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Add a cvar to only attack enemies infront of the monster
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / monsters / lib / monsters.qc
1 // TODO: clean up this file?
2
3 void M_Item_Touch ()
4 {
5         if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
6         {
7                 Item_Touch();
8                 self.think = SUB_Remove;
9                 self.nextthink = time + 0.1;
10         }
11 }
12
13 void monster_item_spawn()
14 {
15         self.monster_delayedattack();
16         
17         self.gravity = 1;
18         self.velocity = randomvec() * 175 + '0 0 325';
19         self.touch = M_Item_Touch;
20         
21         SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
22 }
23
24 void Monster_DropItem (string itype, string itemsize)
25 {
26         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
27         entity e = spawn();
28         
29         setorigin(e, org);
30         
31         switch(itype)
32         {
33                 case "armor":
34                 {
35                         switch(itemsize)
36                         {
37                                 case "mega": e.monster_delayedattack = spawnfunc_item_armor_large; break;
38                                 case "large": e.monster_delayedattack = spawnfunc_item_armor_big; break;
39                                 case "medium": e.monster_delayedattack = spawnfunc_item_armor_medium; break;
40                                 case "small": e.monster_delayedattack = spawnfunc_item_armor_small; break;
41                         }
42                         break; // break here?
43                 }
44                 case "health":
45                 {
46                         switch(itemsize)
47                         {
48                                 case "mega": e.monster_delayedattack = spawnfunc_item_health_mega; break;
49                                 case "large": e.monster_delayedattack = spawnfunc_item_health_large; break;
50                                 case "medium": e.monster_delayedattack = spawnfunc_item_health_medium; break;
51                                 case "small": e.monster_delayedattack = spawnfunc_item_health_small; break;
52                         }
53                         break; // break here?
54                 }
55                 case "ammo":
56                 {
57                         switch(itemsize)
58                         {
59                                 case "shells": e.monster_delayedattack = spawnfunc_item_shells; break;
60                                 case "cells": e.monster_delayedattack = spawnfunc_item_cells; break;
61                                 case "rockets": e.monster_delayedattack = spawnfunc_item_rockets; break;
62                                 case "bullets":
63                                 case "nails": e.monster_delayedattack = spawnfunc_item_bullets; break;
64                         }
65                         break;
66                 }
67         }
68         
69         if(g_minstagib)
70                 e.monster_delayedattack = spawnfunc_item_minst_cells;
71                 
72         e.think = monster_item_spawn;
73         e.nextthink = time + 0.1;
74 }
75
76 void monsters_setframe(float _frame)
77 {
78         if(self.frame == _frame)
79                 return;
80                 
81         self.anim_start_time = time;
82         self.frame = _frame;
83         self.SendFlags |= MSF_ANIM;
84 }
85
86 float monster_isvalidtarget (entity targ, entity ent)
87 {
88         if(!targ || !ent)
89                 return FALSE; // someone doesn't exist
90                 
91         if(time < game_starttime)
92                 return FALSE; // monsters do nothing before the match has started
93                 
94         WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
95         
96         if(vlen(targ.origin - ent.origin) >= ent.target_range)
97                 return FALSE; // enemy is too far away
98                 
99         if not(targ.vehicle_flags & VHF_ISVEHICLE)
100         if(trace_ent != targ)
101                 return FALSE; // we can't see the enemy
102                 
103         if(targ.takedamage == DAMAGE_NO)
104                 return FALSE; // enemy can't be damaged
105                 
106         if(targ.items & IT_INVISIBILITY)
107                 return FALSE; // enemy is invisible
108                 
109         if(substring(targ.classname, 0, 10) == "onslaught_")
110                 return FALSE; // don't attack onslaught targets
111         
112         if(IS_SPEC(targ) || IS_OBSERVER(targ))
113                 return FALSE; // enemy is a spectator
114         
115         if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
116         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
117                 return FALSE; // enemy/self is dead
118         
119         if(targ.monster_owner == ent || ent.monster_owner == targ)
120                 return FALSE; // enemy owns us, or we own them
121         
122         if not(targ.vehicle_flags & VHF_ISVEHICLE)
123         if(targ.flags & FL_NOTARGET)
124                 return FALSE; // enemy can't be targetted
125         
126         if not(autocvar_g_monsters_typefrag)
127         if(targ.BUTTON_CHAT)
128                 return FALSE; // no typefragging!
