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Attempt to fix monster vehicle support
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 // =========================
2 //  SVQC Monster Properties
3 // =========================
4
5
6 void M_Item_Touch ()
7 {
8         if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
9         {
10                 Item_Touch();
11                 self.think = SUB_Remove;
12                 self.nextthink = time + 0.1;
13         }
14 }
15
16 void monster_item_spawn()
17 {
18         if(self.monster_loot)
19                 self.monster_loot();
20         
21         self.gravity = 1;
22         self.velocity = randomvec() * 175 + '0 0 325';
23         self.touch = M_Item_Touch;
24         
25         SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
26 }
27
28 void monster_dropitem()
29 {
30         if(!self.candrop || !self.monster_loot)
31                 return;
32
33         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
34         entity e = spawn();
35         
36         setorigin(e, org);
37         
38         e.monster_loot = self.monster_loot;
39         
40         other = e;
41         MUTATOR_CALLHOOK(MonsterDropItem);
42         e = other;
43         
44         e.think = monster_item_spawn;
45         e.nextthink = time + 0.3;
46 }
47
48 void monsters_setframe(float _frame)
49 {
50         if(self.frame == _frame)
51                 return;
52                 
53         self.anim_start_time = time;
54         self.frame = _frame;
55         self.SendFlags |= MSF_ANIM;
56 }
57
58 float monster_isvalidtarget (entity targ, entity ent)
59 {
60         if(!targ || !ent)
61                 return FALSE; // someone doesn't exist
62                 
63         if(targ == ent)
64                 return FALSE; // don't attack ourselves
65                 
66         traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
67                 
68         if(trace_ent != targ)
69         {
70                 if(trace_ent != world)
71                         targ = trace_ent;
72                 else
73                         return FALSE;
74         }
75                 
76         if(targ.vehicle_flags & VHF_ISVEHICLE)
77         if not((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED)
78                 return FALSE; // melee attacks are useless against vehicles
79                 
80         if(time < game_starttime)
81                 return FALSE; // monsters do nothing before the match has started
82         
83         if(vlen(targ.origin - ent.origin) >= ent.target_range)
84                 return FALSE; // enemy is too far away
85                 
86         if(targ.takedamage == DAMAGE_NO)
87                 return FALSE; // enemy can't be damaged
88                 
89         if(targ.items & IT_INVISIBILITY)
90                 return FALSE; // enemy is invisible
91                 
92         if(substring(targ.classname, 0, 10) == "onslaught_")
93                 return FALSE; // don't attack onslaught targets
94         
95         if(IS_SPEC(targ) || IS_OBSERVER(targ))
96                 return FALSE; // enemy is a spectator
97         
98         if not(targ.vehicle_flags & VHF_ISVEHICLE)
99         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
100                 return FALSE; // enemy/self is dead
101                 
102         if(ent.monster_owner == targ)
103                 return FALSE; // don't attack our master
104                 
105         if(targ.monster_owner == ent)
106                 return FALSE; // don't attack our pet
107         
108         if not(targ.vehicle_flags & VHF_ISVEHICLE)
109         if(targ.flags & FL_NOTARGET)
110                 return FALSE; // enemy can't be targeted
111         
112         if not(autocvar_g_monsters_typefrag)
113         if(targ.BUTTON_CHAT)
114                 return FALSE; // no typefragging!
