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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(time < game_starttime)
64                 return FALSE; // monsters do nothing before the match has started
65                 
66         WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
67         
68         if(vlen(targ.origin - ent.origin) >= ent.target_range)
69                 return FALSE; // enemy is too far away
70                 
71         if not(targ.vehicle_flags & VHF_ISVEHICLE)
72         if(trace_ent != targ)
73                 return FALSE; // we can't see the enemy
74                 
75         if(targ.takedamage == DAMAGE_NO)
76                 return FALSE; // enemy can't be damaged
77                 
78         if(targ.items & IT_INVISIBILITY)
79                 return FALSE; // enemy is invisible
80                 
81         if(substring(targ.classname, 0, 10) == "onslaught_")
82                 return FALSE; // don't attack onslaught targets
83         
84         if(IS_SPEC(targ) || IS_OBSERVER(targ))
85                 return FALSE; // enemy is a spectator
86         
87         if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
88         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
89                 return FALSE; // enemy/self is dead
90                 
91         if(ent.monster_owner == targ)
92                 return FALSE; // don't attack our master
93                 
94         if(targ.monster_owner == ent)
95                 return FALSE; // don't attack our pet
96         
97         if not(targ.vehicle_flags & VHF_ISVEHICLE)
98         if(targ.flags & FL_NOTARGET)
99                 return FALSE; // enemy can't be targeted
100         
101         if not(autocvar_g_monsters_typefrag)
102         if(targ.BUTTON_CHAT)
103                 return FALSE; // no typefragging!
104         
105         if not(IsDifferentTeam(targ, ent))
106                 return FALSE; // enemy is on our team
107                 
108         if(autocvar_g_monsters_target_infront)
109         if(ent.enemy != targ)
110         {
111                 float dot;
112
113                 makevectors (ent.angles);
114                 dot = normalize (targ.origin - ent.origin) * v_forward;
115                 
116                 if(dot <= 0.3)
117                         return FALSE;
118         }
119         
120         return TRUE;
121 }
122
123 entity FindTarget (entity ent) 
124 {
125         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
126         entity e;
127         
128         for(e = world; (e = findflags(e, monster_attack, TRUE)); ) 
129         if(monster_isvalidtarget(e, ent))
130                 return e;
131
132         return world;
133 }
134
135 void MonsterTouch ()
136 {
137         if(other == world)
138                 return;
139                 
140         if(self.enemy != other)
141         if not(other.flags & FL_MONSTER)
142         if(monster_isvalidtarget(other, self))
143                 self.enemy = other;
144 }
145
146 void monster_sound(string msound, float sound_delay, float delaytoo)
147 {
148         if(delaytoo && time < self.msound_delay)
149                 return; // too early
150                 
151         if(msound == "")
152                 return; // sound doesn't exist
153
154         sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
155
156         self.msound_delay = time + sound_delay;
157 }
158
159 void monster_precachesounds(entity e)
160 {
161         precache_sound(e.msound_idle);
162         precache_sound(e.msound_death);
163         precache_sound(e.msound_attack_melee);
164         precache_sound(e.msound_attack_ranged);
165         precache_sound(e.msound_sight);
166         precache_sound(e.msound_pain);
167 }
168
169 void monster_setupsounds(string mon)
170 {
171         if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
172         if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
173         if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
174         if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
175         if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
176         if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
177 }
178
179 void monster_makevectors(entity e)
180 {
181         vector v;
182                 
183         v = CENTER_OR_VIEWOFS(e);
184         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
185         self.v_angle_x = -self.v_angle_x;
186         
187         makevectors(self.v_angle);
188 }
189
190 float monster_melee(entity targ, float damg, float er, float deathtype, float dostop)
191 {
192         float rdmg = damg * random();
193
194         if (self.health <= 0)
195                 return FALSE;
196         if (targ == world)
197                 return FALSE;
198                 
199         if(dostop)
200         {
201                 self.velocity_x = 0;
202                 self.velocity_y = 0;
203                 self.state = MONSTER_STATE_ATTACK_MELEE;
204                 self.SendFlags |= MSF_MOVE;
205         }
206
207         monster_makevectors(targ);
208         
209         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
210         
211         if(trace_ent.takedamage)
212                 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
213                 
214         return TRUE;
215 }
216
217 void Monster_CheckMinibossFlag ()
218 {
219         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
220                 return;
221                 
222         float chance = random() * 100;
223
224         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
225         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
