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1 // TODO: clean up this file?
2
3 void() spawnfunc_item_minst_cells;
4
5 void M_Item_Touch ()
6 {
7         if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
8         {
9                 Item_Touch();
10                 self.think = SUB_Remove;
11                 self.nextthink = time + 0.1;
12         }
13 }
14
15 void monster_item_spawn()
16 {
17         if(self.monster_loot)
18                 self.monster_loot();
19         
20         self.gravity = 1;
21         self.velocity = randomvec() * 175 + '0 0 325';
22         self.touch = M_Item_Touch;
23         
24         SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
25 }
26
27 void Monster_DropItem (string itype, string itemsize)
28 {
29         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
30         entity e = spawn();
31         
32         setorigin(e, org);
33         
34         switch(itype)
35         {
36                 case "armor":
37                 {
38                         switch(itemsize)
39                         {
40                                 case "mega": e.monster_loot = spawnfunc_item_armor_large; break;
41                                 case "large": e.monster_loot = spawnfunc_item_armor_big; break;
42                                 case "medium": e.monster_loot = spawnfunc_item_armor_medium; break;
43                                 case "small": e.monster_loot = spawnfunc_item_armor_small; break;
44                         }
45                         break;
46                 }
47                 case "health":
48                 {
49                         switch(itemsize)
50                         {
51                                 case "mega": e.monster_loot = spawnfunc_item_health_mega; break;
52                                 case "large": e.monster_loot = spawnfunc_item_health_large; break;
53                                 case "medium": e.monster_loot = spawnfunc_item_health_medium; break;
54                                 case "small": e.monster_loot = spawnfunc_item_health_small; break;
55                         }
56                         break;
57                 }
58                 case "ammo":
59                 {
60                         switch(itemsize)
61                         {
62                                 case "shells": e.monster_loot = spawnfunc_item_shells; break;
63                                 case "cells": e.monster_loot = spawnfunc_item_cells; break;
64                                 case "rockets": e.monster_loot = spawnfunc_item_rockets; break;
65                                 case "bullets":
66                                 case "nails": e.monster_loot = spawnfunc_item_bullets; break;
67                         }
68                         break;
69                 }
70         }
71         
72         other = e;
73         MUTATOR_CALLHOOK(MonsterDropItem);
74         e = other;
75                 
76         e.think = monster_item_spawn;
77         e.nextthink = time + 0.1;
78 }
79
80 void monsters_setframe(float _frame)
81 {
82         if(self.frame == _frame)
83                 return;
84                 
85         self.anim_start_time = time;
86         self.frame = _frame;
87         self.SendFlags |= MSF_ANIM;
88 }
89
90 float monster_isvalidtarget (entity targ, entity ent)
91 {
92         if(!targ || !ent)
93                 return FALSE; // someone doesn't exist
94                 
95         if(time < game_starttime)
96                 return FALSE; // monsters do nothing before the match has started
97                 
98         WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
99         
100         if(vlen(targ.origin - ent.origin) >= ent.target_range)
101                 return FALSE; // enemy is too far away
102                 
103         if not(targ.vehicle_flags & VHF_ISVEHICLE)
104         if(trace_ent != targ)
105                 return FALSE; // we can't see the enemy
106                 
107         if(targ.takedamage == DAMAGE_NO)
108                 return FALSE; // enemy can't be damaged
109                 
110         if(targ.items & IT_INVISIBILITY)
111                 return FALSE; // enemy is invisible
112                 
113         if(substring(targ.classname, 0, 10) == "onslaught_")
114                 return FALSE; // don't attack onslaught targets
115         
116         if(IS_SPEC(targ) || IS_OBSERVER(targ))
117                 return FALSE; // enemy is a spectator
118         
119         if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
120         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
121                 return FALSE; // enemy/self is dead
122         
123         if(targ.monster_owner == ent || ent.monster_owner == targ)
124                 return FALSE; // enemy owns us, or we own them
125         
126         if not(targ.vehicle_flags & VHF_ISVEHICLE)
127         if(targ.flags & FL_NOTARGET)
128                 return FALSE; // enemy can't be targeted
129         
130         if not(autocvar_g_monsters_typefrag)
131         if(targ.BUTTON_CHAT)
132                 return FALSE; // no typefragging!