129         
130         if not(IsDifferentTeam(targ, ent))
131                 return FALSE; // enemy is on our team
132                 
133         if(autocvar_g_monsters_target_infront)
134         if(ent.enemy != targ)
135         {
136                 float dot;
137
138                 makevectors (ent.angles);
139                 dot = normalize (targ.origin - ent.origin) * v_forward;
140                 
141                 if(dot <= 0.3)
142                         return FALSE;
143         }
144         
145         return TRUE;
146 }
147
148 entity FindTarget (entity ent) 
149 {
150         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
151         entity e;
152         
153         for(e = world; (e = findflags(e, monster_attack, TRUE)); ) 
154         if(monster_isvalidtarget(e, ent))
155                 return e;
156
157         return world;
158 }
159
160 void MonsterTouch ()
161 {
162         if(other == world)
163                 return;
164                 
165         if(self.enemy != other)
166         if not(other.flags & FL_MONSTER)
167         if(monster_isvalidtarget(other, self))
168                 self.enemy = other;
169 }
170
171 void monster_sound(string msound, float sound_delay, float delaytoo)
172 {
173         if(delaytoo && time < self.msound_delay)
174                 return; // too early
175                 
176         if(msound == "")
177                 return; // sound doesn't exist
178
179         sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
180
181         self.msound_delay = time + sound_delay;
182 }
183
184 void monster_precachesounds(entity e)
185 {
186         precache_sound(e.msound_idle);
187         precache_sound(e.msound_death);
188         precache_sound(e.msound_attack_melee);
189         precache_sound(e.msound_attack_ranged);
190         precache_sound(e.msound_sight);
191         precache_sound(e.msound_pain);
192 }
193
194 void monster_setupsounds(string mon)
195 {
196         if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
197         if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
198         if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
199         if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
200         if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
201         if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
202 }
203
204 void monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
205 {
206         float dot, rdmg = damg * random();
207
208         if (self.health <= 0)
209                 return;
210         if (targ == world)
211                 return;
212                 
213         if(dostop)
214         {
215                 self.velocity_x = 0;
216                 self.velocity_y = 0;
217                 self.state = MONSTER_STATE_ATTACK_MELEE;
218                 self.SendFlags |= MSF_MOVE;
219         }
220
221         makevectors (self.angles);
222         dot = normalize (targ.origin - self.origin) * v_forward;
223         
224         if(dot > er)
225                 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
226 }
227
228 void Monster_CheckDropCvars (string mon)
229 {
230         if not(self.candrop)
231                 return; // forced off
232         
233         string dropitem;
234         string dropsize;
235         
236         dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
237         dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
238         
239         monster_dropitem = dropitem;
240         monster_dropsize = dropsize;
241         MUTATOR_CALLHOOK(MonsterDropItem);
242         dropitem = monster_dropitem;
243         dropsize = monster_dropsize;
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 float GenericCheckAttack ()
352 {
353         // checking attack while dead?
354         if (self.health <= 0)
355                 return FALSE;
356                 
357         // reset delays when we have no enemy
358         if not(self.enemy)
359         {
360                 self.monster_delayedattack = func_null;
361                 self.delay = -1;
362         }
363                 
364         if(self.monster_delayedattack && self.delay != -1)
365         {
366                 if(time < self.delay)
367                         return FALSE;
368                         
369                 self.monster_delayedattack();
370         }
371         
372         if (time < self.attack_finished_single)
373                 return FALSE;
374                 
375         if(self.attack_melee)
376         if(vlen(self.enemy.origin - self.origin) <= 100)
377         {
378                 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
379                 self.attack_melee(); // don't wait for nextthink - too slow
380                 return TRUE;
381         }
382         
383         // monster doesn't have a ranged attack function, so stop here
384         if not(self.attack_ranged)
385                 return FALSE;
386
387         // see if any entities are in the way of the shot
388         if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
389                 return FALSE;
390
391         if(self.attack_ranged())
392         {
393                 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
394                 return TRUE;
395         }
396
397         return FALSE;
398 }
399
400 void monster_use ()
401 {
402         if (self.enemy)
403                 return;
404         if (self.health <= 0)
405                 return;
406
407         if(!monster_isvalidtarget(activator, self))
408                 return;
409
410         self.enemy = activator;
411 }
412
413 float trace_path(vector from, vector to)
414 {
415         vector dir = normalize(to - from) * 15, offset = '0 0 0';
416         float trace1 = trace_fraction;
417         
418         offset_x = dir_y;
419         offset_y = -dir_x;
420         traceline (from+offset, to+offset, TRUE, self);
421         
422         traceline(from-offset, to-offset, TRUE, self);
423                 
424         return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
425 }
426
427 .float last_trace;
428 vector monster_pickmovetarget(entity targ)
429 {
