File: game\g_monster.c

    1 /*
    2 Copyright (C) 1997-2001 Id Software, Inc.
    3 
    4 This program is free software; you can redistribute it and/or
    5 modify it under the terms of the GNU General Public License
    6 as published by the Free Software Foundation; either version 2
    7 of the License, or (at your option) any later version.
    8 
    9 This program is distributed in the hope that it will be useful,
   10 but WITHOUT ANY WARRANTY; without even the implied warranty of
   11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
   12 
   13 See the GNU General Public License for more details.
   14 
   15 You should have received a copy of the GNU General Public License
   16 along with this program; if not, write to the Free Software
   17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
   18 
   19 */
   20 #include "g_local.h"
   21 
   22 
   23 //
   24 // monster weapons
   25 //
   26 
   27 //FIXME mosnters should call these with a totally accurate direction
   28 // and we can mess it up based on skill.  Spread should be for normal
   29 // and we can tighten or loosen based on skill.  We could muck with
   30 // the damages too, but I'm not sure that's such a good idea.
   31 void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype)
   32 {
   33         fire_bullet (self, start, dir, damage, kick, hspread, vspread, MOD_UNKNOWN);
   34 
   35         gi.WriteByte (svc_muzzleflash2);
   36         gi.WriteShort (self - g_edicts);
   37         gi.WriteByte (flashtype);
   38         gi.multicast (start, MULTICAST_PVS);
   39 }
   40 
   41 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)
   42 {
   43         fire_shotgun (self, start, aimdir, damage, kick, hspread, vspread, count, MOD_UNKNOWN);
   44 
   45         gi.WriteByte (svc_muzzleflash2);
   46         gi.WriteShort (self - g_edicts);
   47         gi.WriteByte (flashtype);
   48         gi.multicast (start, MULTICAST_PVS);
   49 }
   50 
   51 void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect)
   52 {
   53         fire_blaster (self, start, dir, damage, speed, effect, false);
   54 
   55         gi.WriteByte (svc_muzzleflash2);
   56         gi.WriteShort (self - g_edicts);
   57         gi.WriteByte (flashtype);
   58         gi.multicast (start, MULTICAST_PVS);
   59 }       
   60 
   61 void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype)
   62 {
   63         fire_grenade (self, start, aimdir, damage, speed, 2.5, damage+40);
   64 
   65         gi.WriteByte (svc_muzzleflash2);
   66         gi.WriteShort (self - g_edicts);
   67         gi.WriteByte (flashtype);
   68         gi.multicast (start, MULTICAST_PVS);
   69 }
   70 
   71 void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype)
   72 {
   73         fire_rocket (self, start, dir, damage, speed, damage+20, damage);
   74 
   75         gi.WriteByte (svc_muzzleflash2);
   76         gi.WriteShort (self - g_edicts);
   77         gi.WriteByte (flashtype);
   78         gi.multicast (start, MULTICAST_PVS);
   79 }       
   80 
   81 void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype)
   82 {
   83         fire_rail (self, start, aimdir, damage, kick);
   84 
   85         gi.WriteByte (svc_muzzleflash2);
   86         gi.WriteShort (self - g_edicts);
   87         gi.WriteByte (flashtype);
   88         gi.multicast (start, MULTICAST_PVS);
   89 }
   90 
   91 void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype)
   92 {
   93         fire_bfg (self, start, aimdir, damage, speed, damage_radius);
   94 
   95         gi.WriteByte (svc_muzzleflash2);
   96         gi.WriteShort (self - g_edicts);
   97         gi.WriteByte (flashtype);
   98         gi.multicast (start, MULTICAST_PVS);
   99 }
  100 
  101 
  102 
  103 //
  104 // Monster utility functions
  105 //
  106 
  107 static void M_FliesOff (edict_t *self)
  108 {
  109         self->s.effects &= ~EF_FLIES;
  110         self->s.sound = 0;
  111 }
  112 
  113 static void M_FliesOn (edict_t *self)
  114 {
  115         if (self->waterlevel)
  116                 return;
  117         self->s.effects |= EF_FLIES;
  118         self->s.sound = gi.soundindex ("infantry/inflies1.wav");
  119         self->think = M_FliesOff;
  120         self->nextthink = level.time + 60;
  121 }
  122 
  123 void M_FlyCheck (edict_t *self)
  124 {
  125         if (self->waterlevel)