133         
134         if not(IsDifferentTeam(targ, ent))
135                 return FALSE; // enemy is on our team
136                 
137         if(autocvar_g_monsters_target_infront)
138         if(ent.enemy != targ)
139         {
140                 float dot;
141
142                 makevectors (ent.angles);
143                 dot = normalize (targ.origin - ent.origin) * v_forward;
144                 
145                 if(dot <= 0.3)
146                         return FALSE;
147         }
148         
149         return TRUE;
150 }
151
152 entity FindTarget (entity ent) 
153 {
154         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
155         entity e;
156         
157         for(e = world; (e = findflags(e, monster_attack, TRUE)); ) 
158         if(monster_isvalidtarget(e, ent))
159                 return e;
160
161         return world;
162 }
163
164 void MonsterTouch ()
165 {
166         if(other == world)
167                 return;
168                 
169         if(self.enemy != other)
170         if not(other.flags & FL_MONSTER)
171         if(monster_isvalidtarget(other, self))
172                 self.enemy = other;
173 }
174
175 void monster_sound(string msound, float sound_delay, float delaytoo)
176 {
177         if(delaytoo && time < self.msound_delay)
178                 return; // too early
179                 
180         if(msound == "")
181                 return; // sound doesn't exist
182
183         sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
184
185         self.msound_delay = time + sound_delay;
186 }
187
188 void monster_precachesounds(entity e)
189 {
190         precache_sound(e.msound_idle);
191         precache_sound(e.msound_death);
192         precache_sound(e.msound_attack_melee);
193         precache_sound(e.msound_attack_ranged);
194         precache_sound(e.msound_sight);
195         precache_sound(e.msound_pain);
196 }
197
198 void monster_setupsounds(string mon)
199 {
200         if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
201         if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
202         if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
203         if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
204         if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
205         if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
206 }
207
208 float monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
209 {
210         float dot, rdmg = damg * random();
211
212         if (self.health <= 0)
213                 return FALSE;
214         if (targ == world)
215                 return FALSE;
216                 
217         if(dostop)
218         {
219                 self.velocity_x = 0;
220                 self.velocity_y = 0;
221                 self.state = MONSTER_STATE_ATTACK_MELEE;
222                 self.SendFlags |= MSF_MOVE;
223         }
224
225         makevectors (self.angles);
226         dot = normalize (targ.origin - self.origin) * v_forward;
227         
228         if(dot > er)
229                 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
230                 
231         return TRUE;
232 }
233
234 void Monster_CheckDropCvars (string mon)
235 {
236         if not(self.candrop)
237                 return; // forced off
238         
239         string dropitem;
240         string dropsize;
241         
242         dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
243         dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
244         
245         if(autocvar_g_monsters_forcedrop)
246                 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
247         else if(dropitem != "")
248                 Monster_DropItem(dropitem, dropsize);      
249         else
250                 Monster_DropItem("armor", "medium");
251 }
252
253 void Monster_CheckMinibossFlag ()
254 {
255         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
256                 return;
257                 
258         float chance = random() * 100;
259
260         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
261         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
262         {
263                 self.health += autocvar_g_monsters_miniboss_healthboost;
264                 self.flags |= MONSTERFLAG_MINIBOSS;
265                 if not(self.weapon)
266                         self.weapon = WEP_NEX;
267         }
268 }
269
270 float Monster_CanRespawn(entity ent)
271 {
272         other = ent;
273         if(MUTATOR_CALLHOOK(MonsterRespawn))
274                 return TRUE; // enabled by a mutator
275                 
276         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
277                 return FALSE;
278                 
279         if not(autocvar_g_monsters_respawn)
280                 return FALSE;
281                 
282         return TRUE;
283 }
284
285 void Monster_Fade ()
286 {
287         if(Monster_CanRespawn(self))
288         {
289                 self.monster_respawned = TRUE;
290                 self.think = self.monster_spawnfunc;
291                 self.nextthink = time + self.respawntime;
292                 self.deadflag = DEAD_RESPAWNING;
293                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
294                 {
295                         self.pos1 = self.origin;
296                         self.pos2 = self.angles;
297                 }
298                 self.event_damage = func_null;
299                 self.takedamage = DAMAGE_NO;
300                 setorigin(self, self.pos1);
301                 self.angles = self.pos2;
302                 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
303                 
304                 self.SendFlags |= MSF_MOVE;
305                 self.SendFlags |= MSF_STATUS;
306                 
307                 return;
308         }
309         SUB_SetFade(self, time + 3, 1);
310 }
311
312 float Monster_CanJump (vector vel)
313 {
314         if(self.state)
315                 return FALSE; // already attacking
316         if not(self.flags & FL_ONGROUND)
317                 return FALSE; // not on the ground
318         if(self.health <= 0)
319                 return FALSE; // called when dead?
