if(!this.candrop || !this.monster_loot)
return;
- vector org = this.origin + ((this.mins + this.maxs) * 0.5);
+ vector org = CENTER_OR_VIEWOFS(this);
entity e = new(droppedweapon); // use weapon handling to remove it on touch
e.spawnfunc_checked = true;
if((targ == this)
|| (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
- || (IS_VEHICLE(targ) && !((get_monsterinfo(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
+ || (IS_VEHICLE(targ) && !((Monsters_from(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
|| (time < game_starttime) // monsters do nothing before match has started
|| (targ.takedamage == DAMAGE_NO)
|| (targ.items & IT_INVISIBILITY)
if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
if(this.enemy != targ)
{
- float dot;
-
makevectors (this.angles);
- dot = normalize (targ.origin - this.origin) * v_forward;
+ float dot = normalize (targ.origin - this.origin) * v_forward;
if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
}
return true; // this target is valid!
}
-entity Monster_FindTarget(entity mon)
+entity Monster_FindTarget(entity this)
{
- if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
+ if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
entity closest_target = NULL;
+ vector my_center = CENTER_OR_VIEWOFS(this);
// find the closest acceptable target to pass to
- FOREACH_ENTITY_RADIUS(mon.origin, mon.target_range, it.monster_attack,
+ FOREACH_ENTITY_RADIUS(this.origin, this.target_range, it.monster_attack,
{
- if(Monster_ValidTarget(mon, it))
+ if(Monster_ValidTarget(this, it))
{
// 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(it);
- vector ent_center = CENTER_OR_VIEWOFS(mon);
+ vector targ_center = CENTER_OR_VIEWOFS(it);
if(closest_target)
{
vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
- if(vlen2(ent_center - head_center) < vlen2(ent_center - closest_target_center))
+ if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
{ closest_target = it; }
}
else { closest_target = it; }
return closest_target;
}
-void monster_setupcolors(entity mon)
+void monster_setupcolors(entity this)
{
- if(IS_PLAYER(mon.realowner))
- mon.colormap = mon.realowner.colormap;
- else if(teamplay && mon.team)
- mon.colormap = 1024 + (mon.team - 1) * 17;
+ if(IS_PLAYER(this.realowner))
+ this.colormap = this.realowner.colormap;
+ else if(teamplay && this.team)
+ this.colormap = 1024 + (this.team - 1) * 17;
else
{
- if(mon.monster_skill <= MONSTER_SKILL_EASY)
- mon.colormap = 1029;
- else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
- mon.colormap = 1027;
- else if(mon.monster_skill <= MONSTER_SKILL_HARD)
- mon.colormap = 1038;
- else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
- mon.colormap = 1028;
- else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
- mon.colormap = 1032;
+ if(this.monster_skill <= MONSTER_SKILL_EASY)
+ this.colormap = 1029;
+ else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
+ this.colormap = 1027;
+ else if(this.monster_skill <= MONSTER_SKILL_HARD)
+ this.colormap = 1038;
+ else if(this.monster_skill <= MONSTER_SKILL_INSANE)
+ this.colormap = 1028;
+ else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
+ this.colormap = 1032;
else
- mon.colormap = 1024;
+ this.colormap = 1024;
}
}
-void monster_changeteam(entity ent, float newteam)
+void monster_changeteam(entity this, int newteam)
{
if(!teamplay) { return; }
- ent.team = newteam;
- ent.monster_attack = true; // new team, activate attacking
- monster_setupcolors(ent);
+ this.team = newteam;
+ this.monster_attack = true; // new team, activate attacking
+ monster_setupcolors(this);
- if(ent.sprite)
+ if(this.sprite)
{
- WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
+ WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
- ent.sprite.team = newteam;
- ent.sprite.SendFlags |= 1;
+ this.sprite.team = newteam;
+ this.sprite.SendFlags |= 1;
}
}
bool Monster_Sounds_Load(entity this, string f, int first)
{
- float fh;
string s;
var .string field;
- fh = fopen(f, FILE_READ);
+ float fh = fopen(f, FILE_READ);
if(fh < 0)
{
LOG_TRACE("Monster sound file not found: ", f);
Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
}
-void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan)
+void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
{
if(!autocvar_g_monsters_sounds) { return; }
this.velocity = vel;
tracetoss(this, this);
this.velocity = old;
- if (trace_ent != this.enemy)
+ if(trace_ent != this.enemy)
return false;
return true;