  126                 return;
  127 
  128         if (random() > 0.5)
  129                 return;
  130 
  131         self->think = M_FliesOn;
  132         self->nextthink = level.time + 5 + 10 * random();
  133 }
  134 
  135 void AttackFinished (edict_t *self, float time)
  136 {
  137         self->monsterinfo.attack_finished = level.time + time;
  138 }
  139 
  140 
  141 void M_CheckGround (edict_t *ent)
  142 {
  143         vec3_t          point;
  144         trace_t         trace;
  145 
  146         if (ent->flags & (FL_SWIM|FL_FLY))
  147                 return;
  148 
  149         if (ent->velocity[2] > 100)
  150         {
  151                 ent->groundentity = NULL;
  152                 return;
  153         }
  154 
  155 // if the hull point one-quarter unit down is solid the entity is on ground
  156         point[0] = ent->s.origin[0];
  157         point[1] = ent->s.origin[1];
  158         point[2] = ent->s.origin[2] - 0.25;
  159 
  160         trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, point, ent, MASK_MONSTERSOLID);
  161 
  162         // check steepness
  163         if ( trace.plane.normal[2] < 0.7 && !trace.startsolid)
  164         {
  165                 ent->groundentity = NULL;
  166                 return;
  167         }
  168 
  169 //      ent->groundentity = trace.ent;
  170 //      ent->groundentity_linkcount = trace.ent->linkcount;
  171 //      if (!trace.startsolid && !trace.allsolid)
  172 //              VectorCopy (trace.endpos, ent->s.origin);
  173         if (!trace.startsolid && !trace.allsolid)
  174         {
  175                 VectorCopy (trace.endpos, ent->s.origin);
  176                 ent->groundentity = trace.ent;
  177                 ent->groundentity_linkcount = trace.ent->linkcount;
  178                 ent->velocity[2] = 0;
  179         }
  180 }
  181 
  182 
  183 void M_CatagorizePosition (edict_t *ent)
  184 {
  185         vec3_t          point;
  186         int                     cont;
  187 
  188 //
  189 // get waterlevel
  190 //
  191         point[0] = ent->s.origin[0];
  192         point[1] = ent->s.origin[1];
  193         point[2] = ent->s.origin[2] + ent->mins[2] + 1; 
  194         cont = gi.pointcontents (point);
  195 
  196         if (!(cont & MASK_WATER))
  197         {
  198                 ent->waterlevel = 0;
  199                 ent->watertype = 0;
  200                 return;
  201         }
  202 
  203         ent->watertype = cont;
  204         ent->waterlevel = 1;
  205         point[2] += 26;
  206         cont = gi.pointcontents (point);
  207         if (!(cont & MASK_WATER))
  208                 return;
  209 
  210         ent->waterlevel = 2;
  211         point[2] += 22;
  212         cont = gi.pointcontents (point);
  213         if (cont & MASK_WATER)
  214                 ent->waterlevel = 3;
  215 }
  216 
  217 
  218 void M_WorldEffects (edict_t *ent)
  219 {
  220         int             dmg;
  221 
  222         if (ent->health > 0)
  223         {
  224                 if (!(ent->flags & FL_SWIM))
  225                 {
  226                         if (ent->waterlevel < 3)
  227                         {
  228                                 ent->air_finished = level.time + 12;
  229                         }
  230                         else if (ent->air_finished < level.time)
  231                         {       // drown!
  232                                 if (ent->pain_debounce_time < level.time)
  233                                 {
  234                                         dmg = 2 + 2 * floor(level.time - ent->air_finished);
  235                                         if (dmg > 15)
  236                                                 dmg = 15;
  237                                         T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
  238                                         ent->pain_debounce_time = level.time + 1;
  239                                 }
  240                         }
  241                 }
  242                 else
  243                 {
  244                         if (ent->waterlevel > 0)
  245                         {
  246                                 ent->air_finished = level.time + 9;
  247                         }
  248                         else if (ent->air_finished < level.time)
  249                         {       // suffocate!