226         {
227                 self.health += autocvar_g_monsters_miniboss_healthboost;
228                 if not(self.weapon)
229                         self.weapon = WEP_NEX;
230         }
231 }
232
233 float Monster_CanRespawn(entity ent)
234 {
235         other = ent;
236         if(MUTATOR_CALLHOOK(MonsterRespawn))
237                 return TRUE; // enabled by a mutator
238                 
239         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
240                 return FALSE;
241                 
242         if not(autocvar_g_monsters_respawn)
243                 return FALSE;
244                 
245         return TRUE;
246 }
247
248 void Monster_Fade ()
249 {
250         if(Monster_CanRespawn(self))
251         {
252                 self.monster_respawned = TRUE;
253                 self.think = self.monster_spawnfunc;
254                 self.nextthink = time + self.respawntime;
255                 self.deadflag = DEAD_RESPAWNING;
256                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
257                 {
258                         self.pos1 = self.origin;
259                         self.pos2 = self.angles;
260                 }
261                 self.event_damage = func_null;
262                 self.takedamage = DAMAGE_NO;
263                 setorigin(self, self.pos1);
264                 self.angles = self.pos2;
265                 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
266                 
267                 self.SendFlags |= MSF_MOVE;
268                 self.SendFlags |= MSF_STATUS;
269         }
270         else
271                 SUB_SetFade(self, time + 3, 1);
272 }
273
274 float Monster_CanJump (vector vel)
275 {
276         if(self.state)
277                 return FALSE; // already attacking
278         if not(self.flags & FL_ONGROUND)
279                 return FALSE; // not on the ground
280         if(self.health <= 0)
281                 return FALSE; // called when dead?
282         if(time < self.attack_finished_single)
283                 return FALSE; // still attacking
284
285         vector old = self.velocity;
286         
287         self.velocity = vel;
288         tracetoss(self, self);
289         self.velocity = old;
290         if (trace_ent != self.enemy)
291                 return FALSE;
292
293         return TRUE;
294 }
295
296 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
297 {
298         if(!Monster_CanJump(vel))
299                 return FALSE;
300                 
301         monsters_setframe(anm);
302         self.state = MONSTER_STATE_ATTACK_LEAP;
303         self.touch = touchfunc;
304         self.origin_z += 1;
305         self.velocity = vel;
306         self.flags &~= FL_ONGROUND;
307                 
308         self.attack_finished_single = time + anim_finished;
309         
310         return TRUE;
311 }
312
313 void monster_checkattack(entity e, entity targ)
314 {
315         if(e == world)
316                 return;
317         if(targ == world)
318                 return;
319                 
320         if not(e.monster_attackfunc)
321                 return;
322         
323         if(time < e.attack_finished_single)
324                 return;
325                 
326         if(vlen(targ.origin - e.origin) <= e.attack_range)
327         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
328         {
329                 monster_sound(e.msound_attack_melee, 0, FALSE);
330                 return;
331         }
332         
333         if(vlen(targ.origin - e.origin) > e.attack_range)
334         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
335         {
336                 monster_sound(e.msound_attack_ranged, 0, FALSE);
337                 return;
338         }
339 }
340
341 void monster_use ()
342 {
343         if (self.enemy)
344                 return;
345         if (self.health <= 0)
346                 return;
347
348         if(!monster_isvalidtarget(activator, self))
349                 return;
350
351         self.enemy = activator;
352 }
353
354 float trace_path(vector from, vector to)
355 {
356         vector dir = normalize(to - from) * 15, offset = '0 0 0';
357         float trace1 = trace_fraction;
358         
359         offset_x = dir_y;
360         offset_y = -dir_x;
361         traceline (from+offset, to+offset, TRUE, self);
362         
363         traceline(from-offset, to-offset, TRUE, self);
364                 
365         return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
366 }
367
368 .float last_trace;
369 .float last_enemycheck; // for checking enemy
370 vector monster_pickmovetarget(entity targ)
371 {
372         // enemy is always preferred target
373         if(self.enemy)
374         {
375                 self.monster_movestate = MONSTER_MOVE_ENEMY;
376                 self.last_trace = time + 1.2;
377                 return self.enemy.origin;
378         }
379         
380         switch(self.monster_moveflags)
381         {
382                 case MONSTER_MOVE_OWNER:
383                 {
384                         self.monster_movestate = MONSTER_MOVE_OWNER;
385                         self.last_trace = time + 0.3;
386                         if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
387                                 return self.monster_owner.origin;
388                 }
389                 case MONSTER_MOVE_SPAWNLOC:
390                 {
391                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
392                         self.last_trace = time + 2;
393                         return self.pos1;
394                 }
395                 case MONSTER_MOVE_NOMOVE:
