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Merge branch 'Juhu/target_print' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 #include "sv_monsters.qh"
2
3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/items/_mod.qh>
6 #include <common/mapobjects/teleporters.qh>
7 #include <common/mapobjects/triggers.qh>
8 #include <common/monsters/all.qh>
9 #include <common/mutators/mutator/nades/nades.qh>
10 #include <common/mutators/mutator/status_effects/_mod.qh>
11 #include <common/physics/movelib.qh>
12 #include <common/stats.qh>
13 #include <common/teams.qh>
14 #include <common/turrets/sv_turrets.qh>
15 #include <common/turrets/util.qh>
16 #include <common/util.qh>
17 #include <common/vehicles/all.qh>
18 #include <common/weapons/_all.qh>
19 #include <common/weapons/_mod.qh>
20 #include <lib/csqcmodel/sv_model.qh>
21 #include <lib/warpzone/common.qh>
22 #include <server/campaign.qh>
23 #include <server/cheats.qh>
24 #include <server/client.qh>
25 #include <server/command/_mod.qh>
26 #include <server/damage.qh>
27 #include <server/items/items.qh>
28 #include <server/mutators/_mod.qh>
29 #include <server/round_handler.qh>
30 #include <server/steerlib.qh>
31 #include <server/weapons/_mod.qh>
32
33 void monsters_setstatus(entity this)
34 {
35         STAT(MONSTERS_TOTAL, this) = monsters_total;
36         STAT(MONSTERS_KILLED, this) = monsters_killed;
37 }
38
39 bool autocvar_g_monsters_drop = true;
40 void monster_dropitem(entity this, entity attacker)
41 {
42         if(!this.candrop || !this.monster_loot || !autocvar_g_monsters_drop)
43                 return;
44
45         entity e = spawn();
46         e.itemdef = this.monster_loot;
47         e.origin = CENTER_OR_VIEWOFS(this);
48         e.velocity = randomvec() * 175 + '0 0 325';
49         e.lifetime = max(0, autocvar_g_monsters_drop_time);
50
51         MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
52         e = M_ARGV(1, entity);
53
54         if(e && e.itemdef)
55                 Item_Initialise(e);
56 }
57
58 bool monster_facing(entity this, entity targ)
59 {
60         // relies on target having an origin
61         makevectors(this.angles);
62         vector targ_org = targ.origin, my_org = this.origin;
63         if(autocvar_g_monsters_target_infront_2d)
64         {
65                 targ_org = vec2(targ_org);
66                 my_org = vec2(my_org);
67         }
68         float dot = normalize(targ_org - my_org) * v_forward;
69
70         return !(dot <= autocvar_g_monsters_target_infront_range);
71 }
72
73 void monster_makevectors(entity this, entity targ)
74 {
75         if(IS_MONSTER(this))
76         {
77                 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
78                 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
79                 this.v_angle_x = -this.v_angle_x;
80         }
81
82         makevectors(this.v_angle);
83 }
84
85 // ===============
86 // Target handling
87 // ===============
88
89 bool Monster_ValidTarget(entity this, entity targ, bool skipfacing)
90 {
91         // ensure we're not checking nonexistent monster/target
92         if(!this || !targ) { return false; }
93
94         if((targ == this)
95         || (IS_VEHICLE(targ) && !(this.monsterdef.spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
96         || (time < game_starttime) // monsters do nothing before match has started
97         || (targ.takedamage == DAMAGE_NO)
98         || (game_stopped)
99         || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
100         || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0))
101         || (this.monster_follow == targ || targ.monster_follow == this)
102         || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
103         || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
104         || (SAME_TEAM(targ, this))
105         || (STAT(FROZEN, targ))
106         || (targ.alpha != 0 && targ.alpha < 0.5)
107         || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
108         || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
109         )
110         {
111                 // if any of the above checks fail, target is not valid
112                 return false;
113         }
114
115         vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
116         traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this); // TODO: maybe we can rely a bit on PVS data instead?
117
118         if(trace_fraction < 1 && trace_ent != targ)
119                 return false; // solid
120
121         if(!skipfacing && (autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)))
122         if(this.enemy != targ)
123         {
124                 if(!monster_facing(this, targ))
125                         return false;
126         }
127
128         return true; // this target is valid!