115         
116         if not(IsDifferentTeam(targ, ent))
117                 return FALSE; // enemy is on our team
118                 
119         if(autocvar_g_monsters_target_infront)
120         if(ent.enemy != targ)
121         {
122                 float dot;
123
124                 makevectors (ent.angles);
125                 dot = normalize (targ.origin - ent.origin) * v_forward;
126                 
127                 if(dot <= 0.3)
128                         return FALSE;
129         }
130         
131         return TRUE;
132 }
133
134 entity FindTarget (entity ent) 
135 {
136         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
137         
138         entity head, closest_target = world;
139         head = findradius(ent.origin, ent.target_range);
140                         
141         while(head) // find the closest acceptable target to pass to
142         {
143                 if(monster_isvalidtarget(head, ent))
144                 {
145                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) 
146                         vector head_center = CENTER_OR_VIEWOFS(head);
147                         vector ent_center = CENTER_OR_VIEWOFS(ent);
148                                         
149                         //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
150                         if(closest_target)
151                         {
152                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
153                                 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
154                                         { closest_target = head; }
155                         }
156                         else { closest_target = head; }
157                 }
158                 
159                 head = head.chain;
160         }
161         
162         return closest_target;
163 }
164
165 void MonsterTouch ()
166 {
167         if(other == world)
168                 return;
169                 
170         if(self.enemy != other)
171         if not(other.flags & FL_MONSTER)
172         if(monster_isvalidtarget(other, self))
173                 self.enemy = other;
174 }
175
176 void monster_sound(string msound, float sound_delay, float delaytoo)
177 {
178         if(delaytoo && time < self.msound_delay)
179                 return; // too early
180                 
181         if(msound == "")
182                 return; // sound doesn't exist
183
184         sound(self, CHAN_AUTO, msound, VOL_BASE, ATTEN_NORM);
185
186         self.msound_delay = time + sound_delay;
187 }
188
189 void monster_precachesounds(entity e)
190 {
191         precache_sound(e.msound_idle);
192         precache_sound(e.msound_death);
193         precache_sound(e.msound_attack_melee);
194         precache_sound(e.msound_attack_ranged);
195         precache_sound(e.msound_sight);
196         precache_sound(e.msound_pain);
197 }
198
199 void monster_setupsounds(string mon)
200 {
201         if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
202         if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
203         if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
204         if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
205         if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
206         if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
207 }
208
209 void monster_makevectors(entity e)
210 {
211         vector v;
212                 
213         v = CENTER_OR_VIEWOFS(e);
214         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
215         self.v_angle_x = -self.v_angle_x;
216         
217         makevectors(self.v_angle);
218 }
219
220 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
221 {
222         float rdmg = damg * random();
223
224         if (self.health <= 0)
225                 return FALSE; // attacking while dead?!
226                 
227         if(dostop)
228         {
229                 self.velocity_x = 0;
230                 self.velocity_y = 0;
231                 self.state = MONSTER_STATE_ATTACK_MELEE;
232                 self.SendFlags |= MSF_MOVE;
233         }
234         
235         monsters_setframe(anim);
236         
237         if(anim_finished != 0)
238                 self.attack_finished_single = time + anim_finished;
239
240         monster_makevectors(targ);
241         
242         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
243         
244         if(trace_ent.takedamage)
245                 Damage(trace_ent, self, self, rdmg * monster_skill, deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
246                 
247         return TRUE;
248 }
249
250 void Monster_CheckMinibossFlag ()
251 {
252         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
253                 return;
254                 
255         float chance = random() * 100;
256
257         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
258         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
259         {
260                 self.health += autocvar_g_monsters_miniboss_healthboost;
261                 if not(self.weapon)
262                         self.weapon = WEP_NEX;
263         }
264 }
265
266 float Monster_CanRespawn(entity ent)
267 {
268         other = ent;
269         if(MUTATOR_CALLHOOK(MonsterRespawn))
270                 return TRUE; // enabled by a mutator
271                 
272         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
273                 return FALSE;
274                 
275         if not(autocvar_g_monsters_respawn)
276                 return FALSE;
277                 
278         return TRUE;
279 }
280
281 void Monster_Fade ()
282 {
283         if(Monster_CanRespawn(self))
284         {
285                 self.monster_respawned = TRUE;
286                 self.think = self.monster_spawnfunc;
287                 self.nextthink = time + self.respawntime;
288                 self.deadflag = DEAD_RESPAWNING;
289                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
290                 {
291                         self.pos1 = self.origin;
292                         self.pos2 = self.angles;
293                 }
294                 self.event_damage = func_null;
295                 self.takedamage = DAMAGE_NO;
296                 setorigin(self, self.pos1);
297                 self.angles = self.pos2;
298                 self.health = self.max_health;
299                 
300                 self.SendFlags |= MSF_MOVE;
301                 self.SendFlags |= MSF_STATUS;
302         }
303         else
304                 SUB_SetFade(self, time + 3, 1);
305 }
306
307 float Monster_CanJump (vector vel)
308 {
309         if(self.state)
310                 return FALSE; // already attacking
311         if not(self.flags & FL_ONGROUND)
312                 return FALSE; // not on the ground
313         if(self.health <= 0)
314                 return FALSE; // called when dead?