396                 {
397                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
398                         self.last_trace = time + 2;
399                         return self.origin;
400                 }
401                 default:
402                 case MONSTER_MOVE_WANDER:
403                 {
404                         vector pos;
405                         self.monster_movestate = MONSTER_MOVE_WANDER;
406                         self.last_trace = time + 2;
407                                 
408                         self.angles_y = random() * 500;
409                         makevectors(self.angles);
410                         pos = self.origin + v_forward * 600;
411                         
412                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
413                         {
414                                 pos_z = random() * 200;
415                                 if(random() >= 0.5)
416                                         pos_z *= -1;
417                         }
418                         
419                         if(targ)
420                         {
421                                 self.last_trace = time + 0.5;
422                                 pos = targ.origin;
423                         }
424                         
425                         return pos;
426                 }
427         }
428 }
429
430 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
431 {
432         fixedmakevectors(self.angles);
433
434         if(self.target2)
435                 self.goalentity = find(world, targetname, self.target2);
436                 
437         entity targ;
438
439         if(self.frozen)
440         {
441                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
442                 self.health = max(1, self.max_health * self.revive_progress);
443                 
444                 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
445                         
446                 movelib_beak_simple(stopspeed);
447                         
448                 self.velocity = '0 0 0';
449                 self.enemy = world;
450                 self.nextthink = time + 0.1;
451                 
452                 if(self.revive_progress >= 1)
453                         Unfreeze(self); // wait for next think before attacking
454                         
455                 // don't bother updating angles here?
456                 if(self.origin != self.oldorigin)
457                 {
458                         self.oldorigin = self.origin;
459                         self.SendFlags |= MSF_MOVE;
460                 }
461                         
462                 return; // no moving while frozen
463         }
464         
465         if(self.flags & FL_SWIM)
466         {
467                 if(self.waterlevel < WATERLEVEL_WETFEET)
468                 {
469                         if(time >= self.last_trace)
470                         {
471                                 self.last_trace = time + 0.4;
472                                 
473                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
474                                 self.angles = '90 90 0';
475                                 if(random() < 0.5)
476                                 {
477                                         self.velocity_y += random() * 50;
478                                         self.velocity_x -= random() * 50;
479                                 }
480                                 else
481                                 {
482                                         self.velocity_y -= random() * 50;
483                                         self.velocity_x += random() * 50;
484                                 }
485                                 self.velocity_z += random() * 150;
486                         }
487                                 
488                         
489                         self.movetype = MOVETYPE_BOUNCE;
490                         //self.velocity_z = -200;
491                                 
492                         self.SendFlags |= MSF_MOVE | MSF_ANG;
493                         
494                         return;
495                 }
496                 else
497                 {
498                         self.angles = '0 0 0';
499                         self.movetype = MOVETYPE_WALK;
500                 }
501         }
502         
503         targ = self.goalentity;
504         
505         monster_target = targ;
506         monster_speed_run = runspeed;
507         monster_speed_walk = walkspeed;
508         
509         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)
510         {
511                 runspeed = walkspeed = 0;
512                 if(time >= self.spawn_time)
513                         monsters_setframe(manim_idle);
514                 movelib_beak_simple(stopspeed);
515                 self.SendFlags |= MSF_MOVE;
516                 return;
517         }
518         
519         targ = monster_target;
520         runspeed = monster_speed_run;
521         walkspeed = monster_speed_walk;
522         
523         if(teamplay)
524         if(autocvar_g_monsters_teams)
525         if(IsDifferentTeam(self.monster_owner, self))
526                 self.monster_owner = world;
527                 
528         if(time >= self.last_enemycheck)
529         {
530                 if not(monster_isvalidtarget(self.enemy, self))
531                         self.enemy = world;
532                 self.last_enemycheck = time + 2;
533         }
534                 
535         if(self.enemy && self.enemy.health < 1)
536                 self.enemy = world; // enough!
