q2wf-portable/g_monster.c

944 lines
22 KiB
C

#include "g_local.h"
//
// monster weapons
//
//FIXME mosnters should call these with a totally accurate direction
// and we can mess it up based on skill. Spread should be for normal
// and we can tighten or loosen based on skill. We could muck with
// the damages too, but I'm not sure that's such a good idea.
void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype, int mod)//ERASER ADDED INT MOD
{
fire_bullet (self, start, dir, damage, kick, hspread, vspread, mod);//WF24 USES MOD_UNKNOWN fixme
//ERASER START
if (self->map && (flashtype != MZ2_ACTOR_MACHINEGUN_1)) // bot
gi.WriteByte (svc_muzzleflash);
else
//ERASER END
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (flashtype);
gi.multicast (start, MULTICAST_PVS);
}
void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype, int mod)//ERASER ADDED INT MOD
{
fire_shotgun (self, start, aimdir, damage, kick, hspread, vspread, count, mod);//WF24 USES MON_UNKNOWN fixme
if (self->map) // bot
gi.WriteByte (svc_muzzleflash);
else
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (flashtype);
gi.multicast (start, MULTICAST_PVS);
}
void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect)
{
fire_blaster (self, start, dir, damage, speed, effect, false);
//ERASER START
if (self->map) // bot
gi.WriteByte (svc_muzzleflash);
else
//ERASER END
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (flashtype);
gi.multicast (start, MULTICAST_PVS);
}
void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype)
{
fire_grenade (self, start, aimdir, damage, speed, 2.5, damage+40);
//ERASER START
if (self->map) // bot
gi.WriteByte (svc_muzzleflash);
else
//ERASER END
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (flashtype);
gi.multicast (start, MULTICAST_PVS);
}
void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype)
{
fire_rocket (self, start, dir, damage, speed, damage+20, damage, MOD_ROCKET);//fixme 34 has MOD_ROCKET
//ERASER START
if (self->map) // bot
gi.WriteByte (svc_muzzleflash);
else
//ERASER END
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (flashtype);
gi.multicast (start, MULTICAST_PVS);
}
void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype)
{
fire_rail (self, start, aimdir, damage, kick, MOD_RAILGUN);
//ERASER START
if (self->map) // bot
gi.WriteByte (svc_muzzleflash);
else
//ERASER END
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (flashtype);
gi.multicast (start, MULTICAST_PVS);
}
void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype)
{
fire_bfg (self, start, aimdir, damage, speed, damage_radius);
//ERASER START
if (self->map) // bot
gi.WriteByte (svc_muzzleflash);
else
//ERASER END
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (flashtype);
gi.multicast (start, MULTICAST_PVS);
}
//
// Monster utility functions
//
static void M_FliesOff (edict_t *self)
{
self->s.effects &= ~EF_FLIES;
self->s.sound = 0;
}
static void M_FliesOn (edict_t *self)
{
if (self->waterlevel)
return;
self->s.effects |= EF_FLIES;
self->s.sound = gi.soundindex ("infantry/inflies1.wav");
self->think = M_FliesOff;
self->nextthink = level.time + 60;
}
void M_FlyCheck (edict_t *self)
{
if (self->waterlevel)
return;
if (random() > 0.5)
return;
self->think = M_FliesOn;
self->nextthink = level.time + 5 + 10 * random();
}
void AttackFinished (edict_t *self, float time)
{
self->monsterinfo.attack_finished = level.time + time;
}
int CanJump(edict_t *ent);//ERASER
void M_CheckGround (edict_t *ent)
{
vec3_t point;
trace_t trace;
//WF24 S
if (ent->flags & (FL_SWIM|FL_FLY))
return;
//WF24E
//ERASER START
if (ent->health <= 0)
return;
//ERASER END
if (ent->velocity[2] > 210)//WF24-34 USES 100 FIXME
{
ent->groundentity = NULL;
return;
}
// if the hull point one-quarter unit down is solid the entity is on ground
point[0] = ent->s.origin[0];
point[1] = ent->s.origin[1];
point[2] = ent->s.origin[2] - 1;//WF24-34 USES - 0.25;FIXME
trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, point, ent, MASK_PLAYERSOLID);//WF24 USES MONSTERSOLID
//ERASER START
if ((trace.startsolid) && !(trace.ent->client) && !(trace.ent->health <= 0))
{ // we're stuck
// find a safe position?