129 }
130
131 entity Monster_FindTarget(entity this)
132 {
133         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
134
135         entity closest_target = NULL;
136         vector my_center = CENTER_OR_VIEWOFS(this);
137
138         // find the closest acceptable target to pass to
139         IL_EACH(g_monster_targets, it.monster_attack,
140         {
141                 float trange = this.target_range;
142                 if(PHYS_INPUT_BUTTON_CROUCH(it))
143                         trange *= 0.75; // TODO cvar this
144                 vector theirmid = (it.absmin + it.absmax) * 0.5;
145                 if(vdist(theirmid - this.origin, >, trange))
146                         continue;
147                 if(!Monster_ValidTarget(this, it, false))
148                         continue;
149
150                 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
151                 vector targ_center = CENTER_OR_VIEWOFS(it);
152
153                 if(closest_target)
154                 {
155                         vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
156                         if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
157                                 { closest_target = it; }
158                 }
159                 else { closest_target = it; }
160         });
161
162         return closest_target;
163 }
164
165 void monster_setupcolors(entity this)
166 {
167         if(IS_PLAYER(this.realowner))
168                 this.colormap = this.realowner.colormap;
169         else if(teamplay && this.team)
170                 this.colormap = 1024 + (this.team - 1) * 17;
171         else
172         {
173                 if(this.monster_skill <= MONSTER_SKILL_EASY)
174                         this.colormap = 1126;
175                 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
176                         this.colormap = 1075;
177                 else if(this.monster_skill <= MONSTER_SKILL_HARD)
178                         this.colormap = 1228;
179                 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
180                         this.colormap = 1092;
181                 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
182                         this.colormap = 1160;
183                 else
184                         this.colormap = 1024;
185         }
186
187         if(this.colormap > 0)
188                 this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
189         else
190                 this.glowmod = '1 1 1';
191 }
192
193 void monster_changeteam(entity this, int newteam)
194 {
195         if(!teamplay) { return; }
196
197         this.team = newteam;
198         if(!this.monster_attack)
199                 IL_PUSH(g_monster_targets, this);
200         this.monster_attack = true; // new team, activate attacking
201         monster_setupcolors(this);
202
203         if(this.sprite)
204         {
205                 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
206
207                 this.sprite.team = newteam;
208                 this.sprite.SendFlags |= 1;
209         }
210 }
211
212 .void(entity) monster_delayedfunc;
213 void Monster_Delay_Action(entity this)
214 {
215         // TODO: maybe do check for facing here
216         if(Monster_ValidTarget(this.owner, this.owner.enemy, false))
217         {
218                 monster_makevectors(this.owner, this.owner.enemy);
219                 this.monster_delayedfunc(this.owner);
220         }
221
222         if(this.cnt > 1)
223         {
224                 this.cnt -= 1;
225                 setthink(this, Monster_Delay_Action);
226                 this.nextthink = time + this.count;
227         }
228         else
229         {
230                 setthink(this, SUB_Remove);
231                 this.nextthink = time;
232         }
233 }
234
235 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
236 {
237         // deferred attacking, checks if monster is still alive and target is still valid before attacking
238         entity e = new_pure(Monster_Delay);
239
240         setthink(e, Monster_Delay_Action);
241         e.nextthink = time + defer_amnt;
242         e.count = defer_amnt;
243         e.owner = this;
244         e.monster_delayedfunc = func;
245         e.cnt = repeat_count;
246 }
247
248
249 // ==============
250 // Monster sounds
251 // ==============
252
253 string get_monster_model_datafilename(string m, float sk, string fil)
254 {
255         if(m)
256                 m = strcat(m, "_");
257         else
258                 m = "models/monsters/*_";
259         if(sk >= 0)
260                 m = strcat(m, ftos(sk));
261         else
262                 m = strcat(m, "*");
263         return strcat(m, ".", fil);
264 }
265
266 void Monster_Sound_Precache(string f)
267 {
268         float fh;
269         string s;
270         fh = fopen(f, FILE_READ);
271         if(fh < 0)
272                 return;
273         while((s = fgets(fh)))
274         {
275                 if(tokenize_console(s) != 3)
276                 {
277                         //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
278                         continue;
279                 }
280                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
281         }
282         fclose(fh);
283 }
284
285 void Monster_Sounds_Precache(entity this)
286 {
287         string m = this.monsterdef.m_model.model_str();
288         float globhandle, n, i;
289         string f;
290
291         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
292         if (globhandle < 0)
293                 return;
294         n = search_getsize(globhandle);
295         for (i = 0; i < n; ++i)
296         {
297                 //print(search_getfilename(globhandle, i), "\n");
298                 f = search_getfilename(globhandle, i);
299                 Monster_Sound_Precache(f);
300         }
301         search_end(globhandle);
302 }
303
304 void Monster_Sounds_Clear(entity this)
305 {
306 #define _MSOUND(m) strfree(this.monstersound_##m);
307         ALLMONSTERSOUNDS
308 #undef _MSOUND
309 }
310
311 .string Monster_Sound_SampleField(string type)
312 {
313         GetMonsterSoundSampleField_notFound = 0;
314         switch(type)
315         {
316 #define _MSOUND(m) case #m: return monstersound_##m;
317                 ALLMONSTERSOUNDS
318 #undef _MSOUND
319         }
320         GetMonsterSoundSampleField_notFound = 1;
321         return string_null;
322 }
323
324 bool Monster_Sounds_Load(entity this, string f, int first)
325 {
326         string s;
327         var .string field;
328         float fh = fopen(f, FILE_READ);
329         if(fh < 0)
330         {
331                 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
332                 return false;
333         }
334         while((s = fgets(fh)))
335         {
336                 if(tokenize_console(s) != 3)
337                         continue;
338                 field = Monster_Sound_SampleField(argv(0));
339                 if(GetMonsterSoundSampleField_notFound)
340                         continue;
341                 strcpy(this.(field), strcat(argv(1), " ", argv(2)));
342         }
343         fclose(fh);
344         return true;
345 }
346
347 .int skin_for_monstersound;
348 void Monster_Sounds_Update(entity this)
349 {
350         if(this.skin == this.skin_for_monstersound) { return; }
351
352         this.skin_for_monstersound = this.skin;
353         Monster_Sounds_Clear(this);
354         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
355                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
356 }
357
358 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
359 {
360         if(!autocvar_g_monsters_sounds) { return; }
361
362         if(delaytoo)
363         if(time < this.msound_delay)
364                 return; // too early
365         string sample = this.(samplefield);
366         if (sample != "") sample = GlobalSound_sample(sample, random());
367         float myscale = ((this.scale) ? this.scale : 1); // safety net
368         sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
369
370         this.msound_delay = time + sound_delay;
371 }
372
373
374 // =======================
375 // Monster attack handlers
376 // =======================
377
378 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
379 {
380         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
381
382         setanim(this, anim, false, true, false);
383
384         if(this.animstate_endtime > time && IS_MONSTER(this))
385                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
386         else
387                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
388
389         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
390
391         if(trace_ent.takedamage)
392                 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
393
394         return true;
395 }
396
397 bool Monster_Attack_Leap_Check(entity this, vector vel)
398 {
399         if(this.state && IS_MONSTER(this))
400                 return false; // already attacking
401         if(!IS_ONGROUND(this))
402                 return false; // not on the ground
403         if(GetResource(this, RES_HEALTH) <= 0 || IS_DEAD(this))
404                 return false; // called when dead?