537                 
538         if not(self.enemy)
539         {
540                 self.enemy = FindTarget(self);
541                 if(self.enemy)
542                         monster_sound(self.msound_sight, 0, FALSE);
543         }
544         
545         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
546                 self.state = 0;
547                 
548         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
549         if(time >= self.last_trace || self.enemy) // update enemy instantly
550                 self.moveto = monster_pickmovetarget(targ);
551
552         if not(self.enemy)
553                 monster_sound(self.msound_idle, 5, TRUE);
554         
555         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
556                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
557         
558         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
559         {
560                 self.state = 0;
561                 self.touch = MonsterTouch;
562         }
563         
564         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
565         
566         float turny = 0;
567         vector real_angle = vectoangles(self.steerto) - self.angles;
568         
569         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
570                 turny = 20;
571                 
572         if(self.flags & FL_SWIM)
573                 turny = vlen(self.angles - self.moveto);
574         
575         if(turny)
576         {
577                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
578                 self.angles_y += turny;
579         }
580         
581         if(self.state == MONSTER_STATE_ATTACK_MELEE)
582                 self.moveto = self.origin;
583         else if(self.enemy)
584                 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
585         
586         if not(self.flags & FL_FLY || self.flags & FL_SWIM)
587                 self.moveto_z = self.origin_z; 
588         
589         float l = vlen(self.moveto - self.origin);
590         float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
591         float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15'); 
592         
593         if(self.flags & FL_FLY || self.flags & FL_SWIM)
594                 v_forward = normalize(self.moveto - self.origin);
595         
596         if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
597         if(self.flags & FL_ONGROUND)
598                 movelib_jump_simple(100);
599
600         if(vlen(self.origin - self.moveto) > 64)
601         {
602                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
603                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
604                 else
605                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
606                 if(time > self.pain_finished)
607                 if(time > self.attack_finished_single)
608                 if(vlen(self.velocity) > 0)
609                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
610                 else
611                         monsters_setframe(manim_idle);
612         }
613         else
614         {
615                 entity e = find(world, targetname, self.target2);
616                 if(e.target2)
617                         self.target2 = e.target2;
618                 else if(e.target)
619                         self.target2 = e.target;
620                 
621                 movelib_beak_simple(stopspeed);
622                 if(time > self.attack_finished_single)
623                 if(time > self.pain_finished)
624                 if (vlen(self.velocity) <= 30)
625                         monsters_setframe(manim_idle);
626         }
627         
628         monster_checkattack(self, self.enemy);
629         
630         if(self.angles != self.oldangles)
631         {
632                 self.oldangles = self.angles;
633                 self.SendFlags |= MSF_ANG;
634         }
635         
636         if(self.origin != self.oldorigin)
637         {
638                 self.oldorigin = self.origin;