  250                                 if (ent->pain_debounce_time < level.time)
  251                                 {
  252                                         dmg = 2 + 2 * floor(level.time - ent->air_finished);
  253                                         if (dmg > 15)
  254                                                 dmg = 15;
  255                                         T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
  256                                         ent->pain_debounce_time = level.time + 1;
  257                                 }
  258                         }
  259                 }
  260         }
  261         
  262         if (ent->waterlevel == 0)
  263         {
  264                 if (ent->flags & FL_INWATER)
  265                 {       
  266                         gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
  267                         ent->flags &= ~FL_INWATER;
  268                 }
  269                 return;
  270         }
  271 
  272         if ((ent->watertype & CONTENTS_LAVA) && !(ent->flags & FL_IMMUNE_LAVA))
  273         {
  274                 if (ent->damage_debounce_time < level.time)
  275                 {
  276                         ent->damage_debounce_time = level.time + 0.2;
  277                         T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 10*ent->waterlevel, 0, 0, MOD_LAVA);
  278                 }
  279         }
  280         if ((ent->watertype & CONTENTS_SLIME) && !(ent->flags & FL_IMMUNE_SLIME))
  281         {
  282                 if (ent->damage_debounce_time < level.time)
  283                 {
  284                         ent->damage_debounce_time = level.time + 1;
  285                         T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 4*ent->waterlevel, 0, 0, MOD_SLIME);
  286                 }
  287         }
  288         
  289         if ( !(ent->flags & FL_INWATER) )
  290         {       
  291                 if (!(ent->svflags & SVF_DEADMONSTER))
  292                 {
  293                         if (ent->watertype & CONTENTS_LAVA)
  294                                 if (random() <= 0.5)
  295                                         gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava1.wav"), 1, ATTN_NORM, 0);
  296                                 else
  297                                         gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava2.wav"), 1, ATTN_NORM, 0);
  298                         else if (ent->watertype & CONTENTS_SLIME)
  299                                 gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
  300                         else if (ent->watertype & CONTENTS_WATER)
  301                                 gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
  302                 }
  303 
  304                 ent->flags |= FL_INWATER;
  305                 ent->damage_debounce_time = 0;
  306         }
  307 }
  308 
  309 
  310 void M_droptofloor (edict_t *ent)
  311 {
  312         vec3_t          end;
  313         trace_t         trace;
  314 
  315         ent->s.origin[2] += 1;
  316         VectorCopy (ent->s.origin, end);
  317         end[2] -= 256;
  318         
  319         trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
  320 
  321         if (trace.fraction == 1 || trace.allsolid)
  322                 return;
  323 
  324         VectorCopy (trace.endpos, ent->s.origin);
  325 
  326         gi.linkentity (ent);
  327         M_CheckGround (ent);
  328         M_CatagorizePosition (ent);
  329 }
  330 
  331 
  332 void M_SetEffects (edict_t *ent)
  333 {
  334         ent->s.effects &= ~(EF_COLOR_SHELL|EF_POWERSCREEN);
  335         ent->s.renderfx &= ~(RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
  336 
  337         if (ent->monsterinfo.aiflags & AI_RESURRECTING)
  338         {
  339                 ent->s.effects |= EF_COLOR_SHELL;
  340                 ent->s.renderfx |= RF_SHELL_RED;
  341         }
  342 
  343         if (ent->health <= 0)
  344                 return;
  345 
  346         if (ent->powerarmor_time > level.time)
  347         {
  348                 if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SCREEN)
  349                 {
  350                         ent->s.effects |= EF_POWERSCREEN;
  351                 }
  352                 else if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SHIELD)
  353                 {
  354                         ent->s.effects |= EF_COLOR_SHELL;
  355                         ent->s.renderfx |= RF_SHELL_GREEN;
  356                 }
  357         }
  358 }
  359 
  360 
  361 void M_MoveFrame (edict_t *self)
  362 {
  363         mmove_t *move;
  364         int             index;
  365 
  366         move = self->monsterinfo.currentmove;
  367         self->nextthink = level.time + FRAMETIME;
  368 
  369         if ((self->monsterinfo.nextframe) && (self->monsterinfo.nextframe >= move->firstframe) && (self->monsterinfo.nextframe <= move->lastframe))