320         if(time < self.attack_finished_single)
321                 return FALSE; // still attacking
322
323         vector old = self.velocity;
324         
325         self.velocity = vel;
326         tracetoss(self, self);
327         self.velocity = old;
328         if (trace_ent != self.enemy)
329                 return FALSE;
330
331         return TRUE;
332 }
333
334 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
335 {
336         if(!Monster_CanJump(vel))
337                 return FALSE;
338                 
339         monsters_setframe(anm);
340         self.state = MONSTER_STATE_ATTACK_LEAP;
341         self.touch = touchfunc;
342         self.origin_z += 1;
343         self.velocity = vel;
344         self.flags &~= FL_ONGROUND;
345                 
346         self.attack_finished_single = time + anim_finished;
347         
348         return TRUE;
349 }
350
351 void monster_checkattack(entity e, entity targ)
352 {
353         if(e == world)
354                 return;
355         if(targ == world)
356                 return;
357                 
358         if not(e.monster_attackfunc)
359                 return;
360         
361         if(time < e.attack_finished_single)
362                 return;
363                 
364         if(vlen(targ.origin - e.origin) <= e.attack_range)
365         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
366         {
367                 monster_sound(e.msound_attack_melee, 0, FALSE);
368                 return;
369         }
370         
371         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
372         {
373                 monster_sound(e.msound_attack_ranged, 0, FALSE);
374                 return;
375         }
376 }
377
378 void monster_makevectors(entity e)
379 {
380         vector v;
381                 
382         v = CENTER_OR_VIEWOFS(e);
383         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
384         self.v_angle_x = -self.v_angle_x;
385         
386         makevectors(self.v_angle);
387 }
388
389 void monster_use ()
390 {
391         if (self.enemy)
392                 return;
393         if (self.health <= 0)
394                 return;
395
396         if(!monster_isvalidtarget(activator, self))
397                 return;
398
399         self.enemy = activator;
400 }
401
402 float trace_path(vector from, vector to)
403 {
404         vector dir = normalize(to - from) * 15, offset = '0 0 0';
405         float trace1 = trace_fraction;
406         
407         offset_x = dir_y;
408         offset_y = -dir_x;
409         traceline (from+offset, to+offset, TRUE, self);
410         
411         traceline(from-offset, to-offset, TRUE, self);
412                 
413         return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
414 }
415
416 .float last_trace;
417 .float last_enemycheck; // for checking enemy
418 vector monster_pickmovetarget(entity targ)
419 {
420         // enemy is always preferred target
421         if(self.enemy)
422         {
423                 self.monster_movestate = MONSTER_MOVE_ENEMY;
424                 self.last_trace = time + 1.2;
425                 return self.enemy.origin;
426         }
427         
428         switch(self.monster_moveflags)
429         {
430                 case MONSTER_MOVE_OWNER:
431                 {
432                         self.monster_movestate = MONSTER_MOVE_OWNER;
433                         self.last_trace = time + 0.3;
434                         if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
435                                 return self.monster_owner.origin;
436                 }
437                 case MONSTER_MOVE_SPAWNLOC:
438                 {
439                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
440                         self.last_trace = time + 2;
441                         return self.pos1;
442                 }
443                 case MONSTER_MOVE_NOMOVE:
444                 {
445                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
446                         self.last_trace = time + 2;
447                         return self.origin;
448                 }
449                 default:
450                 case MONSTER_MOVE_WANDER:
451                 {
452                         vector pos;
453                         self.monster_movestate = MONSTER_MOVE_WANDER;
454                         self.last_trace = time + 2;
455                                 
456                         self.angles_y = random() * 500;
457                         makevectors(self.angles);
458                         pos = self.origin + v_forward * 600;
459                         