430         // enemy is always preferred target
431         if(self.enemy)
432         {
433                 self.monster_movestate = MONSTER_MOVE_ENEMY;
434                 self.last_trace = time + 0.1;
435                 return self.enemy.origin;
436         }
437         
438         switch(self.monster_moveflags)
439         {
440                 case MONSTER_MOVE_OWNER:
441                 {
442                         self.monster_movestate = MONSTER_MOVE_OWNER;
443                         self.last_trace = time + 0.3;
444                         if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
445                                 return self.monster_owner.origin;
446                 }
447                 case MONSTER_MOVE_SPAWNLOC:
448                 {
449                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
450                         self.last_trace = time + 2;
451                         return self.pos1;
452                 }
453                 case MONSTER_MOVE_NOMOVE:
454                 {
455                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
456                         self.last_trace = time + 2;
457                         return self.origin;
458                 }
459                 default:
460                 case MONSTER_MOVE_WANDER:
461                 {
462                         vector pos;
463                         self.monster_movestate = MONSTER_MOVE_WANDER;
464                         self.last_trace = time + 2;
465                                 
466                         self.angles_y = random() * 500;
467                         makevectors(self.angles);
468                         pos = self.origin + v_forward * 600;
469                         
470                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
471                         {
472                                 pos_z = random() * 200;
473                                 if(random() >= 0.5)
474                                         pos_z *= -1;
475                         }
476                         
477                         if(targ)
478                         {
479                                 self.last_trace = time + 0.5;
480                                 pos = targ.origin;
481                         }
482                         
483                         return pos;
484                 }
485         }
486 }
487
488 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
489 {
490         if(self.target2)
491                 self.goalentity = find(world, targetname, self.target2);
492                 
493         entity targ;
494
495         if(self.frozen)
496         {
497                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
498                 self.health = max(1, self.max_health * self.revive_progress);
499                 
500                 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
501                         
502                 movelib_beak_simple(stopspeed);
503                         
504                 self.velocity = '0 0 0';
505                 self.enemy = world;
506                 self.nextthink = time + 0.1;
507                 
508                 if(self.revive_progress >= 1)
509                         Unfreeze(self); // wait for next think before attacking
510                         
511                 self.SendFlags |= MSF_MOVE;
512                         
513                 return; // no moving while frozen
514         }
515         
516         if(self.flags & FL_SWIM)
517         {
518                 if(self.waterlevel < WATERLEVEL_WETFEET)
519                 {
520                         if(time >= self.last_trace)
521                         {
522                                 self.last_trace = time + 0.4;
523                                 
524                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
525                                 self.angles = '90 90 0';
526                                 if(random() < 0.5)
527                                 {
528                                         self.velocity_y += random() * 50;
529                                         self.velocity_x -= random() * 50;
530                                 }
531                                 else
532                                 {
533                                         self.velocity_y -= random() * 50;
534                                         self.velocity_x += random() * 50;
535                                 }
536                                 self.velocity_z += random() * 150;
537                         }
538                                 
539                         
540                         self.movetype = MOVETYPE_BOUNCE;
541                         //self.velocity_z = -200;
542                                 
543                         self.SendFlags |= MSF_MOVE | MSF_ANG;
544                         
545                         return;
546                 }
547                 else
548                 {
549                         self.angles = '0 0 0';
550                         self.movetype = MOVETYPE_WALK;
551                 }
552         }
553         
554         targ = self.goalentity;
555         
556         monster_target = targ;
557         monster_speed_run = runspeed;
558         monster_speed_walk = walkspeed;
559         
560         if(MUTATOR_CALLHOOK(MonsterMove) || gameover || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
561         {
562                 runspeed = walkspeed = 0;
563                 if(time >= self.spawn_time)
564                         monsters_setframe(manim_idle);
565                 movelib_beak_simple(stopspeed);
566                 self.SendFlags |= MSF_MOVE;
567                 return;
568         }
569         
570         targ = monster_target;
571         runspeed = monster_speed_run;
572         walkspeed = monster_speed_walk;
573                 
574         if(IsDifferentTeam(self.monster_owner, self))
575                 self.monster_owner = world;
576                 
577         if not(monster_isvalidtarget(self.enemy, self))
578                 self.enemy = world; // check enemy each think frame?