405         if(time < this.attack_finished_single[0])
406                 return false; // still attacking
407
408         vector old = this.velocity;
409
410         this.velocity = vel;
411         tracetoss(this, this);
412         this.velocity = old;
413         if(trace_ent != this.enemy)
414                 return false;
415
416         return true;
417 }
418
419 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
420 {
421         if(!Monster_Attack_Leap_Check(this, vel))
422                 return false;
423
424         setanim(this, anm, false, true, false);
425
426         if(this.animstate_endtime > time && IS_MONSTER(this))
427                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
428         else
429                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
430
431         if(IS_MONSTER(this))
432                 this.state = MONSTER_ATTACK_RANGED;
433         settouch(this, touchfunc);
434         this.origin_z += 1;
435         this.velocity = vel;
436         UNSET_ONGROUND(this);
437
438         return true;
439 }
440
441 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
442 {
443         int slot = weaponslot(weaponentity);
444
445         if((!this || !targ)
446         || (!this.monster_attackfunc)
447         || (game_stopped)
448         || (time < this.attack_finished_single[slot])
449         || ((autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)) && !monster_facing(this, targ))
450         ) { return; }
451
452         if(vdist(targ.origin - this.origin, <=, this.attack_range))
453         {
454                 monster_makevectors(this, targ);
455                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
456                 if(attack_success == 1)
457                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
458                 else if(attack_success > 0)
459                         return;
460         }
461
462         if(vdist(targ.origin - this.origin, >, this.attack_range))
463         {
464                 monster_makevectors(this, targ);
465                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
466                 if(attack_success == 1)
467                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
468                 else if(attack_success > 0)
469                         return;
470         }
471 }
472
473
474 // ======================
475 // Main monster functions
476 // ======================
477
478 void Monster_UpdateModel(entity this)
479 {
480         // assume some defaults
481         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
482         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
483         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
484         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
485         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
486         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
487         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
488         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
489         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
490         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
491
492         // then get the real values
493         Monster mon = this.monsterdef;
494         mon.mr_anim(mon, this);
495 }
496
497 void Monster_Touch(entity this, entity toucher)
498 {
499         if(!toucher) { return; }
500
501         if(toucher.monster_attack && this.enemy != toucher && !IS_MONSTER(toucher) && time >= this.spawn_time)
502         if(Monster_ValidTarget(this, toucher, true))
503                 this.enemy = toucher;
504 }
505
506 void Monster_Miniboss_Check(entity this)
507 {
508         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
509                 return;
510
511         float chance = random() * 100;
512
513         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
514         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
515         {
516                 GiveResource(this, RES_HEALTH, autocvar_g_monsters_miniboss_healthboost);
517                 this.effects |= EF_RED;
518                 if(!this.weapon)
519                         this.weapon = WEP_VORTEX.m_id;
520         }
521 }
522
523 bool Monster_Respawn_Check(entity this)
524 {
525         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
526         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
527                 return true; // enabled by a mutator
528
529         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
530                 return false;
531
532         if(!autocvar_g_monsters_respawn)
533                 return false;
534
535         return true;
536 }
537
538 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterdef); }
539
540 .vector pos1, pos2;
541
542 void Monster_Dead_Fade(entity this)
543 {
544         if(Monster_Respawn_Check(this))
545         {
546                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
547                 setthink(this, Monster_Respawn);
548                 this.nextthink = time + this.respawntime;
549                 this.monster_lifetime = 0;
550                 this.deadflag = DEAD_RESPAWNING;
551                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
552                 {
553                         this.pos1 = this.origin;
554                         this.pos2 = this.angles;
555                 }
556                 this.event_damage = func_null;
557                 this.event_heal = func_null;
558                 this.takedamage = DAMAGE_NO;
559                 setorigin(this, this.pos1);
560                 this.angles = this.pos2;
561                 SetResourceExplicit(this, RES_HEALTH, this.max_health);
562                 setmodel(this, MDL_Null);
563         }
564         else
565         {
566                 // number of monsters spawned with mobspawn command
567                 totalspawned -= 1;
568
569                 SUB_SetFade(this, time + 3, 1);
570         }
571 }
572
573 void Monster_Use(entity this, entity actor, entity trigger)
574 {
575         if(Monster_ValidTarget(this, actor, true)) { this.enemy = actor; }
576 }
577
578 vector Monster_Move_Target(entity this, entity targ)
579 {
580         // enemy is always preferred target
