#pragma once #include "all.qh" float autocvar_g_monsters; bool autocvar_g_monsters_edit; bool autocvar_g_monsters_sounds; int autocvar_g_monsters_max; int autocvar_g_monsters_max_perplayer; float autocvar_g_monsters_damageforcescale = 0.8; float autocvar_g_monsters_target_range; bool autocvar_g_monsters_target_infront; float autocvar_g_monsters_target_infront_range = 0.3; bool autocvar_g_monsters_target_infront_2d = true; float autocvar_g_monsters_attack_range; int autocvar_g_monsters_score_kill; int autocvar_g_monsters_score_spawned; bool autocvar_g_monsters_typefrag; bool autocvar_g_monsters_owners; bool autocvar_g_monsters_playerclip_collisions; float autocvar_g_monsters_miniboss_chance; float autocvar_g_monsters_miniboss_healthboost; float autocvar_g_monsters_drop_time; float autocvar_g_monsters_spawnshieldtime; bool autocvar_g_monsters_quake_resize = true; bool autocvar_g_monsters_teams; float autocvar_g_monsters_respawn_delay; bool autocvar_g_monsters_respawn; float autocvar_g_monsters_armor_blockpercent; float autocvar_g_monsters_healthbars; bool autocvar_g_monsters_lineofsight = true; //bool autocvar_g_monsters_ignoretraces = true; // stats networking int monsters_total; int monsters_killed; // monster properties .int monster_movestate; // move target priority .entity monster_follow; // follow target .float wander_delay; // logic delay between moving while idle .float wander_distance; // distance to move between wander delays .float monster_lifetime; // monster dies instantly after this delay, set from spawn .float attack_range; // melee attack if closer, ranged attack if further away (TODO: separate ranged attack range?) .float spawn_time; // delay monster thinking until spawn animation has completed .bool candrop; // toggle to allow disabling monster item drops .int monster_movestate; // will be phased out .int monster_moveflags; .string oldtarget2; // a copy of the original follow target string .float last_trace; // logic delay between target tracing .float last_enemycheck; // for checking enemy .float anim_finished; // will be phased out when we have proper animations system .vector monster_moveto; // custom destination for monster (reset to '0 0 0' when you're done!) .vector monster_face; // custom looking direction for monster (reset to '0 0 0' when you're done!) .float speed2; // run speed .float stopspeed; .int oldskin; .string mdl_dead; // dead model for goombas #define MONSTER_SKILLMOD(mon) (0.5 + mon.monster_skill * ((1.2 - 0.3) / 10)) // other properties .bool monster_attack; // indicates whether an entity can be attacked by monsters // monster state declarations const int MONSTER_MOVE_FOLLOW = 1; // monster will follow if in range, or stand still const int MONSTER_MOVE_WANDER = 2; // monster will ignore owner & wander around const int MONSTER_MOVE_SPAWNLOC = 3; // monster will move to its spawn location when not attacking const int MONSTER_MOVE_NOMOVE = 4; // monster simply stands still const int MONSTER_MOVE_ENEMY = 5; // used only as a movestate const int MONSTER_ATTACK_MELEE = 6; const int MONSTER_ATTACK_RANGED = 7; // skill declarations const int MONSTER_SKILL_EASY = 1; const int MONSTER_SKILL_MEDIUM = 3; const int MONSTER_SKILL_HARD = 5; const int MONSTER_SKILL_INSANE = 7; const int MONSTER_SKILL_NIGHTMARE = 10; const int MONSTERSKILL_NOTEASY = 256; // monster will not spawn on skill <= 1 const int MONSTERSKILL_NOTMEDIUM = 512; // monster will not spawn on skill 2 const int MONSTERSKILL_NOTHARD = 1024; // monster will not spawn on skill >= 3 // spawn flags const int MONSTERFLAG_APPEAR = 2; // delay spawn until triggered const int MONSTERFLAG_NORESPAWN = 4; const int MONSTERFLAG_FLY_VERTICAL = 8; // fly/swim vertically const int MONSTERFLAG_INFRONT = 32; // only check for enemies infront of us const int MONSTERFLAG_MINIBOSS = 64; // monster spawns as mini-boss (also has a chance of naturally becoming one) const int MONSTERFLAG_INVINCIBLE = 128; // monster doesn't take damage (may be used for map objects & temporary monsters) const int MONSTERFLAG_SPAWNED = 16384; // flag for spawned monsters const int MONSTERFLAG_RESPAWNED = 32768; // flag for re-spawned monsters // compatibility with old maps (soon to be removed) .float monster_lifetime; .int monster_skill; // functions used elsewhere void Monster_Remove(entity this); void monsters_setstatus(entity this); bool Monster_Spawn(entity this, bool check_appear, Monster mon); void monster_setupcolors(entity this); void Monster_Touch(entity this, entity toucher); void Monster_Move_2D(entity this, float mspeed, float allow_jumpoff); void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func); float Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop); bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime); entity Monster_FindTarget(entity this); void monster_makevectors(entity this, entity targ); void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan); /** number of monsters spawned with mobspawn command */ int totalspawned; // monster sounds .float msound_delay; // temporary antilag system #define ALLMONSTERSOUNDS \ _MSOUND(death) \ _MSOUND(sight) \ _MSOUND(ranged) \ _MSOUND(melee) \ _MSOUND(pain) \ _MSOUND(spawn) \ _MSOUND(idle) \ _MSOUND(attack) #define _MSOUND(m) .string monstersound_##m; ALLMONSTERSOUNDS #undef _MSOUND float GetMonsterSoundSampleField_notFound; IntrusiveList g_monsters; STATIC_INIT(g_monsters) { g_monsters = IL_NEW(); } IntrusiveList g_monster_targets; STATIC_INIT(g_monster_targets) { g_monster_targets = IL_NEW(); }