// int x, y;
qboolean safe=false;
ent->maxs[2] = 4; // duck
ent->crouch_attack_time = level.time + 2;
/*
for (x=-16; x<=16; x+=8)
for (y=-16; y<=16; y+=8)
{
if (!x && !y)
continue;
point[0] = ent->s.origin[0] + x;
point[1] = ent->s.origin[1] + y;
point[2] = ent->s.origin[2];
trace = gi.trace(point, ent->mins, ent->maxs, point, ent, MASK_PLAYERSOLID);
if (!trace.startsolid)
{
safe = true;
goto done;
}
}
*/
// still stuck, try moving up
ent->s.origin[2] += 26;
point[0] = ent->s.origin[0];
point[1] = ent->s.origin[1];
point[2] = ent->s.origin[2];
trace = gi.trace(point, ent->mins, ent->maxs, point, ent, MASK_PLAYERSOLID);
if (!trace.startsolid)
{
safe = true;
goto done;
}
ent->s.origin[2] -= 26;
done:
if (!safe)
{
if (ent->maxs[2] < 32)
{
T_Damage(ent, ent, ent, VEC_ORIGIN, ent->s.origin, VEC_ORIGIN, 100000, 0, DAMAGE_NO_PROTECTION, MOD_SUICIDE);
}
else // try ducking
{
ent->maxs[2] = 4;
ent->crouch_attack_time = level.time + 2;
}
}
return;
}
//ERASER END
// check steepness//WF24-34 DIF HERE FIXME?
if ( (trace.fraction < 1) && (trace.ent == world) && (trace.plane.normal[2] <= 0.4))
{
VectorScale(trace.plane.normal, 300, ent->velocity);//E
VectorCopy(ent->velocity, ent->jump_velocity);//E
//ACO if (CanJump(ent))
//ACO ent->s.origin[2] += 1;
ent->groundentity = NULL;
gi.linkentity(ent);//E
return;
}
if (trace.fraction < 1)
ent->groundentity = trace.ent;
else
ent->groundentity = NULL;
}
//WF24 MUCH DIFFEENT ABOVE FIXME ACRID
void M_CatagorizePosition (edict_t *ent)
{
vec3_t point;
int cont;
//
// get waterlevel
//
point[0] = ent->s.origin[0];
point[1] = ent->s.origin[1];
point[2] = ent->s.origin[2] + ent->mins[2] + 1;
cont = gi.pointcontents (point);
if (!(cont & MASK_WATER))
{
ent->waterlevel = 0;
ent->watertype = 0;
return;
}
ent->watertype = cont;
ent->waterlevel = 1;
point[2] += 26;
cont = gi.pointcontents (point);
if (!(cont & MASK_WATER))
return;
ent->waterlevel = 2;
point[2] += 22;
cont = gi.pointcontents (point);
if (cont & MASK_WATER)
ent->waterlevel = 3;
}
void M_WorldEffects (edict_t *ent)
{
int dmg;
if (ent->health > 0)
{
if (!(ent->flags & FL_SWIM))
{
if (ent->waterlevel < 3)
{
ent->air_finished = level.time + 12;
}
else if (ent->air_finished < level.time)
{ // drown!
if (ent->pain_debounce_time < level.time)
{
dmg = 2 + 2 * floor(level.time - ent->air_finished);
if (dmg > 15)
dmg = 15;
T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
ent->pain_debounce_time = level.time + 1;
}
}
}
else
{
if (ent->waterlevel > 0)
{
ent->air_finished = level.time + 9;
}
else if (ent->air_finished < level.time)
{ // suffocate!