581         if(this.enemy)
582         {
583                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
584                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
585
586                 if(this.enemy)
587                 {
588                         /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
589                         print("Trace origin: ", vtos(targ_origin), "\n");
590                         print("Target origin: ", vtos(this.enemy.origin), "\n");
591                         print("My origin: ", vtos(this.origin), "\n"); */
592
593                         this.monster_movestate = MONSTER_MOVE_ENEMY;
594                         this.last_trace = time + 1.2;
595                         if(this.monster_moveto)
596                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
597                         else
598                                 return targ_origin;
599                 }
600
601                 /*makevectors(this.angles);
602                 this.monster_movestate = MONSTER_MOVE_ENEMY;
603                 this.last_trace = time + 1.2;
604                 return this.enemy.origin; */
605         }
606
607         switch(this.monster_moveflags)
608         {
609                 case MONSTER_MOVE_FOLLOW:
610                 {
611                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
612                         this.last_trace = time + 0.3;
613                         return (this.monster_follow) ? this.monster_follow.origin : this.origin;
614                 }
615                 case MONSTER_MOVE_SPAWNLOC:
616                 {
617                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
618                         this.last_trace = time + 2;
619                         return this.pos1;
620                 }
621                 case MONSTER_MOVE_NOMOVE:
622                 {
623                         if(this.monster_moveto)
624                         {
625                                 this.last_trace = time + 0.5;
626                                 return this.monster_moveto;
627                         }
628                         else
629                         {
630                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
631                                 this.last_trace = time + 2;
632                         }
633                         return this.origin;
634                 }
635                 default:
636                 case MONSTER_MOVE_WANDER:
637                 {
638                         vector pos;
639                         this.monster_movestate = MONSTER_MOVE_WANDER;
640
641                         if(this.monster_moveto)
642                         {
643                                 this.last_trace = time + 0.5;
644                                 pos = this.monster_moveto;
645                         }
646                         else if(targ)
647                         {
648                                 this.last_trace = time + 0.5;
649                                 pos = targ.origin;
650                         }
651                         else
652                         {
653                                 this.last_trace = time + this.wander_delay;
654
655                                 this.angles_y = rint(random() * 500);
656                                 makevectors(this.angles);
657                                 pos = this.origin + v_forward * this.wander_distance;
658
659                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
660                                 {
661                                         pos.z = random() * 200;
662                                         if(random() >= 0.5)
663                                                 pos.z *= -1;
664                                 }
665                         }
666
667                         return pos;
668                 }
669         }
670 }
671
672 .entity draggedby;
673
674 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
675 {
676         // update goal entity if lost
677         if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
678                 this.goalentity = find(NULL, targetname, this.target2);
679
680         if(STAT(FROZEN, this))
681         {
682                 movelib_brake_simple(this, stpspeed);
683                 setanim(this, this.anim_idle, true, false, false);
684                 return; // no physics while frozen!
685         }
686
687         if(this.flags & FL_SWIM)
688         {
689                 if(this.waterlevel < WATERLEVEL_WETFEET)
690                 {
691                         if(time >= this.last_trace)
692                         {
693                                 this.last_trace = time + 0.4;
694
695                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
696                                 this.angles = '90 90 0';
697                                 if(random() < 0.5)
698                                 {
699                                         this.velocity_y += random() * 50;
700                                         this.velocity_x -= random() * 50;
701                                 }
702                                 else
703                                 {
704                                         this.velocity_y -= random() * 50;
705                                         this.velocity_x += random() * 50;
706                                 }
707                                 this.velocity_z += random() * 150;
708                         }
709
710
711                         set_movetype(this, MOVETYPE_BOUNCE);
712                         //this.velocity_z = -200;
713
714                         return;
715                 }
716                 else if(this.move_movetype == MOVETYPE_BOUNCE)
717                 {
718                         this.angles_x = 0;
719                         set_movetype(this, MOVETYPE_WALK);
720                 }
721         }
722
723         entity targ = this.goalentity;
724
725         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
726                 || game_stopped
727                 || this.draggedby != NULL
728                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
729                 || time < game_starttime