639                 self.SendFlags |= MSF_MOVE;
640         }
641 }
642
643 void monster_dead_think()
644 {
645         self.think = monster_dead_think;
646         self.nextthink = time + 0.3; // don't need to update so often now
647         
648         self.deadflag = DEAD_DEAD;
649
650         if(time >= self.ltime)
651         {
652                 Monster_Fade();
653                 return;
654         }
655         
656         self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
657 }
658
659 void monsters_setstatus()
660 {
661         self.stat_monsters_total = monsters_total;
662         self.stat_monsters_killed = monsters_killed;
663 }
664
665 void Monster_Appear()
666 {
667         self.enemy = activator;
668         self.spawnflags &~= MONSTERFLAG_APPEAR;
669         self.monster_spawnfunc();
670 }
671
672 float Monster_CheckAppearFlags(entity ent)
673 {
674         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
675                 return FALSE;
676         
677         ent.think = func_null;
678         ent.nextthink = 0;
679         ent.use = Monster_Appear;
680         ent.flags = FL_MONSTER; // set so this monster can get butchered
681         
682         return TRUE;
683 }
684
685 void monsters_reset()
686 {
687         setorigin(self, self.pos1);
688         self.angles = self.pos2;
689         
690         self.health = self.max_health;
691         self.velocity = '0 0 0';
692         self.enemy = world;
693         self.goalentity = world;
694         self.attack_finished_single = 0;
695         self.moveto = self.origin;
696         
697         WaypointSprite_UpdateHealth(self.sprite, self.health);
698 }
699
700 float monster_send(entity to, float sf)
701 {
702         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
703         WriteByte(MSG_ENTITY, sf);
704         if(sf & MSF_SETUP)
705         {
706             WriteByte(MSG_ENTITY, self.monsterid);
707             
708             WriteCoord(MSG_ENTITY, self.origin_x);
709             WriteCoord(MSG_ENTITY, self.origin_y);
710             WriteCoord(MSG_ENTITY, self.origin_z);
711             
712             WriteAngle(MSG_ENTITY, self.angles_x);
713             WriteAngle(MSG_ENTITY, self.angles_y);
714                 
715                 WriteByte(MSG_ENTITY, self.skin);
716                 WriteByte(MSG_ENTITY, self.team);
717     }
718     
719     if(sf & MSF_ANG)
720     {
721         WriteShort(MSG_ENTITY, rint(self.angles_x));
722         WriteShort(MSG_ENTITY, rint(self.angles_y));
723     }
724     
725     if(sf & MSF_MOVE)
726     {
727         WriteShort(MSG_ENTITY, rint(self.origin_x));
728         WriteShort(MSG_ENTITY, rint(self.origin_y));
729         WriteShort(MSG_ENTITY, rint(self.origin_z));
730
731         WriteShort(MSG_ENTITY, rint(self.velocity_x));
732         WriteShort(MSG_ENTITY, rint(self.velocity_y));
733         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
734         
735         WriteShort(MSG_ENTITY, rint(self.angles_y));        
736     }
737     
738     if(sf & MSF_ANIM)
739     {
740         WriteCoord(MSG_ENTITY, self.anim_start_time);
741         WriteByte(MSG_ENTITY, self.frame);
742     }
743     
744     if(sf & MSF_STATUS)
745     {
746                 WriteByte(MSG_ENTITY, self.skin);
747                 
748         WriteByte(MSG_ENTITY, self.team);
749                 
750                 WriteByte(MSG_ENTITY, self.deadflag);
751         
752         if(self.health <= 0)
753             WriteByte(MSG_ENTITY, 0);
754         else
755             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
756     }
757     
758         return TRUE;
759 }
760
761 void monster_link(void() spawnproc)
762 {
763     Net_LinkEntity(self, TRUE, 0, monster_send);
764     self.think      = spawnproc;
765     self.nextthink  = time;
766 }
767
768 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
769 {
770         self.health -= damage;
771                 
772         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
773                 
774         if(self.health <= -100) // 100 health until gone?