if (ent->pain_debounce_time < level.time)
{
dmg = 2 + 2 * floor(level.time - ent->air_finished);
if (dmg > 15)
dmg = 15;
T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
ent->pain_debounce_time = level.time + 1;
}
}
}
}
if (ent->waterlevel == 0)
{
if (ent->flags & FL_INWATER)
{
gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
ent->flags &= ~FL_INWATER;
}
return;
}
if ((ent->watertype & CONTENTS_LAVA) && !(ent->flags & FL_IMMUNE_LAVA))
{
if (ent->damage_debounce_time < level.time)
{
ent->damage_debounce_time = level.time + 0.2;
T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 10*ent->waterlevel, 0, 0, MOD_LAVA);
}
}
if ((ent->watertype & CONTENTS_SLIME) && !(ent->flags & FL_IMMUNE_SLIME))
{
if (ent->damage_debounce_time < level.time)
{
ent->damage_debounce_time = level.time + 1;
T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 4*ent->waterlevel, 0, 0, MOD_SLIME);
}
}
if ( !(ent->flags & FL_INWATER) )
{
if (!(ent->svflags & SVF_DEADMONSTER))
{
if (ent->watertype & CONTENTS_LAVA)
if (random() <= 0.5)
gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava1.wav"), 1, ATTN_NORM, 0);
else
gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava2.wav"), 1, ATTN_NORM, 0);
else if (ent->watertype & CONTENTS_SLIME)
gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
else if (ent->watertype & CONTENTS_WATER)
gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
}
ent->flags |= FL_INWATER;
ent->damage_debounce_time = 0;
}
}
void M_droptofloor (edict_t *ent)
{
vec3_t end;
trace_t trace;
ent->s.origin[2] += 1;
VectorCopy (ent->s.origin, end);
end[2] -= 256;
trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
if (trace.fraction == 1 || trace.allsolid)
return;
VectorCopy (trace.endpos, ent->s.origin);
gi.linkentity (ent);
M_CheckGround (ent);
M_CatagorizePosition (ent);
}
void M_SetEffects (edict_t *ent)
{
//acrid 3/99
if (ent->bot_client && ent->frozen)//white shell botfreeze
{
ent->s.effects |= EF_COLOR_SHELL;
ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
return;
}
ent->s.effects &= ~(EF_COLOR_SHELL|EF_POWERSCREEN);
ent->s.renderfx &= ~(RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
if (ent->monsterinfo.aiflags & AI_RESURRECTING)
{
ent->s.effects |= EF_COLOR_SHELL;
ent->s.renderfx |= RF_SHELL_RED;
}
if (ent->health <= 0)
return;
if (ent->powerarmor_time > level.time)
{
if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SCREEN)
{
ent->s.effects |= EF_POWERSCREEN;
}
else if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SHIELD)
{
ent->s.effects |= EF_COLOR_SHELL;
ent->s.renderfx |= RF_SHELL_GREEN;
}
}
}
void M_MoveFrame (edict_t *self)
{
mmove_t *move;
int index;
move = self->monsterinfo.currentmove;
self->nextthink = level.time + FRAMETIME;
if ((self->monsterinfo.nextframe) && (self->monsterinfo.nextframe >= move->firstframe) && (self->monsterinfo.nextframe <= move->lastframe))
{
self->s.frame = self->monsterinfo.nextframe;
self->monsterinfo.nextframe = 0;
}
else
{
if (self->s.frame == move->lastframe)
{
if (move->endfunc)
{
move->endfunc (self);
// regrab move, endfunc is very likely to change it
move = self->monsterinfo.currentmove;
// check for death
if (self->svflags & SVF_DEADMONSTER)
return;
}
}
if (self->s.frame < move->firstframe || self->s.frame > move->lastframe)
{
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
self->s.frame = move->firstframe;
}
else
{
if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
{
