1 /* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */
3 // name =[framenum, nexttime, nextthink] {code}
7 // self.frame=framenum;
8 // self.nextthink = time + nexttime;
9 // self.think = nextthink
21 Using a monster makes it angry at the current activator
22 LordHavoc: using a monster with the spawnflag 'Appear' makes it appear
32 if (self.spawnflags & MONSTER_APPEAR)
34 self.nextthink = time + 0.1;
35 self.spawnflags = self.spawnflags - MONSTER_APPEAR;
36 self.solid = SOLID_SLIDEBOX;
37 self.takedamage = DAMAGE_AIM;
38 //self.movetype = MOVETYPE_STEP;
39 self.model = self.mdl;
41 self.modelindex = self.modelindex2;
43 //setorigin(self, self.origin + '0 0 1');
44 spawn_tdeath(self.origin, self, self.origin);
49 if (activator.items & IT_INVISIBILITY)
52 if (activator.flags & FL_NOTARGET)
54 if (activator.classname != "player")
57 // delay reaction so if the monster is teleported, its sound is still heard
58 self.enemy = activator;
59 self.nextthink = time + 0.1;
60 self.think = FoundTarget;
63 void() monster_appearsetup =
65 if ((self.spawnflags & MONSTER_APPEAR) == 0)
67 self.mdl = self.model;
68 self.modelindex2 = self.modelindex;
70 self.solid = SOLID_NOT;
71 self.takedamage = DAMAGE_NO;
72 //self.movetype = MOVETYPE_NONE;
81 Sets relative alpha of monster in skill 4 mode.
84 void(float a) monster_setalpha =
86 if (skill < 4 || self.classname == "monster_hellfish")
94 // randomly forget enemy, this makes monsters randomly return to their normal ghostlike state
99 // randomly blink (playing the same alarming sound as if attacking)
100 if (self.enemy == world)
103 if (time >= 0.3) // don't blink during the init process because it might become permanent
104 if (random() < 0.005)
106 // blink for an instant, this causes the appear sound, alarming the player as if under attack
107 sound(self, CHAN_AUTO, "wizard/wsight.wav", 1, ATTN_NORM);
111 // if ghosted, become non-solid and immune to damage
112 if (a <= 0 || self.enemy == world)
114 self.solid = SOLID_NOT;
115 self.takedamage = DAMAGE_NO;
119 // if unghosting, make sure we have an enemy, otherwise stay ghosted (even if blinking) so we can't be shot while blinking
120 if (self.solid != SOLID_SLIDEBOX)
121 sound(self, CHAN_AUTO, "wizard/wsight.wav", 1, ATTN_NORM);
122 self.solid = SOLID_SLIDEBOX;
123 self.takedamage = DAMAGE_AIM;
126 self.alpha = SKILL4_MINALPHA + (1 - SKILL4_MINALPHA) * bound(0, a, 1);
133 When a mosnter dies, it fires all of its targets with the current
137 void() monster_death_use =
140 if (self.flags & FL_FLY)
141 self.flags = self.flags - FL_FLY;
142 if (self.flags & FL_SWIM)
143 self.flags = self.flags - FL_SWIM;
148 activator = self.enemy;
153 void() monsterinwall =
156 if (!cvar("developer"))
158 // this is handy for level designers,
159 // puts a spikey ball where the error is...
161 setorigin(e, self.origin);
162 setmodel (e, "progs/star.mdl");
163 e.movetype = MOVETYPE_NONE;
169 //============================================================================
171 void() walkmonster_start_go =
173 self.origin_z = self.origin_z + 1; // raise off floor a bit
175 tracebox(self.origin, self.mins, self.maxs, self.origin, TRUE, self);
176 if (trace_startsolid)
178 dprint("walkmonster in wall at: ");
179 dprint(vtos(self.origin));
189 dprint("walkmonster in wall at: ");
190 dprint(vtos(self.origin));
196 //self.cantrigger = TRUE;
198 self.takedamage = DAMAGE_AIM;
200 self.ideal_yaw = self.angles * '0 1 0';
203 self.view_ofs = '0 0 25';
204 self.use = monster_use;
206 self.flags = self.flags | FL_MONSTER;
209 self.spawnflags = self.spawnflags | MONSTER_WANDER;
213 self.goalentity = self.movetarget = find(world, targetname, self.target);
214 self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
215 if (!self.movetarget)
217 dprint("Monster can't find target at ");
218 dprint(vtos(self.origin));
221 // this used to be an objerror
222 if (self.movetarget.classname == "path_corner")
226 if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
228 monster_spawnwanderpath();
229 self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
234 self.pausetime = 99999999;
241 if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
243 monster_spawnwanderpath();
244 self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
249 self.pausetime = 99999999;
254 // spread think times so they don't all happen at same time
255 self.nextthink = self.nextthink + random()*0.5 + 0.1;
256 self.iscreature = TRUE;
258 force_retouch = 2; // mainly to detect teleports
260 monster_appearsetup();
264 void() walkmonster_start =
266 self.candrown = 1; // this is turned off by some monsters like zombies
267 // delay drop to floor to make sure all doors have been spawned
268 // spread think times so they don't all happen at same time
269 self.nextthink = time + random()*0.5 + 0.3;
270 self.think = walkmonster_start_go;
271 total_monsters = total_monsters + 1;
272 self.bot_attack = TRUE;
273 self.frags = 2; // actually just used to get havocbots to attack it...