460                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
461                         {
462                                 pos_z = random() * 200;
463                                 if(random() >= 0.5)
464                                         pos_z *= -1;
465                         }
466                         
467                         if(targ)
468                         {
469                                 self.last_trace = time + 0.5;
470                                 pos = targ.origin;
471                         }
472                         
473                         return pos;
474                 }
475         }
476 }
477
478 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
479 {
480         fixedmakevectors(self.angles);
481
482         if(self.target2)
483                 self.goalentity = find(world, targetname, self.target2);
484                 
485         entity targ;
486
487         if(self.frozen)
488         {
489                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
490                 self.health = max(1, self.max_health * self.revive_progress);
491                 
492                 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
493                         
494                 movelib_beak_simple(stopspeed);
495                         
496                 self.velocity = '0 0 0';
497                 self.enemy = world;
498                 self.nextthink = time + 0.1;
499                 
500                 if(self.revive_progress >= 1)
501                         Unfreeze(self); // wait for next think before attacking
502                         
503                 self.SendFlags |= MSF_MOVE;
504                         
505                 return; // no moving while frozen
506         }
507         
508         if(self.flags & FL_SWIM)
509         {
510                 if(self.waterlevel < WATERLEVEL_WETFEET)
511                 {
512                         if(time >= self.last_trace)
513                         {
514                                 self.last_trace = time + 0.4;
515                                 
516                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
517                                 self.angles = '90 90 0';
518                                 if(random() < 0.5)
519                                 {
520                                         self.velocity_y += random() * 50;
521                                         self.velocity_x -= random() * 50;
522                                 }
523                                 else
524                                 {
525                                         self.velocity_y -= random() * 50;
526                                         self.velocity_x += random() * 50;
527                                 }
528                                 self.velocity_z += random() * 150;
529                         }
530                                 
531                         
532                         self.movetype = MOVETYPE_BOUNCE;
533                         //self.velocity_z = -200;
534                                 
535                         self.SendFlags |= MSF_MOVE | MSF_ANG;
536                         
537                         return;
538                 }
539                 else
540                 {
541                         self.angles = '0 0 0';
542                         self.movetype = MOVETYPE_WALK;
543                 }
544         }
545         
546         targ = self.goalentity;
547         
548         monster_target = targ;
549         monster_speed_run = runspeed;
550         monster_speed_walk = walkspeed;
551         
552         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)
553         {
554                 runspeed = walkspeed = 0;
555                 if(time >= self.spawn_time)
556                         monsters_setframe(manim_idle);
557                 movelib_beak_simple(stopspeed);
558                 self.SendFlags |= MSF_MOVE;
559                 return;
560         }
561         
562         targ = monster_target;
563         runspeed = monster_speed_run;
564         walkspeed = monster_speed_walk;
565                 
566         if(IsDifferentTeam(self.monster_owner, self))
567                 self.monster_owner = world;
568                 
569         if(time >= self.last_enemycheck)
570         {
571                 if not(monster_isvalidtarget(self.enemy, self))
572                         self.enemy = world;
573                 self.last_enemycheck = time + 2;
574         }
575                 
576         if(self.enemy && self.enemy.health < 1)
577                 self.enemy = world; // enough!