  370         {
  371                 self->s.frame = self->monsterinfo.nextframe;
  372                 self->monsterinfo.nextframe = 0;
  373         }
  374         else
  375         {
  376                 if (self->s.frame == move->lastframe)
  377                 {
  378                         if (move->endfunc)
  379                         {
  380                                 move->endfunc (self);
  381 
  382                                 // regrab move, endfunc is very likely to change it
  383                                 move = self->monsterinfo.currentmove;
  384 
  385                                 // check for death
  386                                 if (self->svflags & SVF_DEADMONSTER)
  387                                         return;
  388                         }
  389                 }
  390 
  391                 if (self->s.frame < move->firstframe || self->s.frame > move->lastframe)
  392                 {
  393                         self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
  394                         self->s.frame = move->firstframe;
  395                 }
  396                 else
  397                 {
  398                         if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
  399                         {
  400                                 self->s.frame++;
  401                                 if (self->s.frame > move->lastframe)
  402                                         self->s.frame = move->firstframe;
  403                         }
  404                 }
  405         }
  406 
  407         index = self->s.frame - move->firstframe;
  408         if (move->frame[index].aifunc)
  409                 if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
  410                         move->frame[index].aifunc (self, move->frame[index].dist * self->monsterinfo.scale);
  411                 else
  412                         move->frame[index].aifunc (self, 0);
  413 
  414         if (move->frame[index].thinkfunc)
  415                 move->frame[index].thinkfunc (self);
  416 }
  417 
  418 
  419 void monster_think (edict_t *self)
  420 {
  421         M_MoveFrame (self);
  422         if (self->linkcount != self->monsterinfo.linkcount)
  423         {
  424                 self->monsterinfo.linkcount = self->linkcount;
  425                 M_CheckGround (self);
  426         }
  427         M_CatagorizePosition (self);
  428         M_WorldEffects (self);
  429         M_SetEffects (self);
  430 }
  431 
  432 
  433 /*
  434 ================
  435 monster_use
  436 
  437 Using a monster makes it angry at the current activator
  438 ================
  439 */
  440 void monster_use (edict_t *self, edict_t *other, edict_t *activator)
  441 {
  442         if (self->enemy)
  443                 return;
  444         if (self->health <= 0)
  445                 return;
  446         if (activator->flags & FL_NOTARGET)
  447                 return;
  448         if (!(activator->client) && !(activator->monsterinfo.aiflags & AI_GOOD_GUY))
  449                 return;
  450         
  451 // delay reaction so if the monster is teleported, its sound is still heard
  452         self->enemy = activator;
  453         FoundTarget (self);
  454 }
  455 
  456 
  457 void monster_start_go (edict_t *self);
  458 
  459 
  460 void monster_triggered_spawn (edict_t *self)
  461 {
  462         self->s.origin[2] += 1;
  463         KillBox (self);
  464 
  465         self->solid = SOLID_BBOX;
  466         self->movetype = MOVETYPE_STEP;
  467         self->svflags &= ~SVF_NOCLIENT;
  468         self->air_finished = level.time + 12;
  469         gi.linkentity (self);
  470 
  471         monster_start_go (self);
  472 
  473         if (self->enemy && !(self->spawnflags & 1) && !(self->enemy->flags & FL_NOTARGET))
  474         {
  475                 FoundTarget (self);
  476         }
  477         else
  478         {
  479                 self->enemy = NULL;
  480         }
  481 }
  482 
  483 void monster_triggered_spawn_use (edict_t *self, edict_t *other, edict_t *activator)
  484 {
  485         // we have a one frame delay here so we don't telefrag the guy who activated us
  486         self->think = monster_triggered_spawn;
  487         self->nextthink = level.time + FRAMETIME;
  488         if (activator->client)
  489                 self->enemy = activator;
  490         self->use = monster_use;
  491 }
  492 
  493 void monster_triggered_start (edict_t *self)
  494 {
  495         self->solid = SOLID_NOT;
  496         self->movetype = MOVETYPE_NONE;
  497         self->svflags |= SVF_NOCLIENT;
  498         self->nextthink = 0;
  499         self->use = monster_triggered_spawn_use;
  500 }
  501 
  502 
  503 /*
  504 ================
  505 monster_death_use
  506 
  507 When a monster dies, it fires all of its targets with the current
  508 enemy as activator.