730                 || (autocvar_g_campaign && !campaign_bots_may_start)
731                 || time < this.spawn_time)
732         {
733                 runspeed = walkspeed = 0;
734                 if(time >= this.spawn_time)
735                         setanim(this, this.anim_idle, true, false, false);
736                 movelib_brake_simple(this, stpspeed);
737                 return;
738         }
739
740         targ = M_ARGV(3, entity);
741         runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
742         walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
743
744         if(teamplay && autocvar_g_monsters_teams)
745         if(DIFF_TEAM(this.monster_follow, this))
746                 this.monster_follow = NULL;
747
748         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
749         {
750                 this.state = 0;
751                 settouch(this, Monster_Touch);
752         }
753
754         if(this.state && time >= this.attack_finished_single[0])
755                 this.state = 0; // attack is over
756
757         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
758         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
759                 this.moveto = Monster_Move_Target(this, targ);
760
761         if(!this.enemy)
762                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
763
764         if(this.state == MONSTER_ATTACK_MELEE)
765                 this.moveto = this.origin;
766
767         if(this.enemy && this.enemy.vehicle)
768                 runspeed = 0;
769
770         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
771                 this.moveto_z = this.origin_z;
772
773         fixedmakevectors(this.angles);
774         float vz = this.velocity_z;
775
776         if(!turret_closetotarget(this, this.moveto, 16))
777         {
778                 bool do_run = (this.enemy || this.monster_moveto);
779                 movelib_move_simple(this, v_forward, ((do_run) ? runspeed : walkspeed), 0.4);
780
781                 if(time > this.pain_finished && time > this.anim_finished)
782                 if(!this.state)
783                 {
784                         if(vdist(this.velocity, >, 10))
785                                 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
786                         else
787                                 setanim(this, this.anim_idle, true, false, false);
788                 }
789         }
790         else
791         {
792                 entity e = this.goalentity; //find(NULL, targetname, this.target2);
793                 if(e.target2 && e.target2 != "")
794                         this.target2 = e.target2;
795                 else if(e.target && e.target != "") // compatibility
796                         this.target2 = e.target;
797
798                 movelib_brake_simple(this, stpspeed);
799                 if(time > this.anim_finished && time > this.pain_finished)
800                 if(!this.state)
801                 if(vdist(this.velocity, <=, 30))
802                         setanim(this, this.anim_idle, true, false, false);
803         }
804
805         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
806                 this.velocity_z = vz;
807
808         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
809
810         vector real_angle = vectoangles(this.steerto) - this.angles;
811         float turny = 25;
812         if(this.state == MONSTER_ATTACK_MELEE)
813                 turny = 0;
814         if(turny)
815         {
816                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
817                 this.angles_y += turny;
818         }
819 }
820
821 void Monster_Remove(entity this)
822 {
823         if(IS_CLIENT(this))
824                 return; // don't remove it?
825
826         if(!this) { return; }
827
828         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
829                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
830
831         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
832         {
833                 .entity weaponentity = weaponentities[slot];
834                 if(this.(weaponentity))
835                         delete(this.(weaponentity));
836         }
837         if(this.iceblock) { delete(this.iceblock); }
838         WaypointSprite_Kill(this.sprite);
839         delete(this);
840 }
841
842 void Monster_Dead_Think(entity this)
843 {
844         this.nextthink = time + this.ticrate;
845
846         Monster mon = REGISTRY_GET(Monsters, this.monsterid);
847         mon.mr_deadthink(mon, this);
848
849         if(this.monster_lifetime != 0)
850         if(time >= this.monster_lifetime)
851         {
852                 Monster_Dead_Fade(this);
853                 return;
854         }
855 }
856
857 void Monster_Appear(entity this, entity actor, entity trigger)
858 {
859         this.enemy = actor;
860         Monster_Spawn(this, false, this.monsterdef);
861 }
862
863 bool Monster_Appear_Check(entity this, Monster monster_id)
864 {
865         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
866                 return false;
867
868         setthink(this, func_null);
869         this.monsterdef = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
870         this.nextthink = 0;
871         this.use = Monster_Appear;
872         this.flags = FL_MONSTER; // set so this monster can get butchered
873
874         return true;
875 }
876
877 void Monster_Reset(entity this)
878 {
879         if(this.spawnflags & MONSTERFLAG_SPAWNED)
880         {
881                 Monster_Remove(this);
882                 return;
883         }
884
885         setorigin(this, this.pos1);
886         this.angles = this.pos2;
887
888         Unfreeze(this, false); // remove any icy remains
889
890         SetResourceExplicit(this, RES_HEALTH, this.max_health);
891         this.velocity = '0 0 0';
892         this.enemy = NULL;
893         this.goalentity = NULL;
894         this.attack_finished_single[0] = 0;
895         this.moveto = this.origin;
896 }
897
898 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
899 {
900         TakeResource(this, RES_HEALTH, damage);
901
902         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
903
904         if(GetResource(this, RES_HEALTH) <= -50) // 100 health until gone?