579                 
580         if not(self.enemy)
581         {
582                 self.enemy = FindTarget(self);
583                 if(self.enemy)
584                         monster_sound(self.msound_sight, 0, FALSE);
585         }
586         
587         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
588                 self.state = 0;
589                 
590         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
591         if(time >= self.last_trace || self.enemy) // update enemy instantly
592                 self.moveto = monster_pickmovetarget(targ);
593
594         if not(self.enemy)
595                 monster_sound(self.msound_idle, 5, TRUE);
596         
597         vector angles_face = vectoangles(self.moveto - self.origin);
598         vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
599         vector enemy_face = vectoangles(self.enemy.origin - self.origin);
600         
601         if(!(self.flags & FL_FLY || self.flags & FL_SWIM))
602                 self.moveto_z = self.origin_z;
603         
604         if(self.state != MONSTER_STATE_ATTACK_LEAP)
605         {
606                 self.angles_y = angles_face_y;
607                 self.v_angle = self.angles;
608         }
609         
610         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
611         {
612                 self.state = 0;
613                 self.touch = MonsterTouch;
614         }
615          
616         v_forward = normalize(self.moveto - self.origin);
617         
618         float l = vlen(self.moveto - self.origin);
619         float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
620         float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15'); 
621         
622         if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
623         if(self.flags & FL_ONGROUND)
624                 movelib_jump_simple(100);
625
626         if(vlen(self.origin - self.moveto) > 64)
627         {
628                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
629                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
630                 else
631                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
632                 if(time > self.pain_finished)
633                 if(time > self.attack_finished_single)
634                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
635         }
636         else
637         {
638                 if(targ.target)
639                         self.target2 = targ.target;
640                 else if(targ.target2)
641                         self.target2 = targ.target2;
642                 else
643                 {
644                         movelib_beak_simple(stopspeed);
645                         if(time > self.attack_finished_single)
646                         if(time > self.pain_finished)
647                         if (vlen(self.velocity) <= 30)
648                         {
649                                 monsters_setframe(manim_idle);
650                                 if(self.enemy)
651                                         self.angles_y = enemy_face_y;
652                                 else
653                                         self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
654                         }
655                 }
656         }
657                 
658         if(self.enemy && self.checkattack)
659                 self.checkattack();
660                 
661         self.SendFlags |= MSF_ANG;
662         self.SendFlags |= MSF_MOVE;
663 }
664
665 void monster_dead_think()
666 {
667         self.think = monster_dead_think;
668         self.nextthink = time + 0.3; // don't need to update so often now
669         
670         self.deadflag = DEAD_DEAD;
671
672         if(time >= self.ltime)
673         {
674                 Monster_Fade();
675                 return;
676         }
677         
678         self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
679 }
680
681 void monsters_setstatus()
682 {
683         self.stat_monsters_total = monsters_total;
684         self.stat_monsters_killed = monsters_killed;
685 }
686
687 void Monster_Appear()
688 {
689         self.enemy = activator;
690         self.spawnflags &~= MONSTERFLAG_APPEAR;
691         self.monster_spawnfunc();
692 }
693
694 float Monster_CheckAppearFlags(entity ent)
695 {
696         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
697                 return FALSE;
698         
699         ent.think = func_null;
700         ent.nextthink = 0;
701         ent.use = Monster_Appear;
702         ent.flags = FL_MONSTER; // set so this monster can get butchered
703         
704         return TRUE;
705 }
706
707 void monsters_reset()
708 {
709         setorigin(self, self.pos1);
710         self.angles = self.pos2;
711         
712         self.health = self.max_health;
713         self.velocity = '0 0 0';
714         self.enemy = world;
715         self.goalentity = world;
716         self.attack_finished_single = 0;
717         self.moveto = self.origin;
718         
719         WaypointSprite_UpdateHealth(self.sprite, self.health);
720 }
721
722 float monster_send(entity to, float sf)
723 {
724         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
725         WriteByte(MSG_ENTITY, sf);
726         if(sf & MSF_SETUP)
727         {
728             WriteByte(MSG_ENTITY, self.monsterid);
729             
730             WriteCoord(MSG_ENTITY, self.origin_x);
731             WriteCoord(MSG_ENTITY, self.origin_y);
732             WriteCoord(MSG_ENTITY, self.origin_z);
733             