775         {
776                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
777                 
778                 self.think = SUB_Remove;
779                 self.nextthink = time + 0.1;
780         }
781 }
782
783 void monster_die()
784 {
785         self.think = monster_dead_think;
786         self.nextthink = self.ticrate;
787         self.ltime = time + 5;
788         
789         monster_dropitem();
790
791         WaypointSprite_Kill(self.sprite);
792                 
793         if(self.weaponentity)
794         {
795                 remove(self.weaponentity);
796                 self.weaponentity = world;
797         }
798                 
799         monster_sound(self.msound_death, 0, FALSE);
800                 
801         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
802                 monsters_killed += 1;
803                 
804         if(self.candrop && self.weapon)
805                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
806                 
807         if(IS_CLIENT(self.realowner))
808                 self.realowner.monstercount -= 1;
809                 
810         self.event_damage       = monsters_corpse_damage;
811         self.solid                      = SOLID_CORPSE;
812         self.takedamage         = DAMAGE_AIM;
813         self.enemy                      = world;
814         self.movetype           = MOVETYPE_TOSS;
815         self.moveto                     = self.origin;
816         self.touch                      = MonsterTouch; // reset incase monster was pouncing
817         
818         if not(self.flags & FL_FLY)
819                 self.velocity = '0 0 0';
820         
821         self.SendFlags |= MSF_MOVE;
822         
823         // number of monsters spawned with mobspawn command
824         totalspawned -= 1;
825         
826         MON_ACTION(self.monsterid, MR_DEATH);
827 }
828
829 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
830 {
831         if(self.frozen && deathtype != DEATH_KILL)
832                 return;
833                 
834         if(time < self.pain_finished && deathtype != DEATH_KILL)
835                 return;
836                 
837         if(time < self.spawnshieldtime)
838                 return;
839                 
840         if(deathtype != DEATH_KILL)
841                 damage *= self.armorvalue;
842                 
843         if(self.weaponentity && self.weaponentity.classname == "shield")
844                 self.weaponentity.health -= damage;
845                 
846         self.health -= damage;
847         
848         if(self.sprite)
849                 WaypointSprite_UpdateHealth(self.sprite, self.health);
850                 
851         self.dmg_time = time;
852
853         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
854                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
855         
856         self.velocity += force * self.damageforcescale;
857                 
858         if(deathtype != DEATH_DROWN)
859         {
860                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
861                 if (damage > 50)
862                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
863                 if (damage > 100)
864                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
865         }
866                 
867         if(self.health <= 0)
868         {        
869                 if(self.sprite)
870                 {
871                         // Update one more time to avoid waypoint fading without emptying healthbar
872                         WaypointSprite_UpdateHealth(self.sprite, 0);
873                 }
874                 
875                 if(deathtype == DEATH_KILL)
876                         self.candrop = FALSE; // killed by mobkill command
877                         
878                 // TODO: fix this?
879                 activator = attacker;
880                 other = self.enemy;
881                 SUB_UseTargets();
882                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
883         
884                 monster_die();
885                 
886                 frag_attacker = attacker;
887                 frag_target = self;
888                 MUTATOR_CALLHOOK(MonsterDies);
889                 
890                 if(self.health <= -100) // check if we're already gibbed
891                 {
892                         Violence_GibSplash(self, 1, 0.5, attacker);
893                 
894                         self.think = SUB_Remove;
895                         self.nextthink = time + 0.1;
896                 }
897         }
898         
899         self.SendFlags |= MSF_STATUS;
900 }
901
902 void monster_think()
903 {
904         self.think = monster_think;
905         self.nextthink = self.ticrate;
906         
907         MON_ACTION(self.monsterid, MR_THINK);
908 }
909
910 void monster_spawn()
911 {
912         MON_ACTION(self.monsterid, MR_SETUP);
913
914         if not(self.monster_respawned)
915                 Monster_CheckMinibossFlag();
916         
917         self.max_health = self.health;
918         self.pain_finished = self.nextthink;
919         self.anim_start_time = time;
920         
921         if not(self.noalign)
922         {
923                 setorigin(self, self.origin + '0 0 20');
924                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
925                 setorigin(self, trace_endpos);
926         }
927         
928         if not(self.monster_respawned)
929         if not(self.skin)