315         if(time < self.attack_finished_single)
316                 return FALSE; // still attacking
317
318         vector old = self.velocity;
319         
320         self.velocity = vel;
321         tracetoss(self, self);
322         self.velocity = old;
323         if (trace_ent != self.enemy)
324                 return FALSE;
325
326         return TRUE;
327 }
328
329 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
330 {
331         if(!Monster_CanJump(vel))
332                 return FALSE;
333                 
334         monsters_setframe(anm);
335         self.state = MONSTER_STATE_ATTACK_LEAP;
336         self.touch = touchfunc;
337         self.origin_z += 1;
338         self.velocity = vel;
339         self.flags &= ~FL_ONGROUND;
340                 
341         self.attack_finished_single = time + anim_finished;
342         
343         return TRUE;
344 }
345
346 void monster_checkattack(entity e, entity targ)
347 {
348         if(e == world)
349                 return;
350         if(targ == world)
351                 return;
352                 
353         if not(e.monster_attackfunc)
354                 return;
355         
356         if(time < e.attack_finished_single)
357                 return;
358                 
359         if(vlen(targ.origin - e.origin) <= e.attack_range)
360         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
361         {
362                 monster_sound(e.msound_attack_melee, 0, FALSE);
363                 return;
364         }
365         
366         if(vlen(targ.origin - e.origin) > e.attack_range)
367         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
368         {
369                 monster_sound(e.msound_attack_ranged, 0, FALSE);
370                 return;
371         }
372 }
373
374 void monster_use ()
375 {
376         if (self.enemy)
377                 return;
378         if (self.health <= 0)
379                 return;
380
381         if(!monster_isvalidtarget(activator, self))
382                 return;
383
384         self.enemy = activator;
385 }
386
387 .float last_trace;
388 .float last_enemycheck; // for checking enemy
389 vector monster_pickmovetarget(entity targ)
390 {
391         // enemy is always preferred target
392         if(self.enemy)
393         {
394                 makevectors(self.angles);
395                 self.monster_movestate = MONSTER_MOVE_ENEMY;
396                 self.last_trace = time + 1.2;
397                 return self.enemy.origin * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
398         }
399         
400         switch(self.monster_moveflags)
401         {
402                 case MONSTER_MOVE_OWNER:
403                 {
404                         self.monster_movestate = MONSTER_MOVE_OWNER;
405                         self.last_trace = time + 0.3;
406                         if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
407                                 return self.monster_owner.origin;
408                 }
409                 case MONSTER_MOVE_SPAWNLOC:
410                 {
411                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
412                         self.last_trace = time + 2;
413                         return self.pos1;
414                 }
415                 case MONSTER_MOVE_NOMOVE:
416                 {
417                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
418                         self.last_trace = time + 2;
419                         return self.origin;
420                 }
421                 default:
422                 case MONSTER_MOVE_WANDER:
423                 {
424                         vector pos;
425                         self.monster_movestate = MONSTER_MOVE_WANDER;
426                         self.last_trace = time + 2;
427                                 
428                         self.angles_y = random() * 500;
429                         makevectors(self.angles);
430                         pos = self.origin + v_forward * 600;
431                         
432                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
433                         {
434                                 pos_z = random() * 200;
435                                 if(random() >= 0.5)
436                                         pos_z *= -1;
437                         }
438                         
439                         if(targ)
440                         {
441                                 self.last_trace = time + 0.5;
442                                 pos = targ.origin;
443                         }
444                         
445                         return pos;
446                 }
447         }
448 }
449
450 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
451 {
452         fixedmakevectors(self.angles);
453
454         if(self.target2)
455                 self.goalentity = find(world, targetname, self.target2);
456                 
457         entity targ;
458
459         if(self.frozen)
460         {
461                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
462                 self.health = max(1, self.max_health * self.revive_progress);
463                 
464                 self.SendFlags |= MSF_STATUS;
465                         
466                 movelib_beak_simple(stopspeed);
467                         
468                 self.velocity = '0 0 0';
469                 self.enemy = world;
470                 self.nextthink = time + 0.1;
471                 
472                 if(self.revive_progress >= 1)
473                         Unfreeze(self); // wait for next think before attacking
474                         
475                 // don't bother updating angles here?