578                 
579         if not(self.enemy)
580         {
581                 self.enemy = FindTarget(self);
582                 if(self.enemy)
583                         monster_sound(self.msound_sight, 0, FALSE);
584         }
585         
586         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
587                 self.state = 0;
588                 
589         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
590         if(time >= self.last_trace || self.enemy) // update enemy instantly
591                 self.moveto = monster_pickmovetarget(targ);
592
593         if not(self.enemy)
594                 monster_sound(self.msound_idle, 5, TRUE);
595         
596         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
597                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
598         
599         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
600         {
601                 self.state = 0;
602                 self.touch = MonsterTouch;
603         }
604         
605         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
606         
607         float turny = 0;
608         vector real_angle = vectoangles(self.steerto) - self.angles;
609         
610         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
611                 turny = 20;
612                 
613         if(self.flags & FL_SWIM)
614                 turny = vlen(self.angles - self.moveto);
615         
616         if(turny)
617         {
618                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
619                 self.angles_y += turny;
620         }
621         
622         if(self.state == MONSTER_STATE_ATTACK_MELEE)
623                 self.moveto = self.origin;
624         else if(self.enemy)
625                 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
626         
627         if not(self.flags & FL_FLY || self.flags & FL_SWIM)
628                 self.moveto_z = self.origin_z; 
629         
630         float l = vlen(self.moveto - self.origin);
631         float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
632         float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15'); 
633         
634         if(self.flags & FL_FLY || self.flags & FL_SWIM)
635                 v_forward = normalize(self.moveto - self.origin);
636         
637         if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
638         if(self.flags & FL_ONGROUND)
639                 movelib_jump_simple(100);
640
641         if(vlen(self.origin - self.moveto) > 64)
642         {
643                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
644                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
645                 else
646                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
647                 if(time > self.pain_finished)
648                 if(time > self.attack_finished_single)
649                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
650         }
651         else
652         {
653                 entity e = find(world, targetname, self.target2);
654                 if(e.target2)
655                         self.target2 = e.target2;
656                 else if(e.target)
657                         self.target2 = e.target;
658                 
659                 movelib_beak_simple(stopspeed);
660                 if(time > self.attack_finished_single)
661                 if(time > self.pain_finished)
662                 if (vlen(self.velocity) <= 30)
663                         monsters_setframe(manim_idle);
664         }
665         
666         monster_checkattack(self, self.enemy);
667                 
668         self.SendFlags |= MSF_ANG;
669         self.SendFlags |= MSF_MOVE;
670 }
671
672 void monster_dead_think()
673 {
674         self.think = monster_dead_think;
675         self.nextthink = time + 0.3; // don't need to update so often now
676         
677         self.deadflag = DEAD_DEAD;
678
679         if(time >= self.ltime)
680         {
681                 Monster_Fade();
682                 return;
683         }
684         
685         self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
686 }
687
688 void monsters_setstatus()
689 {
690         self.stat_monsters_total = monsters_total;
691         self.stat_monsters_killed = monsters_killed;
692 }
693
694 void Monster_Appear()
695 {
696         self.enemy = activator;
697         self.spawnflags &~= MONSTERFLAG_APPEAR;
698         self.monster_spawnfunc();
699 }
700
701 float Monster_CheckAppearFlags(entity ent)
702 {
703         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
704                 return FALSE;
705         
706         ent.think = func_null;
707         ent.nextthink = 0;
708         ent.use = Monster_Appear;
709         ent.flags = FL_MONSTER; // set so this monster can get butchered
710         
711         return TRUE;
712 }
713
714 void monsters_reset()
715 {
716         setorigin(self, self.pos1);