self->s.frame++;
if (self->s.frame > move->lastframe)
self->s.frame = move->firstframe;
}
}
}
index = self->s.frame - move->firstframe;
if (move->frame[index].aifunc)
if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
move->frame[index].aifunc (self, move->frame[index].dist * self->monsterinfo.scale);
else
move->frame[index].aifunc (self, 0);
if (move->frame[index].thinkfunc)
move->frame[index].thinkfunc (self);
}
//ERASER START
extern edict_t *current_player;
extern gclient_t *current_client;
void P_WorldEffects (void);
//ERASER END
void ClientUserinfoChanged (edict_t *ent, char *userinfo);//botfreeze 3/99
//WF24-34 IS ALOT DIFFERENT BELOW COPY OLD THINK AND RENAME FOR DECOYS
void monster_think (edict_t *self)
{
// int playernum;
// char userinfo[MAX_INFO_STRING];//acrid 3/99 freeze
// Yes, this is a hack. This is the result of starting such a project
// without knowing what anything does. Idealistically, bot's should have
// their own totally unique think, and shouldn't interfer with the normal
// monster code, but the Eraser started out as a normal monster, so I had
// to use this code. It is possible to put back the original code and
// use a check for self->bot_client to disperse bot's and normal monsters.
// That way, a coop bot would be possible (but not probable, given the
// amount of work required).
if (!self->bot_client)
{
gi.error("\nCannot play Eraser in single player mode.\n\nType \"deathmatch 1\" to play the Eraser Bot.\n\n");
return;
}
//acrid 3/99
if (self->bot_client && self->frozen)
{
if( level.time < self->frozentime )
{
}
else {
// playernum = self - g_edicts - 1;
// strcpy( userinfo, self->client->pers.userinfo );
self->frozen = 0;
// Info_SetValueForKey( userinfo, "skin", self->oldskin );
// ClientUserinfoChanged( self, userinfo );
}
}
if (self->last_think_time == level.time)
return;
if (self->client->showscores) // must be in intermission
return;
if (level.intermissiontime)
return; // already activated
bot_frametime = 0.1;
// check X/Y jumping velocity, make sure we continue moving forwards when obstructed by a stair
// or other solids before landing
if (!self->groundentity && (self->waterlevel < 2))
{
// trace_t tr;
// vec3_t dest;
// if (self->jump_velocity[0] && self->jump_velocity[1])
// {
self->velocity[0] = self->jump_velocity[0];
self->velocity[1] = self->jump_velocity[1];
// }
/*
VectorCopy(self->s.origin, dest);
dest[2] -= 8;
tr = gi.trace(self->s.origin, self->mins, self->maxs, dest, self, MASK_PLAYERSOLID);
// only really inair if way above ground
if (tr.fraction == 1)
{
self->last_inair = level.time;
}
*/
self->last_inair = level.time;
if (!self->client->ctf_grapple || (self->client->ctf_grapplestate <= CTF_GRAPPLE_STATE_FLY))
{
// this is some really ugly hacks to fix in-air velocity stuff
if (self->velocity[2] > self->wait)
self->wait = self->velocity[2];
if ((self->velocity[2] > -300) && (self->velocity[2] < 0))
self->velocity[2] = self->wait - sv_gravity->value*FRAMETIME;
}
}
else
{
if (self->jump_velocity[0] || self->jump_velocity[1])
{
self->jump_velocity[0] = self->jump_velocity[1] = 0;;
}
if (!self->last_inair || (self->last_inair > level.time))
self->last_inair = 0;
else // make sure we remove it next frame
self->last_inair = level.time + 1;
}
self->wait = self->velocity[2];
self->monsterinfo.run(self);
self->last_think_time = level.time;
// if (self->linkcount != self->monsterinfo.linkcount)
// {
// self->monsterinfo.linkcount = self->linkcount;