905         {
906                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
907
908                 // number of monsters spawned with mobspawn command
909                 totalspawned -= 1;
910
911                 setthink(this, SUB_Remove);
912                 this.nextthink = time + 0.1;
913                 this.event_damage = func_null;
914         }
915 }
916
917 void Monster_Dead(entity this, entity attacker, float gibbed)
918 {
919         setthink(this, Monster_Dead_Think);
920         this.nextthink = time;
921         this.monster_lifetime = time + 5;
922
923         if(STAT(FROZEN, this))
924                 Unfreeze(this, false); // remove any icy remains
925
926         monster_dropitem(this, attacker);
927
928         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
929
930         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
931                 monsters_killed += 1;
932
933         if(IS_PLAYER(attacker))
934         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
935                 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
936
937         if(gibbed)
938         {
939                 // number of monsters spawned with mobspawn command
940                 totalspawned -= 1;
941         }
942
943         if(!gibbed && this.mdl_dead && this.mdl_dead != "")
944                 _setmodel(this, this.mdl_dead);
945
946         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
947         this.event_heal         = func_null;
948         this.solid                      = SOLID_CORPSE;
949         this.takedamage         = DAMAGE_AIM;
950         this.deadflag           = DEAD_DEAD;
951         this.enemy                      = NULL;
952         set_movetype(this, MOVETYPE_TOSS);
953         this.moveto                     = this.origin;
954         settouch(this, Monster_Touch); // reset incase monster was pouncing
955         this.reset                      = func_null;
956         this.state                      = 0;
957         this.attack_finished_single[0] = 0;
958         this.effects = 0;
959         this.dphitcontentsmask &= ~DPCONTENTS_BODY;
960
961         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
962                 this.velocity = '0 0 0';
963
964         CSQCModel_UnlinkEntity(this);
965
966         Monster mon = this.monsterdef;
967         mon.mr_death(mon, this);
968
969         if(this.candrop && this.weapon && autocvar_g_monsters_drop)
970         {
971                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
972                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
973         }
974 }
975
976 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
977 {
978         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
979                 return;
980
981         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
982                 return;
983
984         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
985                 //return;
986
987         if(StatusEffects_active(STATUSEFFECT_SpawnShield, this) && deathtype != DEATH_KILL.m_id)
988                 return;
989
990         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
991                 return;
992
993         vector v = healtharmor_applydamage(100, GetResource(this, RES_ARMOR) / 100, deathtype, damage);
994         float take = v.x;
995         //float save = v.y;
996
997         Monster mon = this.monsterdef;
998         take = mon.mr_pain(mon, this, take, attacker, deathtype);
999
1000         if(take)
1001         {
1002                 TakeResource(this, RES_HEALTH, take);
1003                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1004         }
1005
1006         if(this.sprite)
1007                 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1008
1009         this.dmg_time = time;
1010
1011         if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1012                 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1013
1014         this.velocity += force * this.damageforcescale;
1015
1016         if(deathtype != DEATH_DROWN.m_id && take)
1017         {
1018                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1019                 if (take > 50)
1020                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1021                 if (take > 100)
1022                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1023         }
1024
1025         if(GetResource(this, RES_HEALTH) <= 0)
1026         {
1027                 if(deathtype == DEATH_KILL.m_id)
1028                         this.candrop = false; // killed by mobkill command
1029
1030                 // TODO: fix this?
1031                 SUB_UseTargets(this, attacker, this.enemy);
1032                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1033
1034                 Monster_Dead(this, attacker, (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id));
1035
1036                 WaypointSprite_Kill(this.sprite);
1037
1038                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1039
1040                 if(GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1041                 {
1042                         Violence_GibSplash(this, 1, 0.5, attacker);
1043
1044                         setthink(this, SUB_Remove);
1045                         this.nextthink = time + 0.1;
1046                 }
1047         }
1048 }
1049
1050 bool Monster_Heal(entity targ, entity inflictor, float amount, float limit)
1051 {
1052         float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
1053         if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
1054                 return false;
1055
1056         GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
1057         if(targ.sprite)
1058                 WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH));
1059         return true;
1060 }
1061
1062 // don't check for enemies, just keep walking in a straight line
1063 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1064 {
1065         if(game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1066         {
1067                 mspeed = 0;
1068                 if(time >= this.spawn_time)
1069                         setanim(this, this.anim_idle, true, false, false);
1070                 movelib_brake_simple(this, 0.6);
1071                 return;
1072         }
1073
1074         makevectors(this.angles);
1075         vector a = CENTER_OR_VIEWOFS(this);
1076         vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1077
1078         traceline(a, b, MOVE_NORMAL, this);
1079
1080         bool reverse = false;
1081         if(trace_fraction != 1.0)
1082                 reverse = true;
1083         if(trace_ent && IS_PLAYER(trace_ent))
1084                 reverse = false;
1085         if(trace_ent && IS_MONSTER(trace_ent))
1086                 reverse = true;
1087
1088         if(!allow_jumpoff && IS_ONGROUND(this))
1089         {
1090                 traceline(b, b - '0 0 32', MOVE_NORMAL, this);
1091                 if(trace_fraction == 1.0)
1092                         reverse = true;
1093         }
1094
1095         if(reverse)
1096         {
1097                 this.angles_y = anglemods(this.angles_y - 180);
1098                 makevectors(this.angles);
1099         }
1100
1101         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1102
1103         if(time > this.pain_finished && time > this.attack_finished_single[0])
1104         {
1105                 if(vdist(this.velocity, >, 10))
1106                         setanim(this, this.anim_walk, true, false, false);
1107                 else
1108                         setanim(this, this.anim_idle, true, false, false);
1109         }
1110 }
1111
1112 void Monster_Anim(entity this)
1113 {
1114         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1115         if(IS_DEAD(this))
1116         {
1117                 if (!deadbits)
1118                 {
1119                         // Decide on which death animation to use.