274 self.bleedfunc = genericbleedfunc;
275 self.ismonster = TRUE;
277 monster_setalpha (0);
282 void() flymonster_start_go =
284 self.takedamage = DAMAGE_AIM;
286 self.ideal_yaw = self.angles * '0 1 0';
289 self.view_ofs = '0 0 25';
290 self.use = monster_use;
292 self.flags = self.flags | FL_FLY;
293 self.flags = self.flags | FL_MONSTER;
297 dprint("flymonster in wall at: ");
298 dprint(vtos(self.origin));
303 //self.cantrigger = TRUE;
306 self.spawnflags = self.spawnflags | MONSTER_WANDER;
310 self.goalentity = self.movetarget = find(world, targetname, self.target);
311 if (!self.movetarget)
313 dprint("Monster can't find target at ");
314 dprint(vtos(self.origin));
317 // this used to be an objerror
318 if (self.movetarget.classname == "path_corner")
322 if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
324 monster_spawnwanderpath();
325 self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
330 self.pausetime = 99999999;
337 if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
339 monster_spawnwanderpath();
340 self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
345 self.pausetime = 99999999;
349 self.iscreature = TRUE;
351 force_retouch = 2; // mainly to detect teleports
353 monster_appearsetup();
356 void() flymonster_start =
359 // spread think times so they don't all happen at same time
360 self.nextthink = time + random()*0.5 + 0.1;
361 self.think = flymonster_start_go;
362 total_monsters = total_monsters + 1;
363 self.bot_attack = TRUE;
364 self.frags = 2; // actually just used to get havocbots to attack it...
365 self.bleedfunc = genericbleedfunc;
366 self.ismonster = TRUE;
368 monster_setalpha (0);
372 void() swimmonster_start_go =
380 //self.cantrigger = TRUE;
382 self.takedamage = DAMAGE_AIM;
384 self.ideal_yaw = self.angles * '0 1 0';
387 self.view_ofs = '0 0 10';
388 self.use = monster_use;
390 self.flags = self.flags | FL_SWIM;
391 self.flags = self.flags | FL_MONSTER;
394 self.spawnflags = self.spawnflags | MONSTER_WANDER;
398 self.goalentity = self.movetarget = find(world, targetname, self.target);
399 if (!self.movetarget)
401 dprint("Monster can't find target at ");
402 dprint(vtos(self.origin));
405 // this used to be an objerror
406 if (self.movetarget.classname == "path_corner")
410 if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
412 monster_spawnwanderpath();
413 self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
418 self.pausetime = 99999999;
425 if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
427 monster_spawnwanderpath();
428 self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
433 self.pausetime = 99999999;
437 self.iscreature = TRUE;
439 force_retouch = 2; // mainly to detect teleports
441 monster_appearsetup();
444 void() swimmonster_start =
446 // spread think times so they don't all happen at same time
448 self.nextthink = time + random()*0.5 + 0.1;
449 self.think = swimmonster_start_go;
450 total_monsters = total_monsters + 1;
451 self.bot_attack = TRUE;
452 self.frags = 2; // actually just used to get havocbots to attack it...
453 self.bleedfunc = genericbleedfunc;
454 self.ismonster = TRUE;
459 void(vector org, float bodydamage, float armordamage, vector force, float damgtype) genericbleedfunc =
462 v = '0 0 0' - force * 0.05;
464 te_spark(org, v, armordamage * 3);
466 te_blood(org, v, bodydamage);