if (!self->client->ctf_grapple)
M_CheckGround (self);
// }
M_CatagorizePosition (self);
current_player = self;
current_client = self->client;
P_WorldEffects ();
M_SetEffects (self);
self->nextthink = level.time + FRAMETIME;
//self->nextthink = -1;
}
//WF24 IS ALOT DIFFFERENT ABOVE
/*
================
monster_use
Using a monster makes it angry at the current activator
================
*/
void monster_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->enemy)
return;
if (self->health <= 0)
return;
if (activator->flags & FL_NOTARGET)
return;
if (!(activator->client) && !(activator->monsterinfo.aiflags & AI_GOOD_GUY))
return;
// delay reaction so if the monster is teleported, its sound is still heard
self->enemy = activator;
FoundTarget (self);
}
void monster_start_go (edict_t *self);
void monster_triggered_spawn (edict_t *self)
{
self->s.origin[2] += 1;
KillBox (self);
self->solid = SOLID_BBOX;
self->movetype = MOVETYPE_STEP;
self->svflags &= ~SVF_NOCLIENT;
self->air_finished = level.time + 12;
gi.linkentity (self);
monster_start_go (self);
if (self->enemy && !(self->spawnflags & 1) && !(self->enemy->flags & FL_NOTARGET))
{
FoundTarget (self);
}
else
{
self->enemy = NULL;
}
}
void monster_triggered_spawn_use (edict_t *self, edict_t *other, edict_t *activator)
{
// we have a one frame delay here so we don't telefrag the guy who activated us
self->think = monster_triggered_spawn;
self->nextthink = level.time + FRAMETIME;
if (activator->client)
self->enemy = activator;
self->use = monster_use;
}
void monster_triggered_start (edict_t *self)
{
self->solid = SOLID_NOT;
self->movetype = MOVETYPE_NONE;
self->svflags |= SVF_NOCLIENT;
self->nextthink = 0;
self->use = monster_triggered_spawn_use;
}
/*
================
monster_death_use
When a monster dies, it fires all of its targets with the current
enemy as activator.
================
*/
void monster_death_use (edict_t *self)
{
self->flags &= ~(FL_FLY|FL_SWIM);
self->monsterinfo.aiflags &= AI_GOOD_GUY;
if (self->item)
{
Drop_Item (self, self->item);
self->item = NULL;
}
if (self->deathtarget)
self->target = self->deathtarget;
if (!self->target)
return;
G_UseTargets (self, self->enemy);
}
//============================================================================
void monster_start (edict_t *self)
{
/*WF24 USES TOO BUT ITS ACO THERE TOO
if ((deathmatch->value || nomonsters->value) && (!strcmp(self->classname, "bot")))
{
G_FreeEdict (self);
return false;
}
*/
if ((self->spawnflags & 4) && !(self->monsterinfo.aiflags & AI_GOOD_GUY))
{
self->spawnflags &= ~4;
self->spawnflags |= 1;
// gi.dprintf("fixed spawnflags on %s at %s\n", self->classname, vtos(self->s.origin));
}
if (!(self->monsterinfo.aiflags & AI_GOOD_GUY))
level.total_monsters++;
self->nextthink = level.time + FRAMETIME;
self->svflags |= SVF_MONSTER;
self->s.renderfx |= RF_FRAMELERP;
self->takedamage = DAMAGE_AIM;
self->air_finished = level.time + 12;
// self->use = monster_use;//WF24 USES
self->max_health = self->health;
self->clipmask = MASK_MONSTERSOLID;
//WF - skin is set in decoy code
// self->s.skinnum = 0;
//WF
self->deadflag = DEAD_NO;
self->svflags &= ~SVF_DEADMONSTER;
if (!self->monsterinfo.checkattack)
self->monsterinfo.checkattack = M_CheckAttack;
VectorCopy (self->s.origin, self->s.old_origin);
/*//WF24 USES THIS
if (st.item)
{
self->item = FindItemByClassname (st.item);
if (!self->item)
gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item);