setanim(this, anm, false, true, false);
- if(this.animstate_endtime > time && (this.flags & FL_MONSTER))
+ if(this.animstate_endtime > time && IS_MONSTER(this))
this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
else
this.attack_finished_single[0] = this.anim_finished = time + animtime;
- if(this.flags & FL_MONSTER)
+ if(IS_MONSTER(this))
this.state = MONSTER_ATTACK_RANGED;
settouch(this, touchfunc);
this.origin_z += 1;
void Monster_Attack_Check(entity this, entity targ)
{
- if((this == NULL || targ == NULL)
+ if((!this || !targ)
|| (!this.monster_attackfunc)
|| (time < this.attack_finished_single[0])
) { return; }
if(vdist(targ.origin - this.origin, <=, this.attack_range))
{
- bool attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ);
+ int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ);
if(attack_success == 1)
Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
else if(attack_success > 0)
if(vdist(targ.origin - this.origin, >, this.attack_range))
{
- float attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ);
+ int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ);
if(attack_success == 1)
Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
else if(attack_success > 0)
this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
// then get the real values
- Monster mon = get_monsterinfo(this.monsterid);
+ Monster mon = Monsters_from(this.monsterid);
mon.mr_anim(mon, this);
}
targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
- if((this.enemy == NULL)
+ // cases where the enemy may have changed their state (don't need to check everything here)
+ if((!this.enemy)
|| (IS_DEAD(this.enemy) || this.enemy.health < 1)
|| (STAT(FROZEN, this.enemy))
|| (this.enemy.flags & FL_NOTARGET)
// update goal entity if lost
if(this.target2 && this.goalentity.targetname != this.target2) { this.goalentity = find(NULL, targetname, this.target2); }
- entity targ;
-
if(STAT(FROZEN, this) == 2)
{
this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
}
}
- targ = this.goalentity;
+ entity targ = this.goalentity;
if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
|| gameover
runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
- if(teamplay)
- if(autocvar_g_monsters_teams)
+ if(teamplay && autocvar_g_monsters_teams)
if(DIFF_TEAM(this.monster_follow, this))
this.monster_follow = NULL;
if(vdist(this.origin - this.moveto, >, 100))
{
- float do_run = (this.enemy || this.monster_moveto);
+ bool do_run = (this.enemy || this.monster_moveto);
if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
- if(time > this.pain_finished) // TODO: use anim_finished instead!
+ if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
if(!this.state)
- if(time > this.anim_finished)
if(vdist(this.velocity, >, 10))
setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
else
this.target2 = e.target;
movelib_brake_simple(this, stpspeed);
- if(time > this.anim_finished)
- if(time > this.pain_finished)
+ if(time > this.anim_finished && time > this.pain_finished)
if(!this.state)
if(vdist(this.velocity, <=, 30))
setanim(this, this.anim_idle, true, false, false);
CSQCModel_UnlinkEntity(this);
- Monster mon = get_monsterinfo(this.monsterid);
+ Monster mon = Monsters_from(this.monsterid);
mon.mr_death(mon, this);
if(this.candrop && this.weapon)
if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
return;
- vector v;
- float take, save;
-
- v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
- take = v_x;
- save = v_y;
+ vector v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
+ float take = v.x;
+ //float save = v.y;
- Monster mon = get_monsterinfo(this.monsterid);
+ Monster mon = Monsters_from(this.monsterid);
take = mon.mr_pain(mon, this, take, attacker, deathtype);
if(take)
movelib_move_simple_gravity(this, v_forward, mspeed, 1);
- if(time > this.pain_finished)
- if(time > this.attack_finished_single[0])
+ if(time > this.pain_finished && time > this.attack_finished_single[0])
if(vdist(this.velocity, >, 10))
setanim(this, this.anim_walk, true, false, false);
else
setthink(this, Monster_Think);
this.nextthink = time + this.ticrate;
- if(this.monster_lifetime)
- if(time >= this.monster_lifetime)
+ if(this.monster_lifetime && time >= this.monster_lifetime)
{
Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
return;
}
- Monster mon = get_monsterinfo(this.monsterid);
+ Monster mon = Monsters_from(this.monsterid);
if(mon.mr_think(mon, this))
Monster_Move(this, this.speed2, this.speed, this.stopspeed);