717         self.angles = self.pos2;
718         
719         self.health = self.max_health;
720         self.velocity = '0 0 0';
721         self.enemy = world;
722         self.goalentity = world;
723         self.attack_finished_single = 0;
724         self.moveto = self.origin;
725         
726         WaypointSprite_UpdateHealth(self.sprite, self.health);
727 }
728
729 float monster_send(entity to, float sf)
730 {
731         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
732         WriteByte(MSG_ENTITY, sf);
733         if(sf & MSF_SETUP)
734         {
735             WriteByte(MSG_ENTITY, self.monsterid);
736             
737             WriteCoord(MSG_ENTITY, self.origin_x);
738             WriteCoord(MSG_ENTITY, self.origin_y);
739             WriteCoord(MSG_ENTITY, self.origin_z);
740             
741             WriteAngle(MSG_ENTITY, self.angles_x);
742             WriteAngle(MSG_ENTITY, self.angles_y);
743                 
744                 WriteByte(MSG_ENTITY, self.skin);
745                 WriteByte(MSG_ENTITY, self.team);
746     }
747     
748     if(sf & MSF_ANG)
749     {
750         WriteShort(MSG_ENTITY, rint(self.angles_x));
751         WriteShort(MSG_ENTITY, rint(self.angles_y));
752     }
753     
754     if(sf & MSF_MOVE)
755     {
756         WriteShort(MSG_ENTITY, rint(self.origin_x));
757         WriteShort(MSG_ENTITY, rint(self.origin_y));
758         WriteShort(MSG_ENTITY, rint(self.origin_z));
759
760         WriteShort(MSG_ENTITY, rint(self.velocity_x));
761         WriteShort(MSG_ENTITY, rint(self.velocity_y));
762         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
763         
764         WriteShort(MSG_ENTITY, rint(self.angles_y));        
765     }
766     
767     if(sf & MSF_ANIM)
768     {
769         WriteCoord(MSG_ENTITY, self.anim_start_time);
770         WriteByte(MSG_ENTITY, self.frame);
771     }
772     
773     if(sf & MSF_STATUS)
774     {
775                 WriteByte(MSG_ENTITY, self.skin);
776                 
777         WriteByte(MSG_ENTITY, self.team);
778                 
779                 WriteByte(MSG_ENTITY, self.deadflag);
780         
781         if(self.health <= 0)
782             WriteByte(MSG_ENTITY, 0);
783         else
784             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
785     }
786     
787         return TRUE;
788 }
789
790 void monster_link(void() spawnproc)
791 {
792     Net_LinkEntity(self, TRUE, 0, monster_send);
793     self.think      = spawnproc;
794     self.nextthink  = time;
795 }
796
797 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
798 {
799         self.health -= damage;
800                 
801         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
802                 
803         if(self.health <= -100) // 100 health until gone?
804         {
805                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
806                 
807                 self.think = SUB_Remove;
808                 self.nextthink = time + 0.1;
809         }
810 }
811
812 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
813 {
814         if(self.frozen && deathtype != DEATH_KILL)
815                 return;
816                 
817         if(time < self.pain_finished && deathtype != DEATH_KILL)
818                 return;
819                 
820         if(time < self.spawnshieldtime)
821                 return;
822                 
823         if(deathtype != DEATH_KILL)
824                 damage *= self.armorvalue;
825                 
826         if(self.weaponentity && self.weaponentity.classname == "shield")
827                 self.weaponentity.health -= damage;
828                 
829         self.health -= damage;
830         
831         if(self.sprite)
832                 WaypointSprite_UpdateHealth(self.sprite, self.health);
833                 
834         self.dmg_time = time;
835
836         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
837                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
838         
839         self.velocity += force * self.damageforcescale;
840                 
841         if(deathtype != DEATH_DROWN)
842         {
843                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
844                 if (damage > 50)
845                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
846                 if (damage > 100)
847                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
848         }
849                 
850         if(self.health <= 0)
851         {        
852                 if(self.sprite)
853                 {
854                         // Update one more time to avoid waypoint fading without emptying healthbar
855                         WaypointSprite_UpdateHealth(self.sprite, 0);
856                 }
857                 
858                 if(deathtype == DEATH_KILL)
859                         self.candrop = FALSE; // killed by mobkill command
860                         
861                 // TODO: fix this?