}
// randomize what frame they start on
if (self->monsterinfo.currentmove)
self->s.frame = self->monsterinfo.currentmove->firstframe + (rand() % (self->monsterinfo.currentmove->lastframe - self->monsterinfo.currentmove->firstframe + 1));
return true;
*///WF24 USES THIS
}
void monster_start_go (edict_t *self)
{
vec3_t v;
if (self->health <= 0)
return;
// check for target to combat_point and change to combattarget
if (self->target)
{
qboolean notcombat;
qboolean fixup;
edict_t *target;
target = NULL;
notcombat = false;
fixup = false;
while ((target = G_Find (target, FOFS(targetname), self->target)) != NULL)
{
if (strcmp(target->classname, "point_combat") == 0)
{
self->combattarget = self->target;
fixup = true;
}
else
{
notcombat = true;
}
}
if (notcombat && self->combattarget)
gi.dprintf("%s at %s has target with mixed types\n", self->classname, vtos(self->s.origin));
if (fixup)
self->target = NULL;
}
// validate combattarget
if (self->combattarget)
{
edict_t *target;
target = NULL;
while ((target = G_Find (target, FOFS(targetname), self->combattarget)) != NULL)
{
if (strcmp(target->classname, "point_combat") != 0)
{
gi.dprintf("%s at (%i %i %i) has a bad combattarget %s : %s at (%i %i %i)\n",
self->classname, (int)self->s.origin[0], (int)self->s.origin[1], (int)self->s.origin[2],
self->combattarget, target->classname, (int)target->s.origin[0], (int)target->s.origin[1],
(int)target->s.origin[2]);
}
}
}
if (self->target)
{
self->goalentity = self->movetarget = G_PickTarget(self->target);
if (!self->movetarget)
{
gi.dprintf ("%s can't find target %s at %s\n", self->classname, self->target, vtos(self->s.origin));
self->target = NULL;
self->monsterinfo.pausetime = 100000000;
self->monsterinfo.stand (self);
}
else if (strcmp (self->movetarget->classname, "path_corner") == 0)
{
VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v);
self->monsterinfo.walk (self);
self->target = NULL;
}
else
{
self->goalentity = self->movetarget = NULL;
self->monsterinfo.pausetime = 100000000;
self->monsterinfo.stand (self);
}
}
else
{
self->monsterinfo.pausetime = 100000000;
self->monsterinfo.stand (self);
}
self->think = monster_think;
self->nextthink = level.time + FRAMETIME;
}
void walkmonster_start_go (edict_t *self)
{
if (!(self->spawnflags & 2) && level.time < 1)
{
M_droptofloor (self);
if (self->groundentity)
if (!M_walkmove (self, 0, 0))
gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
}
if (!self->yaw_speed)
self->yaw_speed = 20;
self->viewheight = 25;
monster_start_go (self);
if (self->spawnflags & 2)
monster_triggered_start (self);
}
void walkmonster_start (edict_t *self)//FIXME ACRID decoy problem
{
self->think = walkmonster_start_go;
monster_start (self);
}
void flymonster_start_go (edict_t *self)
{
if (!M_walkmove (self, 0, 0))
gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
if (!self->yaw_speed)
self->yaw_speed = 10;
self->viewheight = 25;
monster_start_go (self);
if (self->spawnflags & 2)
monster_triggered_start (self);
}
void flymonster_start (edict_t *self)
{
self->flags |= FL_FLY;
self->think = flymonster_start_go;
monster_start (self);
}
void swimmonster_start_go (edict_t *self)
{
if (!self->yaw_speed)
self->yaw_speed = 10;
self->viewheight = 10;
monster_start_go (self);
if (self->spawnflags & 2)
monster_triggered_start (self);
}
void swimmonster_start (edict_t *self)
{
self->flags |= FL_SWIM;
self->think = swimmonster_start_go;
monster_start (self);
}