsters.qh:127
void monster_makevectors(entity this, entity targ)
Definition: sv_monsters.qc:66
void Monster_Sounds_Precache(entity this)
Definition: sv_monsters.qc:268
void PrecacheGlobalSound(string sample)
Definition: globalsound.qc:176
float scale
Definition: projectile.qc:14
float DEAD_RESPAWNING
Definition: progsdefs.qc:278
string target2
Definition: sv_onslaught.qh:45
void Monster_Miniboss_Check(entity this)
Definition: sv_monsters.qc:490
void Monster_Touch(entity this, entity toucher)
Definition: sv_monsters.qc:479
#define CENTER_OR_VIEWOFS(ent)
Definition: utils.qh:28
bool campaign_bots_may_start
campaign mode: bots shall spawn but wait for the player to spawn before they do anything in other gam...
Definition: campaign.qh:27
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define IS_VEHICLE(v)
Definition: utils.qh:22
#define tokenize_console
Definition: dpextensions.qh:24
void Monster_Anim(entity this)
int totalspawned
number of monsters spawned with mobspawn command
Definition: sv_monsters.qh:124
float autocvar_g_monsters_miniboss_chance
Definition: sv_monsters.qh:20
float gravity
Definition: items.qh:16
const int MONSTERFLAG_FLY_VERTICAL
Definition: sv_monsters.qh:87
#define ITEM_DAMAGE_NEEDKILL(dt)
Definition: items.qh:130
void GiveResource(entity receiver, Resource res_type, float amount)
Gives an entity some resource.
string GlobalSound_sample(string pair, float r)
Definition: globalsound.qc:150
bool autocvar_g_fullbrightplayers
Definition: client.qh:16
const int FROZEN_TEMP_REVIVING
Definition: damage.qh:110
const float EF_RED
Definition: csprogsdefs.qc:307
vector v
Definition: ent_cs.qc:116
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
Definition: cl_resources.qc:10
float deadflag
Definition: progsdefs.qc:149
bool Monster_Spawn(entity this, bool check_appear, Monster mon)
float pain_finished
float DPCONTENTS_BODY
float flags
Definition: csprogsdefs.qc:129
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition: vector.qh:8
float count
Definition: powerups.qc:22
float autocvar_g_monsters_drop_time
Definition: sv_monsters.qh:22
void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent)
Definition: common.qc:338
vector steerlib_attract2(entity this, vector point, float min_influense, float max_distance, float max_influense)
Definition: steerlib.qc:45
float last_trace
Definition: sv_monsters.qh:49
vector pos2
Definition: sv_monsters.qc:524
const int MONSTER_TYPE_SWIM
Definition: monster.qh:6
int autocvar_g_monsters_score_kill
Definition: sv_monsters.qh:16
string targetname
Definition: progsdefs.qc:194
void CSQCModel_UnlinkEntity(entity e)
Definition: sv_model.qc:129
entity realowner
Definition: common.qh:25
#define MUTATOR_CALLHOOK(id,...)
Definition: base.qh:140
const int ANIMSTATE_DEAD2
Definition: animdecide.qh:126
bool Monster_Sounds_Load(entity this, string f, int first)
Definition: sv_monsters.qc:307
const float SOLID_BBOX
Definition: csprogsdefs.qc:246
const int MONSTERSKILL_NOTMEDIUM
Definition: sv_monsters.qh:81
entity weaponentities[MAX_WEAPONSLOTS]
Definition: weapon.qh:14
float autocvar_g_monsters_damageforcescale
Definition: sv_monsters.qh:11
#define new_pure(class)
purely logical entities (.origin doesn&#39;t work)
Definition: oo.qh:62
float teleportable
Definition: teleporters.qh:24
setorigin(ent, v)
float dphitcontentsmask
float DEAD_NO
Definition: progsdefs.qc:274
float FL_SWIM
Definition: progsdefs.qc:233
#define setthink(e, f)
const int ANIMSTATE_DEAD1
Definition: animdecide.qh:125
void SUB_SetFade(entity ent, float vanish_time, float fading_time)
Definition: subs.qc:77
string Monster_Sound_SampleField(string type)
Definition: sv_monsters.qc:294
vector angles
Definition: csprogsdefs.qc:104
float spawn_time
Definition: sv_monsters.qh:44
bool autocvar_g_campaign
Definition: campaign.qh:6
#define use
Definition: csprogsdefs.qh:50
const int MONSTER_MOVE_WANDER
Definition: sv_monsters.qh:66
#define ALLMONSTERSOUNDS
Definition: sv_monsters.qh:128
float FL_NOTARGET
Definition: progsdefs.qc:238
float FL_MONSTER
Definition: progsdefs.qc:236
void Monster_Use(entity this, entity actor, entity trigger)
Definition: sv_monsters.qc:557
float autocvar_g_monsters_healthbars
Definition: sv_monsters.qh:29
void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
float MOVE_WORLDONLY
bool autocvar_g_playerclip_collisions
Definition: client.qh:17
IntrusiveList g_monsters
Definition: sv_monsters.qh:144
float time
Definition: csprogsdefs.qc:16
const int ANIMSTATE_DUCK
Definition: animdecide.qh:127
vector velocity
Definition: csprogsdefs.qc:103
void Monster_Delay_Action(entity this)
Definition: sv_monsters.qc:197
void Monster_Dead_Fade(entity this)
Definition: sv_monsters.qc:526
float revive_speed
Definition: damage.qh:114
bool Monster_Respawn_Check(entity this)
Definition: sv_monsters.qc:507
#define makevectors
Definition: post.qh:21
vector pos1
Definition: sv_monsters.qc:524
const int MONSTER_RESPAWN_DEATHPOINT
Definition: monster.qh:4
float trace_fraction
Definition: csprogsdefs.qc:36
const int FROZEN_TEMP_DYING
Definition: damage.qh:111
float monster_lifetime
Definition: sv_monsters.qh:42
float attack_range
Definition: sv_monsters.qh:43
bool autocvar_g_monsters_target_infront
Definition: sv_monsters.qh:13
float DAMAGE_NO
Definition: progsdefs.qc:282
const int MONSTER_MOVE_FOLLOW
Definition: sv_monsters.qh:65
float autocvar_g_monsters_respawn_delay
Definition: sv_monsters.qh:26
void set_movetype(entity this, int mt)
float MOVETYPE_FLY
Definition: progsdefs.qc:251
#define IS_PLAYER(v)
Definition: utils.qh:9
string oldtarget2
Definition: sv_monsters.qh:48
var void func_null()
float ticrate
Definition: main.qh:182
float attack_finished_single[MAX_WEAPONSLOTS]
Definition: weaponsystem.qh:36
int grab
Definition: cheats.qh:25
const int MONSTERFLAG_SPAWNED
Definition: sv_monsters.qh:91
void Item_SetLoot(entity item, bool loot)
Sets the item loot status.
Definition: spawning.qc:126
vector v_forward
Definition: csprogsdefs.qc:31
entity monster_follow
Definition: sv_monsters.qh:39
float solid
Definition: csprogsdefs.qc:99
const float SOLID_CORPSE
Definition: csprogsdefs.qc:249