#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) { fire_bullet (self, start, dir, damage, kick, hspread, vspread, MOD_UNKNOWN); 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) { fire_shotgun (self, start, aimdir, damage, kick, hspread, vspread, count, MOD_UNKNOWN); 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); gi.WriteByte (svc_muzzleflash2); gi.WriteShort (self - g_edicts); gi.WriteByte (flashtype); gi.multicast (start, MULTICAST_PVS); } //ROGUE void monster_fire_blaster2 (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect) { fire_blaster2 (self, start, dir, damage, speed, effect, false); gi.WriteByte (svc_muzzleflash2); gi.WriteShort (self - g_edicts); gi.WriteByte (flashtype); gi.multicast (start, MULTICAST_PVS); } // FIXME -- add muzzle flash void monster_fire_tracker (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, edict_t *enemy, int flashtype) { fire_tracker (self, start, dir, damage, speed, enemy); gi.WriteByte (svc_muzzleflash2); gi.WriteShort (self - g_edicts); gi.WriteByte (flashtype); gi.multicast (start, MULTICAST_PVS); } void monster_fire_heat (edict_t *self, vec3_t start, vec3_t dir, vec3_t offset, int damage, int kick, int flashtype) { fire_heat (self, start, dir, offset, damage, kick, true); gi.WriteByte (svc_muzzleflash2); gi.WriteShort (self - g_edicts); gi.WriteByte (flashtype); gi.multicast (start, MULTICAST_PVS); } //ROGUE 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); 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); 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) { // PMM if (!(gi.pointcontents (start) & MASK_SOLID)) fire_rail (self, start, aimdir, damage, kick); 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); gi.WriteByte (svc_muzzleflash2); gi.WriteShort (self - g_edicts); gi.WriteByte (flashtype); gi.multicast (start, MULTICAST_PVS); } // // Monster utility functions // void M_FliesOff (edict_t *self) { self->s.effects &= ~EF_FLIES; self->s.sound = 0; } 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; } void M_CheckGround (edict_t *ent) { vec3_t point; trace_t trace; if (ent->flags & (FL_SWIM|FL_FLY)) return; #ifdef ROGUE_GRAVITY if ((ent->velocity[2] * ent->gravityVector[2]) < -100) // PGM #else if (ent->velocity[2] > 100) #endif { 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]; #ifdef ROGUE_GRAVITY point[2] = ent->s.origin[2] + (0.25 * ent->gravityVector[2]); //PGM #else point[2] = ent->s.origin[2] - 0.25; #endif trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, point, ent, MASK_MONSTERSOLID); // check steepness #ifdef ROGUE_GRAVITY //PGM if ( ent->gravityVector[2] < 0) // normal gravity { if ( trace.plane.normal[2] < 0.7 && !trace.startsolid) { ent->groundentity = NULL; return; } } else // inverted gravity { if ( trace.plane.normal[2] > -0.7 && !trace.startsolid) { ent->groundentity = NULL; return; } } //PGM #else if ( trace.plane.normal[2] < 0.7 && !trace.startsolid) { ent->groundentity = NULL; return; } #endif // ent->groundentity = trace.ent; // ent->groundentity_linkcount = trace.ent->linkcount; // if (!trace.startsolid && !trace.allsolid) // VectorCopy (trace.endpos, ent->s.origin); if (!trace.startsolid && !trace.allsolid) { VectorCopy (trace.endpos, ent->s.origin); ent->groundentity = trace.ent; ent->groundentity_linkcount = trace.ent->linkcount; ent->velocity[2] = 0; } } 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; #ifdef ROGUE_GRAVITY //PGM if(ent->gravityVector[2] < 0) { ent->s.origin[2] += 1; VectorCopy (ent->s.origin, end); end[2] -= 256; } else { ent->s.origin[2] -= 1; VectorCopy (ent->s.origin, end); end[2] += 256; } //PGM #else ent->s.origin[2] += 1; VectorCopy (ent->s.origin, end); end[2] -= 256; #endif 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) { int remaining; ent->s.effects &= ~(EF_COLOR_SHELL|EF_POWERSCREEN|EF_DOUBLE|EF_QUAD|EF_PENT); ent->s.renderfx &= ~(RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE|RF_SHELL_DOUBLE); 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; } } // PMM - new monster powerups if (ent->monsterinfo.quad_framenum > level.framenum) { remaining = ent->monsterinfo.quad_framenum - level.framenum; if (remaining > 30 || (remaining & 4) ) ent->s.effects |= EF_QUAD; } else ent->s.effects &= ~EF_QUAD; if (ent->monsterinfo.double_framenum > level.framenum) { remaining = ent->monsterinfo.double_framenum - level.framenum; if (remaining > 30 || (remaining & 4) ) ent->s.effects |= EF_DOUBLE; } else ent->s.effects &= ~EF_DOUBLE; if (ent->monsterinfo.invincible_framenum > level.framenum) { remaining = ent->monsterinfo.invincible_framenum - level.framenum; if (remaining > 30 || (remaining & 4) ) ent->s.effects |= EF_PENT; } else ent->s.effects &= ~EF_PENT; // PMM // PMM - testing // ent->s.effects |= EF_COLOR_SHELL; // ent->s.renderfx |= RF_SHELL_HALF_DAM; /* if (fmod (level.time, 4.0) > 2.0) { gi.dprintf ("invulnerable "); ent->s.renderfx |= RF_SHELL_RED; } else ent->s.renderfx &= ~RF_SHELL_RED; if (fmod (level.time, 8.0) > 4.0) { gi.dprintf ("shield "); ent->s.renderfx |= RF_SHELL_GREEN; } else ent->s.renderfx &= ~RF_SHELL_GREEN; if (fmod (level.time, 16.0) > 8.0) { gi.dprintf ("quad "); ent->s.renderfx |= RF_SHELL_BLUE;\ } else ent->s.renderfx &= ~RF_SHELL_BLUE; if (fmod (level.time, 32.0) > 16.0) { gi.dprintf ("double "); ent->s.renderfx |= RF_SHELL_DOUBLE; } else ent->s.renderfx &= ~RF_SHELL_DOUBLE; if (fmod (level.time, 64.0) > 32.0) { gi.dprintf ("half "); ent->s.renderfx |= RF_SHELL_HALF_DAM; } else ent->s.renderfx &= ~RF_SHELL_HALF_DAM; gi.dprintf ("\n"); */ } 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); } void monster_think (edict_t *self) { M_MoveFrame (self); if (self->linkcount != self->monsterinfo.linkcount) { self->monsterinfo.linkcount = self->linkcount; M_CheckGround (self); } M_CatagorizePosition (self); M_WorldEffects (self); M_SetEffects (self); } /* ================ 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; if (activator->flags & FL_DISGUISED) // PGM return; // PGM // 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)) { if(!(self->enemy->flags & FL_DISGUISED)) // PGM FoundTarget (self); else // PMM - just in case, make sure to clear the enemy so FindTarget doesn't get confused self->enemy = NULL; } 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); } //============================================================================ qboolean monster_start (edict_t *self) { if (deathmatch->value) { 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)) && (!(self->monsterinfo.aiflags & AI_DO_NOT_COUNT))) 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; self->max_health = self->health; self->clipmask = MASK_MONSTERSOLID; self->s.skinnum = 0; 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); 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)); // PMM - get this so I don't have to do it in all of the monsters self->monsterinfo.base_height = self->maxs[2]; // PMM - clear these self->monsterinfo.quad_framenum = 0; self->monsterinfo.double_framenum = 0; self->monsterinfo.invincible_framenum = 0; return true; } 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; // PMM - stalkers are too short for this if (!(strcmp(self->classname, "monster_stalker"))) self->viewheight = 15; else self->viewheight = 25; monster_start_go (self); if (self->spawnflags & 2) monster_triggered_start (self); } void walkmonster_start (edict_t *self) { 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); } //ROGUE void stationarymonster_start_go (edict_t *self); void stationarymonster_triggered_spawn (edict_t *self) { KillBox (self); self->solid = SOLID_BBOX; self->movetype = MOVETYPE_NONE; self->svflags &= ~SVF_NOCLIENT; self->air_finished = level.time + 12; gi.linkentity (self); // FIXME - why doesn't this happen with real monsters? self->spawnflags &= ~2; stationarymonster_start_go (self); if (self->enemy && !(self->spawnflags & 1) && !(self->enemy->flags & FL_NOTARGET)) { if(!(self->enemy->flags & FL_DISGUISED)) // PGM FoundTarget (self); else // PMM - just in case, make sure to clear the enemy so FindTarget doesn't get confused self->enemy = NULL; } else { self->enemy = NULL; } } void stationarymonster_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 = stationarymonster_triggered_spawn; self->nextthink = level.time + FRAMETIME; if (activator->client) self->enemy = activator; self->use = monster_use; } void stationarymonster_triggered_start (edict_t *self) { self->solid = SOLID_NOT; self->movetype = MOVETYPE_NONE; self->svflags |= SVF_NOCLIENT; self->nextthink = 0; self->use = stationarymonster_triggered_spawn_use; } void stationarymonster_start_go (edict_t *self) { // PGM - only turrets use this, so remove the error message. They're supposed to be in solid. // 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) stationarymonster_triggered_start (self); } void stationarymonster_start (edict_t *self) { self->think = stationarymonster_start_go; monster_start (self); } void monster_done_dodge (edict_t *self) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("%s done dodging\n", self->classname); self->monsterinfo.aiflags &= ~AI_DODGING; } //ROGUE