  509 ================
  510 */
  511 void monster_death_use (edict_t *self)
  512 {
  513         self->flags &= ~(FL_FLY|FL_SWIM);
  514         self->monsterinfo.aiflags &= AI_GOOD_GUY;
  515 
  516         if (self->item)
  517         {
  518                 Drop_Item (self, self->item);
  519                 self->item = NULL;
  520         }
  521 
  522         if (self->deathtarget)
  523                 self->target = self->deathtarget;
  524 
  525         if (!self->target)
  526                 return;
  527 
  528         G_UseTargets (self, self->enemy);
  529 }
  530 
  531 
  532 //============================================================================
  533 
  534 qboolean monster_start (edict_t *self)
  535 {
  536         if (deathmatch->value)
  537         {
  538                 G_FreeEdict (self);
  539                 return false;
  540         }
  541 
  542         if ((self->spawnflags & 4) && !(self->monsterinfo.aiflags & AI_GOOD_GUY))
  543         {
  544                 self->spawnflags &= ~4;
  545                 self->spawnflags |= 1;
  546 //              gi.dprintf("fixed spawnflags on %s at %s\n", self->classname, vtos(self->s.origin));
  547         }
  548 
  549         if (!(self->monsterinfo.aiflags & AI_GOOD_GUY))
  550                 level.total_monsters++;
  551 
  552         self->nextthink = level.time + FRAMETIME;
  553         self->svflags |= SVF_MONSTER;
  554         self->s.renderfx |= RF_FRAMELERP;
  555         self->takedamage = DAMAGE_AIM;
  556         self->air_finished = level.time + 12;
  557         self->use = monster_use;
  558         self->max_health = self->health;
  559         self->clipmask = MASK_MONSTERSOLID;
  560 
  561         self->s.skinnum = 0;
  562         self->deadflag = DEAD_NO;
  563         self->svflags &= ~SVF_DEADMONSTER;
  564 
  565         if (!self->monsterinfo.checkattack)
  566                 self->monsterinfo.checkattack = M_CheckAttack;
  567         VectorCopy (self->s.origin, self->s.old_origin);
  568 
  569         if (st.item)
  570         {
  571                 self->item = FindItemByClassname (st.item);
  572                 if (!self->item)
  573                         gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item);
  574         }
  575 
  576         // randomize what frame they start on
  577         if (self->monsterinfo.currentmove)
  578                 self->s.frame = self->monsterinfo.currentmove->firstframe + (rand() % (self->monsterinfo.currentmove->lastframe - self->monsterinfo.currentmove->firstframe + 1));
  579 
  580         return true;
  581 }
  582 
  583 void monster_start_go (edict_t *self)
  584 {
  585         vec3_t  v;
  586 
  587         if (self->health <= 0)
  588                 return;
  589 
  590         // check for target to combat_point and change to combattarget
  591         if (self->target)
  592         {
  593                 qboolean        notcombat;
  594                 qboolean        fixup;
  595                 edict_t         *target;
  596 
  597                 target = NULL;
  598                 notcombat = false;
  599                 fixup = false;
  600                 while ((target = G_Find (target, FOFS(targetname), self->target)) != NULL)
  601                 {
  602                         if (strcmp(target->classname, "point_combat") == 0)
  603                         {
  604                                 self->combattarget = self->target;
  605                                 fixup = true;
  606                         }
  607                         else
  608                         {
  609                                 notcombat = true;
  610                         }
  611                 }
  612                 if (notcombat && self->combattarget)
  613                         gi.dprintf("%s at %s has target with mixed types\n", self->classname, vtos(self->s.origin));
  614                 if (fixup)
  615                         self->target = NULL;
  616         }
  617 
  618         // validate combattarget
  619         if (self->combattarget)
  620         {
  621                 edict_t         *target;
  622 
  623                 target = NULL;
  624                 while ((target = G_Find (target, FOFS(targetname), self->combattarget)) != NULL)