476                 if(self.origin != self.oldorigin)
477                 {
478                         self.oldorigin = self.origin;
479                         self.SendFlags |= MSF_MOVE;
480                 }
481                         
482                 return; // no moving while frozen
483         }
484         
485         if(self.flags & FL_SWIM)
486         {
487                 if(self.waterlevel < WATERLEVEL_WETFEET)
488                 {
489                         if(time >= self.last_trace)
490                         {
491                                 self.last_trace = time + 0.4;
492                                 
493                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
494                                 self.angles = '90 90 0';
495                                 if(random() < 0.5)
496                                 {
497                                         self.velocity_y += random() * 50;
498                                         self.velocity_x -= random() * 50;
499                                 }
500                                 else
501                                 {
502                                         self.velocity_y -= random() * 50;
503                                         self.velocity_x += random() * 50;
504                                 }
505                                 self.velocity_z += random() * 150;
506                         }
507                                 
508                         
509                         self.movetype = MOVETYPE_BOUNCE;
510                         //self.velocity_z = -200;
511                                 
512                         self.SendFlags |= MSF_MOVE | MSF_ANG;
513                         
514                         return;
515                 }
516                 else
517                 {
518                         self.angles = '0 0 0';
519                         self.movetype = MOVETYPE_WALK;
520                 }
521         }
522         
523         targ = self.goalentity;
524         
525         monster_target = targ;
526         monster_speed_run = runspeed;
527         monster_speed_walk = walkspeed;
528         
529         if(MUTATOR_CALLHOOK(MonsterMove) || gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
530         {
531                 runspeed = walkspeed = 0;
532                 if(time >= self.spawn_time)
533                         monsters_setframe(manim_idle);
534                 movelib_beak_simple(stopspeed);
535                 self.SendFlags |= MSF_MOVE;
536                 return;
537         }
538         
539         targ = monster_target;
540         runspeed = monster_speed_run;
541         walkspeed = monster_speed_walk;
542         
543         if(teamplay)
544         if(autocvar_g_monsters_teams)
545         if(IsDifferentTeam(self.monster_owner, self))
546                 self.monster_owner = world;
547         
548         if(self.enemy && self.enemy.health < 1)
549                 self.enemy = world; // enough!
550                 
551         if(time >= self.last_enemycheck)
552         {
553                 if not(monster_isvalidtarget(self.enemy, self))
554                         self.enemy = world;
555                         
556                 if not(self.enemy)
557                 {
558                         self.enemy = FindTarget(self);
559                         if(self.enemy)
560                                 monster_sound(self.msound_sight, 0, FALSE);
561                 }
562                         
563                 self.last_enemycheck = time + 2;
564         }
565         
566         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
567                 self.state = 0;
568                 
569         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
570         if(time >= self.last_trace || self.enemy) // update enemy instantly
571                 self.moveto = monster_pickmovetarget(targ);
572
573         if not(self.enemy)
574                 monster_sound(self.msound_idle, 5, TRUE);
575         
576         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
577                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
578         
579         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
580         {
581                 self.state = 0;
582                 self.touch = MonsterTouch;
583         }
584         
585         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
586         
587         float turny = 0;
588         vector real_angle = vectoangles(self.steerto) - self.angles;
589         
590         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
591                 turny = 20;
592                 
593         if(self.flags & FL_SWIM)
594                 turny = vlen(self.angles - self.moveto);
595         
596         if(turny)
597         {
598                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
599                 self.angles_y += turny;
600         }
601         
602         if(self.state == MONSTER_STATE_ATTACK_MELEE)
603                 self.moveto = self.origin;
604                 
605         if(self.enemy && self.enemy.vehicle)
606                 runspeed = 0;
607         
608         if not(self.flags & FL_FLY || self.flags & FL_SWIM)
609                 self.moveto_z = self.origin_z; 
610         
611         if(self.flags & FL_FLY || self.flags & FL_SWIM)
612                 v_forward = normalize(self.moveto - self.origin);
613
614         if(vlen(self.origin - self.moveto) > 64)
615         {