1120                         if(random() < 0.5)
1121                                 deadbits = ANIMSTATE_DEAD1;
1122                         else
1123                                 deadbits = ANIMSTATE_DEAD2;
1124                 }
1125         }
1126         else
1127         {
1128                 // Clear a previous death animation.
1129                 deadbits = 0;
1130         }
1131         int animbits = deadbits;
1132         if(STAT(FROZEN, this))
1133                 animbits |= ANIMSTATE_FROZEN;
1134         if(IS_DUCKED(this))
1135                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1136         animdecide_setstate(this, animbits, false);
1137         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1138
1139         /* // weapon entities for monsters?
1140         if (this.weaponentity)
1141         {
1142                 updateanim(this.weaponentity);
1143                 if (!this.weaponentity.animstate_override)
1144                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1145         }
1146         */
1147 }
1148
1149 void Monster_Frozen_Think(entity this)
1150 {
1151         if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
1152         {
1153                 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1);
1154                 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health));
1155                 if (this.iceblock)
1156                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
1157
1158                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1159                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1160
1161                 if(STAT(REVIVE_PROGRESS, this) >= 1)
1162                         Unfreeze(this, false);
1163         }
1164         else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
1165         {
1166                 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - this.ticrate * this.revive_speed, 1);
1167                 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
1168
1169                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1170                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1171
1172                 if(GetResource(this, RES_HEALTH) < 1)
1173                 {
1174                         Unfreeze(this, false);
1175                         if(this.event_damage)
1176                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
1177                 }
1178                 else if ( STAT(REVIVE_PROGRESS, this) <= 0 )
1179                         Unfreeze(this, false);
1180         }
1181         // otherwise, no revival!
1182
1183         this.enemy = NULL; // TODO: save enemy, and attack when revived?
1184 }
1185
1186 void Monster_Enemy_Check(entity this)
1187 {
1188         if(this.enemy)
1189         {
1190                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
1191                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
1192                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
1193
1194                 // cases where the enemy may have changed their state (don't need to check everything here)
1195                 if(    (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
1196                         || (STAT(FROZEN, this.enemy))
1197                         || (this.enemy.flags & FL_NOTARGET)
1198                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
1199                         || (this.enemy.takedamage == DAMAGE_NO)
1200                         || (vdist(this.origin - targ_origin, >, this.target_range))
1201                         || ((trace_fraction < 1) && (trace_ent != this.enemy))
1202                         )
1203                 {
1204                         this.enemy = NULL;
1205                 }
1206                 else
1207                 {
1208                         return;
1209                 }
1210         }
1211
1212         this.enemy = Monster_FindTarget(this);
1213         if(this.enemy)
1214         {
1215                 WarpZone_RefSys_Copy(this.enemy, this);
1216                 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1217                 // update move target immediately?
1218                 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1219                 this.monster_moveto = '0 0 0';
1220                 this.monster_face = '0 0 0';
1221
1222                 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1223         }
1224 }
1225
1226 void Monster_Think(entity this)
1227 {
1228         setthink(this, Monster_Think);
1229         this.nextthink = time + this.ticrate;
1230
1231         if(this.monster_lifetime && time >= this.monster_lifetime)
1232         {
1233                 Damage(this, this, this, GetResource(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin);
1234                 return;
1235         }
1236
1237         if(STAT(FROZEN, this))
1238                 Monster_Frozen_Think(this);
1239         else if(time >= this.last_enemycheck)
1240         {
1241                 Monster_Enemy_Check(this);
1242                 this.last_enemycheck = time + 1; // check for enemies every second
1243         }
1244
1245         Monster mon = this.monsterdef;
1246         if(mon.mr_think(mon, this))
1247         {
1248                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1249
1250                 .entity weaponentity = weaponentities[0]; // TODO?
1251                 Monster_Attack_Check(this, this.enemy, weaponentity);
1252         }
1253
1254         Monster_Anim(this);
1255
1256         CSQCMODEL_AUTOUPDATE(this);
1257 }
1258
1259 bool Monster_Spawn_Setup(entity this)
1260 {
1261         Monster mon = this.monsterdef;
1262         mon.mr_setup(mon, this);
1263
1264         // ensure some basic needs are met
1265         if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 100); }
1266         if(!GetResource(this, RES_ARMOR)) { SetResourceExplicit(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); }
1267         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1268         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1269         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1270         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1271         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1272
1273         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1274         {
1275                 Monster_Miniboss_Check(this);
1276                 SetResourceExplicit(this, RES_HEALTH, GetResource(this, RES_HEALTH) * MONSTER_SKILLMOD(this));
1277
1278                 if(!this.skin)
1279                         this.skin = rint(random() * 4);
1280         }
1281
1282         this.max_health = GetResource(this, RES_HEALTH);
1283         this.pain_finished = this.nextthink;
1284         this.last_enemycheck = this.spawn_time + random(); // slight delay
1285
1286         if(IS_PLAYER(this.monster_follow))
1287                 this.effects |= EF_DIMLIGHT;
1288
1289         if(!this.wander_delay) { this.wander_delay = 2; }
1290         if(!this.wander_distance) { this.wander_distance = 600; }