862                 activator = attacker;
863                 other = self.enemy;
864                 SUB_UseTargets();
865                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
866         
867                 self.monster_die();
868                 
869                 frag_attacker = attacker;
870                 frag_target = self;
871                 MUTATOR_CALLHOOK(MonsterDies);
872                 
873                 if(self.health <= -100) // check if we're already gibbed
874                 {
875                         Violence_GibSplash(self, 1, 0.5, attacker);
876                 
877                         self.think = SUB_Remove;
878                         self.nextthink = time + 0.1;
879                 }
880         }
881         
882         self.SendFlags |= MSF_STATUS;
883 }
884
885 // post-death functions
886 void monster_hook_death()
887 {
888         WaypointSprite_Kill(self.sprite);
889                 
890         if(self.weaponentity)
891         {
892                 remove(self.weaponentity);
893                 self.weaponentity = world;
894         }
895                 
896         monster_sound(self.msound_death, 0, FALSE);
897                 
898         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
899                 monsters_killed += 1;
900                 
901         if(self.candrop && self.weapon)
902                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
903                 
904         if(IS_CLIENT(self.realowner))
905                 self.realowner.monstercount -= 1;
906                 
907         self.event_damage       = monsters_corpse_damage;
908         self.solid                      = SOLID_CORPSE;
909         self.takedamage         = DAMAGE_AIM;
910         self.enemy                      = world;
911         self.movetype           = MOVETYPE_TOSS;
912         self.moveto                     = self.origin;
913         self.touch                      = MonsterTouch; // reset incase monster was pouncing
914         
915         if not(self.flags & FL_FLY)
916                 self.velocity = '0 0 0';
917         
918         self.SendFlags |= MSF_MOVE;
919                 
920         totalspawned -= 1;
921 }
922
923 // post-spawn functions
924 void monster_hook_spawn()
925 {
926         if not(self.monster_respawned)
927                 Monster_CheckMinibossFlag();
928         
929         self.max_health = self.health;
930         self.pain_finished = self.nextthink;
931         self.anim_start_time = time;
932         
933         if not(self.noalign)
934         {
935                 setorigin(self, self.origin + '0 0 20');
936                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
937                 setorigin(self, trace_endpos);
938         }
939         
940         if not(self.monster_respawned)
941         if not(self.skin)
942                 self.skin = rint(random() * 4);
943         
944         self.pos1 = self.origin;
945
946         monster_precachesounds(self);
947         
948         if(teamplay)
949                 self.monster_attack = TRUE; // we can have monster enemies in team games
950                 
951         if(autocvar_g_monsters_healthbars)
952         {
953                 WaypointSprite_Spawn(strzone(strdecolorize(self.netname)), 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'));    
954                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
955                 WaypointSprite_UpdateHealth(self.sprite, self.health);
956         }
957         
958         monster_sound(self.msound_spawn, 0, FALSE);
959
960         MUTATOR_CALLHOOK(MonsterSpawn);
961         
962         self.SendFlags = MSF_SETUP;
963 }
964
965 float monster_initialize(string  net_name, float mon_id,
966                                                  vector  min_s,
967                                                  vector  max_s,
968                                                  float   nodrop,
969                                                  void() dieproc,
970                                                  void() spawnproc)
971 {
972         if not(autocvar_g_monsters)
973                 return FALSE;
974                 
975         // support for quake style removing monsters based on skill
976         if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
977         if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
978         if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
979         if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
980         if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
981
982         if(self.netname == "")
983                 self.netname = ((net_name == "") ? self.classname : net_name);
984         
985         if(self.team && !teamplay)
986                 self.team = 0;
987
988         self.flags = FL_MONSTER;
989                 
990         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
991         if not(self.monster_respawned)
992                 monsters_total += 1;
993
994         setsize(self, min_s, max_s);
995         self.takedamage                 = DAMAGE_AIM;
996         self.bot_attack                 = TRUE;
997         self.iscreature                 = TRUE;
998         self.teleportable               = TRUE;
999         self.damagedbycontents  = TRUE;
1000         self.monsterid                  = mon_id;
1001         self.damageforcescale   = 0.003;
1002         self.monster_die                = dieproc;
1003         self.event_damage               = monsters_damage;
1004         self.touch                              = MonsterTouch;
1005         self.use                                = monster_use;
1006         self.solid                              = SOLID_BBOX;
1007         self.scale                              = 1;
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; // UNDEAD
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 not(self.attack_range)
1026                 self.attack_range = 120;
1027         
1028         if not(self.ticrate)
1029                 self.ticrate = autocvar_g_monsters_think_delay;
1030                 
1031         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1032         
1033         if not(self.armorvalue)
1034                 self.armorvalue = 1; // multiplier
1035         
1036         if not(self.target_range)
1037                 self.target_range = autocvar_g_monsters_target_range;
1038         
1039         if not(self.respawntime)
1040                 self.respawntime = autocvar_g_monsters_respawn_delay;
1041         
1042         if not(self.monster_moveflags)
1043                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1044         
1045         monster_link(spawnproc);
1046
1047         return TRUE;
1048 }