616                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
617                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
618                 else
619                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
620                 if(time > self.pain_finished)
621                 if(time > self.attack_finished_single)
622                 if(vlen(self.velocity) > 0)
623                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
624                 else
625                         monsters_setframe(manim_idle);
626         }
627         else
628         {
629                 entity e = find(world, targetname, self.target2);
630                 if(e.target2)
631                         self.target2 = e.target2;
632                 else if(e.target)
633                         self.target2 = e.target;
634                 
635                 movelib_beak_simple(stopspeed);
636                 if(time > self.attack_finished_single)
637                 if(time > self.pain_finished)
638                 if (vlen(self.velocity) <= 30)
639                         monsters_setframe(manim_idle);
640         }
641         
642         monster_checkattack(self, self.enemy);
643         
644         if(self.angles != self.oldangles)
645         {
646                 self.oldangles = self.angles;
647                 self.SendFlags |= MSF_ANG;
648         }
649         
650         if(self.origin != self.oldorigin)
651         {
652                 self.oldorigin = self.origin;
653                 self.SendFlags |= MSF_MOVE;
654         }
655 }
656
657 void monster_dead_think()
658 {
659         self.think = monster_dead_think;
660         self.nextthink = time + 0.3; // don't need to update so often now
661         
662         self.deadflag = DEAD_DEAD;
663
664         if(time >= self.ltime)
665         {
666                 Monster_Fade();
667                 return;
668         }
669         
670         self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
671 }
672
673 void monsters_setstatus()
674 {
675         self.stat_monsters_total = monsters_total;
676         self.stat_monsters_killed = monsters_killed;
677 }
678
679 void Monster_Appear()
680 {
681         self.enemy = activator;
682         self.spawnflags &= ~MONSTERFLAG_APPEAR;
683         self.monster_spawnfunc();
684 }
685
686 float Monster_CheckAppearFlags(entity ent)
687 {
688         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
689                 return FALSE;
690         
691         ent.think = func_null;
692         ent.nextthink = 0;
693         ent.use = Monster_Appear;
694         ent.flags = FL_MONSTER; // set so this monster can get butchered
695         
696         return TRUE;
697 }
698
699 void monsters_reset()
700 {
701         setorigin(self, self.pos1);
702         self.angles = self.pos2;
703         
704         self.health = self.max_health;
705         self.velocity = '0 0 0';
706         self.enemy = world;
707         self.goalentity = world;
708         self.attack_finished_single = 0;
709         self.moveto = self.origin;
710         
711         self.SendFlags |= MSF_STATUS;
712 }
713
714 float monster_send(entity to, float sf)
715 {
716         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
717         WriteByte(MSG_ENTITY, sf);
718         if(sf & MSF_SETUP)
719         {
720             WriteByte(MSG_ENTITY, self.monsterid);
721             
722             WriteCoord(MSG_ENTITY, self.origin_x);
723             WriteCoord(MSG_ENTITY, self.origin_y);
724             WriteCoord(MSG_ENTITY, self.origin_z);
725             
726             WriteAngle(MSG_ENTITY, self.angles_x);
727             WriteAngle(MSG_ENTITY, self.angles_y);
728                 
729                 WriteByte(MSG_ENTITY, self.skin);
730                 WriteByte(MSG_ENTITY, self.team);
731     }
732     
733     if(sf & MSF_ANG)
734     {
735         WriteShort(MSG_ENTITY, rint(self.angles_x));
736         WriteShort(MSG_ENTITY, rint(self.angles_y));
737     }
738     
739     if(sf & MSF_MOVE)
740     {
741         WriteShort(MSG_ENTITY, rint(self.origin_x));
742         WriteShort(MSG_ENTITY, rint(self.origin_y));
743         WriteShort(MSG_ENTITY, rint(self.origin_z));
744
745         WriteShort(MSG_ENTITY, rint(self.velocity_x));
746         WriteShort(MSG_ENTITY, rint(self.velocity_y));
747         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
748         
749         WriteShort(MSG_ENTITY, rint(self.angles_y));        
750     }
751     
752     if(sf & MSF_ANIM)
753     {
754         WriteCoord(MSG_ENTITY, self.anim_start_time);
755         WriteByte(MSG_ENTITY, self.frame);
756     }
757     
758     if(sf & MSF_STATUS)
759     {
760                 WriteByte(MSG_ENTITY, self.skin);
761                 
762         WriteByte(MSG_ENTITY, self.team);
763                 
764                 WriteByte(MSG_ENTITY, self.deadflag);
765         
766         if(self.health <= 0)
767             WriteByte(MSG_ENTITY, 0);
768         else
769             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
770     }
771     
772         return TRUE;
773 }
774
775 void monster_link(void() spawnproc)
776 {
777     Net_LinkEntity(self, TRUE, 0, monster_send);
778     self.think      = spawnproc;
779     self.nextthink  = time;
780 }
781
782 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
783 {
784         self.health -= damage;
785                 
786         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
787                 
788         if(self.health <= -100) // 100 health until gone?