1291
1292         Monster_Sounds_Precache(this);
1293         Monster_Sounds_Update(this);
1294
1295         if(teamplay)
1296         {
1297                 if(!this.monster_attack)
1298                         IL_PUSH(g_monster_targets, this);
1299                 this.monster_attack = true; // we can have monster enemies in team games
1300         }
1301
1302         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1303
1304         if(autocvar_g_monsters_healthbars)
1305         {
1306                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1307                 wp.wp_extra = this.monsterdef.monsterid;
1308                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1309                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1310                 {
1311                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1312                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1313                 }
1314         }
1315
1316         setthink(this, Monster_Think);
1317         this.nextthink = time + this.ticrate;
1318
1319         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1320                 return false;
1321
1322         return true;
1323 }
1324
1325 bool Monster_Spawn(entity this, bool check_appear, Monster mon)
1326 {
1327         // setup the basic required properties for a monster
1328
1329         if(!mon || mon == MON_Null) { return false; } // invalid monster
1330         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1331
1332         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED) && !(this.flags & FL_MONSTER))
1333         {
1334                 IL_PUSH(g_monsters, this);
1335                 if(this.mdl && this.mdl != "")
1336                         precache_model(this.mdl);
1337                 if(this.mdl_dead && this.mdl_dead != "")
1338                         precache_model(this.mdl_dead);
1339         }
1340
1341         if(check_appear && Monster_Appear_Check(this, mon)) { return true; } // return true so the monster isn't removed
1342
1343         if(!this.monster_skill)
1344                 this.monster_skill = cvar("g_monsters_skill");
1345
1346         // support for quake style removing monsters based on skill
1347         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1348         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1349         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1350
1351         if(this.team && !teamplay)
1352                 this.team = 0;
1353
1354         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1355         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1356                 monsters_total += 1;
1357
1358         if(this.mdl && this.mdl != "")
1359                 _setmodel(this, this.mdl);
1360         else
1361                 setmodel(this, mon.m_model);
1362
1363         if(!this.monster_name || this.monster_name == "")
1364                 this.monster_name = mon.monster_name;
1365
1366         if(this.statuseffects && this.statuseffects.owner == this)
1367         {
1368                 StatusEffects_clearall(this.statuseffects);
1369                 StatusEffects_update(this);
1370         }
1371         else
1372                 this.statuseffects = NULL;
1373
1374         this.flags                              = FL_MONSTER;
1375         this.classname                  = "monster";
1376         this.takedamage                 = DAMAGE_AIM;
1377         if(!this.bot_attack)
1378                 IL_PUSH(g_bot_targets, this);
1379         this.bot_attack                 = true;
1380         this.iscreature                 = true;
1381         this.teleportable               = true;
1382         if(!this.damagedbycontents)
1383                 IL_PUSH(g_damagedbycontents, this);
1384         this.damagedbycontents  = true;
1385         this.monsterdef                 = mon;
1386         this.event_damage               = Monster_Damage;
1387         this.event_heal                 = Monster_Heal;
1388         settouch(this, Monster_Touch);
1389         this.use                                = Monster_Use;
1390         this.solid                              = SOLID_BBOX;
1391         set_movetype(this, MOVETYPE_WALK);
1392         StatusEffects_apply(STATUSEFFECT_SpawnShield, this, time + autocvar_g_monsters_spawnshieldtime, 0);
1393         this.enemy                              = NULL;
1394         this.velocity                   = '0 0 0';
1395         this.moveto                             = this.origin;
1396         this.pos1                               = this.origin;
1397         this.pos2                               = this.angles;
1398         this.reset                              = Monster_Reset;
1399         this.netname                    = mon.netname;
1400         this.monster_attackfunc = mon.monster_attackfunc;
1401         this.candrop                    = true;
1402         this.oldtarget2                 = this.target2;
1403         this.deadflag                   = DEAD_NO;
1404         this.spawn_time                 = time;
1405         this.gravity                    = 1;
1406         this.monster_moveto             = '0 0 0';
1407         this.monster_face               = '0 0 0';
1408         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1409
1410         if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1411         if(!this.scale) { this.scale = 1; }
1412         if(autocvar_g_monsters_edit) { this.grab = 1; }
1413         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1414         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1415         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1416
1417         if(autocvar_g_monsters_playerclip_collisions)
1418                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1419
1420         if(mon.spawnflags & MONSTER_TYPE_FLY)
1421         {
1422                 this.flags |= FL_FLY;
1423                 set_movetype(this, MOVETYPE_FLY);
1424         }
1425
1426         if((mon.spawnflags & MONSTER_SIZE_QUAKE) && autocvar_g_monsters_quake_resize && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1427                 this.scale *= 1.3;
1428
1429         setsize(this, RoundPerfectVector(mon.m_mins * this.scale), RoundPerfectVector(mon.m_maxs * this.scale));
1430         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1431
1432         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1433
1434         Monster_UpdateModel(this);
1435
1436         if(!Monster_Spawn_Setup(this))
1437         {
1438                 Monster_Remove(this);
1439                 return false;
1440         }
1441
1442         if(!this.noalign)
1443         {
1444                 setorigin(this, this.origin + '0 0 20');
1445                 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1446                 setorigin(this, trace_endpos);
1447         }
1448
1449         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1450                 monster_setupcolors(this);
1451
1452         CSQCMODEL_AUTOINIT(this);
1453
1454         return true;
1455 }