930                 self.skin = rint(random() * 4);
931                 
932         if not(self.attack_range)
933                 self.attack_range = autocvar_g_monsters_attack_range;
934         
935         self.pos1 = self.origin;
936         
937         monster_setupsounds(self.netname);
938
939         monster_precachesounds(self);
940         
941         if(teamplay)
942                 self.monster_attack = TRUE; // we can have monster enemies in team games
943                 
944         if(autocvar_g_monsters_healthbars)
945         {
946                 WaypointSprite_Spawn(strzone(strdecolorize(self.monster_name)), 0, 600, self, '0 0 1' * (self.maxs_z + 15), world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));       
947                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
948                 WaypointSprite_UpdateHealth(self.sprite, self.health);
949         }
950         
951         monster_sound(self.msound_spawn, 0, FALSE);
952
953         MUTATOR_CALLHOOK(MonsterSpawn);
954         
955         self.think = monster_think;
956         self.nextthink = time + self.ticrate;
957         
958         self.SendFlags |= MSF_SETUP;
959 }
960
961 float monster_initialize(float mon_id, float nodrop)
962 {
963         if not(autocvar_g_monsters)
964                 return FALSE;
965                 
966         vector min_s, max_s;
967         entity mon = get_monsterinfo(mon_id);
968         
969         // support for quake style removing monsters based on skill
970         switch(monster_skill)
971         {
972                 case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY)              return FALSE; break;
973                 case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM)    return FALSE; break;
974                 case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD)              return FALSE; break;
975                 case 4: if(self.spawnflags & MONSTERSKILL_NOTINSANE)    return FALSE; break;
976                 case 5: if(self.spawnflags & MONSTERSKILL_NOTNIGHTMARE) return FALSE; break;
977         }
978
979         if(self.monster_name == "")
980                 self.monster_name = M_NAME(mon_id);
981         
982         if(self.team && !teamplay)
983                 self.team = 0;
984
985         self.flags = FL_MONSTER;
986                 
987         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
988         if not(self.monster_respawned)
989                 monsters_total += 1;
990                 
991         min_s = mon.mins;
992         max_s = mon.maxs;
993         
994         self.netname = mon.netname;
995
996         setsize(self, min_s, max_s);
997         self.takedamage                 = DAMAGE_AIM;
998         self.bot_attack                 = TRUE;
999         self.iscreature                 = TRUE;
1000         self.teleportable               = TRUE;
1001         self.damagedbycontents  = TRUE;
1002         self.monsterid                  = mon_id;
1003         self.damageforcescale   = 0;
1004         self.event_damage               = monsters_damage;
1005         self.touch                              = MonsterTouch;
1006         self.use                                = monster_use;
1007         self.solid                              = SOLID_BBOX;
1008         self.movetype                   = MOVETYPE_WALK;
1009         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1010         monsters_spawned           += 1;
1011         self.enemy                              = world;
1012         self.velocity                   = '0 0 0';
1013         self.moveto                             = self.origin;
1014         self.pos2                               = self.angles;
1015         self.reset                              = monsters_reset;
1016         self.candrop                    = TRUE;
1017         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1018         self.oldtarget2                 = self.target2;
1019         self.deadflag                   = DEAD_NO;
1020         self.noalign                    = nodrop;
1021         self.spawn_time                 = time;
1022         self.gravity                    = 1;
1023         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1024         
1025         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1026                 self.flags |= FL_SWIM;
1027                 
1028         if(mon.spawnflags & MONSTER_TYPE_FLY)
1029         {
1030                 self.flags |= FL_FLY;
1031                 self.movetype = MOVETYPE_FLY;
1032         }
1033         
1034         if not(self.scale)
1035                 self.scale = 1;
1036                 
1037         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1038                 self.scale = 1.3;
1039         
1040         if not(self.ticrate)
1041                 self.ticrate = autocvar_g_monsters_think_delay;
1042                 
1043         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1044         
1045         if not(self.armorvalue)
1046                 self.armorvalue = 1; // multiplier
1047         
1048         if not(self.target_range)
1049                 self.target_range = autocvar_g_monsters_target_range;
1050         
1051         if not(self.respawntime)
1052                 self.respawntime = autocvar_g_monsters_respawn_delay;
1053         
1054         if not(self.monster_moveflags)
1055                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1056         
1057         monster_link(monster_spawn);
1058
1059         return TRUE;
1060 }