789         {
790                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
791                 
792                 self.think = SUB_Remove;
793                 self.nextthink = time + 0.1;
794         }
795 }
796
797 void monster_die()
798 {
799         self.think = monster_dead_think;
800         self.nextthink = self.ticrate;
801         self.ltime = time + 5;
802         
803         monster_dropitem();
804                 
805         if(self.weaponentity)
806         {
807                 remove(self.weaponentity);
808                 self.weaponentity = world;
809         }
810                 
811         monster_sound(self.msound_death, 0, FALSE);
812                 
813         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
814                 monsters_killed += 1;
815                 
816         if(self.candrop && self.weapon)
817                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
818                 
819         if(IS_CLIENT(self.realowner))
820                 self.realowner.monstercount -= 1;
821                 
822         self.event_damage       = monsters_corpse_damage;
823         self.solid                      = SOLID_CORPSE;
824         self.takedamage         = DAMAGE_AIM;
825         self.enemy                      = world;
826         self.movetype           = MOVETYPE_TOSS;
827         self.moveto                     = self.origin;
828         self.touch                      = MonsterTouch; // reset incase monster was pouncing
829         
830         if not(self.flags & FL_FLY)
831                 self.velocity = '0 0 0';
832         
833         self.SendFlags |= MSF_MOVE;
834         
835         // number of monsters spawned with mobspawn command
836         totalspawned -= 1;
837         
838         MON_ACTION(self.monsterid, MR_DEATH);
839 }
840
841 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
842 {
843         if(self.frozen && deathtype != DEATH_KILL)
844                 return;
845                 
846         if(time < self.pain_finished && deathtype != DEATH_KILL)
847                 return;
848                 
849         if(time < self.spawnshieldtime)
850                 return;
851                 
852         if(deathtype != DEATH_KILL)
853                 damage *= self.armorvalue;
854                 
855         if(self.weaponentity && self.weaponentity.classname == "shield")
856                 self.weaponentity.health -= damage;
857                 
858         self.health -= damage;
859                 
860         self.dmg_time = time;
861
862         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
863                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
864         
865         self.velocity += force * self.damageforcescale;
866                 
867         if(deathtype != DEATH_DROWN)
868         {
869                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
870                 if (damage > 50)
871                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
872                 if (damage > 100)
873                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
874         }
875                 
876         if(self.health <= 0)
877         {
878                 if(deathtype == DEATH_KILL)
879                         self.candrop = FALSE; // killed by mobkill command
880                         
881                 // TODO: fix this?