  625                 {
  626                         if (strcmp(target->classname, "point_combat") != 0)
  627                         {
  628                                 gi.dprintf("%s at (%i %i %i) has a bad combattarget %s : %s at (%i %i %i)\n",
  629                                         self->classname, (int)self->s.origin[0], (int)self->s.origin[1], (int)self->s.origin[2],
  630                                         self->combattarget, target->classname, (int)target->s.origin[0], (int)target->s.origin[1],
  631                                         (int)target->s.origin[2]);
  632                         }
  633                 }
  634         }
  635 
  636         if (self->target)
  637         {
  638                 self->goalentity = self->movetarget = G_PickTarget(self->target);
  639                 if (!self->movetarget)
  640                 {
  641                         gi.dprintf ("%s can't find target %s at %s\n", self->classname, self->target, vtos(self->s.origin));
  642                         self->target = NULL;
  643                         self->monsterinfo.pausetime = 100000000;
  644                         self->monsterinfo.stand (self);
  645                 }
  646                 else if (strcmp (self->movetarget->classname, "path_corner") == 0)
  647                 {
  648                         VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
  649                         self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v);
  650                         self->monsterinfo.walk (self);
  651                         self->target = NULL;
  652                 }
  653                 else
  654                 {
  655                         self->goalentity = self->movetarget = NULL;
  656                         self->monsterinfo.pausetime = 100000000;
  657                         self->monsterinfo.stand (self);
  658                 }
  659         }
  660         else
  661         {
  662                 self->monsterinfo.pausetime = 100000000;
  663                 self->monsterinfo.stand (self);
  664         }
  665 
  666         self->think = monster_think;
  667         self->nextthink = level.time + FRAMETIME;
  668 }
  669 
  670 
  671 void walkmonster_start_go (edict_t *self)
  672 {
  673         if (!(self->spawnflags & 2) && level.time < 1)
  674         {
  675                 M_droptofloor (self);
  676 
  677                 if (self->groundentity)
  678                         if (!M_walkmove (self, 0, 0))
  679                                 gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
  680         }
  681         
  682         if (!self->yaw_speed)
  683                 self->yaw_speed = 20;
  684         self->viewheight = 25;
  685 
  686         monster_start_go (self);
  687 
  688         if (self->spawnflags & 2)
  689                 monster_triggered_start (self);
  690 }
  691 
  692 void walkmonster_start (edict_t *self)
  693 {
  694         self->think = walkmonster_start_go;
  695         monster_start (self);
  696 }
  697 
  698 
  699 void flymonster_start_go (edict_t *self)
  700 {
  701         if (!M_walkmove (self, 0, 0))
  702                 gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
  703 
  704         if (!self->yaw_speed)
  705                 self->yaw_speed = 10;
  706         self->viewheight = 25;
  707 
  708         monster_start_go (self);
  709 
  710         if (self->spawnflags & 2)
  711                 monster_triggered_start (self);
  712 }
  713 
  714 
  715 void flymonster_start (edict_t *self)
  716 {
  717         self->flags |= FL_FLY;
  718         self->think = flymonster_start_go;
  719         monster_start (self);
  720 }
  721 
  722 
  723 void swimmonster_start_go (edict_t *self)
  724 {
  725         if (!self->yaw_speed)
  726                 self->yaw_speed = 10;
  727         self->viewheight = 10;
  728 
  729         monster_start_go (self);
  730 
  731         if (self->spawnflags & 2)
  732                 monster_triggered_start (self);
  733 }
  734 
  735 void swimmonster_start (edict_t *self)
  736 {
  737         self->flags |= FL_SWIM;
  738         self->think = swimmonster_start_go;
  739         monster_start (self);
  740 }
  741