882                 activator = attacker;
883                 other = self.enemy;
884                 SUB_UseTargets();
885                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
886         
887                 monster_die();
888                 
889                 frag_attacker = attacker;
890                 frag_target = self;
891                 MUTATOR_CALLHOOK(MonsterDies);
892                 
893                 if(self.health <= -100) // check if we're already gibbed
894                 {
895                         Violence_GibSplash(self, 1, 0.5, attacker);
896                 
897                         self.think = SUB_Remove;
898                         self.nextthink = time + 0.1;
899                 }
900         }
901         
902         self.SendFlags |= MSF_STATUS;
903 }
904
905 void monster_think()
906 {
907         self.think = monster_think;
908         self.nextthink = self.ticrate;
909         
910         MON_ACTION(self.monsterid, MR_THINK);
911 }
912
913 void monster_spawn()
914 {
915         MON_ACTION(self.monsterid, MR_SETUP);
916
917         if not(self.monster_respawned)
918                 Monster_CheckMinibossFlag();
919         
920         self.max_health = self.health;
921         self.pain_finished = self.nextthink;
922         self.anim_start_time = time;
923         
924         if not(self.noalign)
925         {
926                 setorigin(self, self.origin + '0 0 20');
927                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
928                 setorigin(self, trace_endpos);
929         }
930         
931         if not(self.monster_respawned)
932         if not(self.skin)
933                 self.skin = rint(random() * 4);
934                 
935         if not(self.attack_range)
936                 self.attack_range = autocvar_g_monsters_attack_range;
937         
938         self.pos1 = self.origin;
939         
940         monster_setupsounds(self.netname);
941
942         monster_precachesounds(self);
943         
944         if(teamplay)
945                 self.monster_attack = TRUE; // we can have monster enemies in team games
946         
947         monster_sound(self.msound_spawn, 0, FALSE);
948
949         MUTATOR_CALLHOOK(MonsterSpawn);
950         
951         self.think = monster_think;
952         self.nextthink = time + self.ticrate;
953         
954         self.SendFlags |= MSF_SETUP;
955 }
956
957 float monster_initialize(float mon_id, float nodrop)
958 {
959         if not(autocvar_g_monsters)
960                 return FALSE;
961                 
962         vector min_s, max_s;
963         entity mon = get_monsterinfo(mon_id);
964         
965         // support for quake style removing monsters based on skill
966         switch(monster_skill)
967         {
968                 case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY)              return FALSE; break;
969                 case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM)    return FALSE; break;
970                 case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD)              return FALSE; break;
971                 case 4: if(self.spawnflags & MONSTERSKILL_NOTINSANE)    return FALSE; break;
972                 case 5: if(self.spawnflags & MONSTERSKILL_NOTNIGHTMARE) return FALSE; break;
973         }
974
975         if(self.monster_name == "")
976                 self.monster_name = M_NAME(mon_id);
977         
978         if(self.team && !teamplay)
979                 self.team = 0;
980
981         self.flags = FL_MONSTER;
982                 
983         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
984         if not(self.monster_respawned)
985                 monsters_total += 1;
986                 
987         min_s = mon.mins;
988         max_s = mon.maxs;
989         
990         self.netname = mon.netname;
991
992         setsize(self, min_s, max_s);
993         self.takedamage                 = DAMAGE_AIM;
994         self.bot_attack                 = TRUE;
995         self.iscreature                 = TRUE;
996         self.teleportable               = TRUE;
997         self.damagedbycontents  = TRUE;
998         self.monsterid                  = mon_id;
999         self.damageforcescale   = 0;
1000         self.event_damage               = monsters_damage;
1001         self.touch                              = MonsterTouch;
1002         self.use                                = monster_use;
1003         self.solid                              = SOLID_BBOX;
1004         self.movetype                   = MOVETYPE_WALK;
1005         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1006         monsters_spawned           += 1;
1007         self.enemy                              = world;
1008         self.velocity                   = '0 0 0';
1009         self.moveto                             = self.origin;
1010         self.pos2                               = self.angles;
1011         self.reset                              = monsters_reset;
1012         self.candrop                    = TRUE;
1013         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1014         self.oldtarget2                 = self.target2;
1015         self.deadflag                   = DEAD_NO;
1016         self.noalign                    = nodrop;
1017         self.spawn_time                 = time;
1018         self.gravity                    = 1;
1019         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1020         
1021         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1022                 self.flags |= FL_SWIM;
1023                 
1024         if(mon.spawnflags & MONSTER_TYPE_FLY)
1025         {
1026                 self.flags |= FL_FLY;
1027                 self.movetype = MOVETYPE_FLY;
1028         }
1029         
1030         if not(self.scale)
1031                 self.scale = 1;
1032                 
1033         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1034                 self.scale = 1.3;
1035         
1036         if not(self.ticrate)
1037                 self.ticrate = autocvar_g_monsters_think_delay;
1038                 
1039         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1040         
1041         if not(self.armorvalue)
1042                 self.armorvalue = 1; // multiplier
1043         
1044         if not(self.target_range)
1045                 self.target_range = autocvar_g_monsters_target_range;
1046         
1047         if not(self.respawntime)
1048                 self.respawntime = autocvar_g_monsters_respawn_delay;
1049         
1050         if not(self.monster_moveflags)
1051                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1052         
1053         monster_link(monster_spawn);
1054
1055         return TRUE;
1056 }