734             WriteAngle(MSG_ENTITY, self.angles_x);
735             WriteAngle(MSG_ENTITY, self.angles_y);
736                 
737                 WriteByte(MSG_ENTITY, self.skin);
738     }
739     
740     if(sf & MSF_ANG)
741     {
742         WriteShort(MSG_ENTITY, rint(self.angles_x));
743         WriteShort(MSG_ENTITY, rint(self.angles_y));
744     }
745     
746     if(sf & MSF_MOVE)
747     {
748         WriteShort(MSG_ENTITY, rint(self.origin_x));
749         WriteShort(MSG_ENTITY, rint(self.origin_y));
750         WriteShort(MSG_ENTITY, rint(self.origin_z));
751
752         WriteShort(MSG_ENTITY, rint(self.velocity_x));
753         WriteShort(MSG_ENTITY, rint(self.velocity_y));
754         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
755         
756         WriteShort(MSG_ENTITY, rint(self.angles_y));        
757     }
758     
759     if(sf & MSF_ANIM)
760     {
761         WriteCoord(MSG_ENTITY, self.anim_start_time);
762         WriteByte(MSG_ENTITY, self.frame);
763     }
764     
765     if(sf & MSF_STATUS)
766     {
767                 WriteByte(MSG_ENTITY, self.skin);
768                 
769         WriteByte(MSG_ENTITY, self.team);
770                 
771                 WriteByte(MSG_ENTITY, self.deadflag);
772         
773         if(self.health <= 0)
774             WriteByte(MSG_ENTITY, 0);
775         else
776             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
777     }
778     
779         return TRUE;
780 }
781
782 void monster_link(void() spawnproc)
783 {
784     Net_LinkEntity(self, TRUE, 0, monster_send);
785     self.think      = spawnproc;
786     self.nextthink  = time;
787 }
788
789 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
790 {
791         self.health -= damage;
792                 
793         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
794                 
795         if(self.health <= -100) // 100 health until gone?
796         {
797                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
798                 
799                 self.think = SUB_Remove;
800                 self.nextthink = time + 0.1;
801         }
802 }
803
804 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
805 {
806         if(self.frozen && deathtype != DEATH_KILL)
807                 return;
808                 
809         if(time < self.pain_finished && deathtype != DEATH_KILL)
810                 return;
811                 
812         if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
813         if(monster_isvalidtarget(attacker, self))
814                 self.enemy = attacker;
815                 
816         if(deathtype != DEATH_KILL)
817                 damage *= self.armorvalue;
818                 
819         if(self.weaponentity && self.weaponentity.classname == "shield")
820                 self.weaponentity.health -= damage;
821                 
822         self.health -= damage;
823         
824         if(self.sprite)
825                 WaypointSprite_UpdateHealth(self.sprite, self.health);
826                 
827         self.dmg_time = time;
828
829         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
830                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
831         
832         self.velocity += force * self.damageforcescale;
833                 
834         if(deathtype != DEATH_DROWN)
835         {
836                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
837                 if (damage > 50)
838                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
839                 if (damage > 100)
840                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
841         }
842                 
843         if(self.health <= 0)
844         {        
845                 if(self.sprite)
846                 {
847                         // Update one more time to avoid waypoint fading without emptying healthbar
848                         WaypointSprite_UpdateHealth(self.sprite, 0);
849                 }
850                 
851                 if(deathtype == DEATH_KILL)
852                         self.candrop = FALSE; // killed by mobkill command
853                         
854                 // TODO: fix this?
855                 activator = attacker;
856                 other = self.enemy;
857                 SUB_UseTargets();
858                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
859         
860                 self.monster_die();
861                 
862                 frag_attacker = attacker;
863                 frag_target = self;
864                 MUTATOR_CALLHOOK(MonsterDies);
865                 
866                 if(self.health <= -100) // check if we're already gibbed
867                 {
868                         Violence_GibSplash(self, 1, 0.5, attacker);
869                 
870                         self.think = SUB_Remove;
871                         self.nextthink = time + 0.1;
872                 }
873         }
874         
875         self.SendFlags |= MSF_STATUS;
876 }
877
878 // used to hook into monster post death functions without a mutator
879 void monster_hook_death()
880 {
881         WaypointSprite_Kill(self.sprite);
882                 
883         if(self.weaponentity)
884         {
885                 remove(self.weaponentity);
886                 self.weaponentity = world;
887         }
888                 
889         monster_sound(self.msound_death, 0, FALSE);
890                 
891         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
892                 monsters_killed += 1;
893                 
894         if(self.candrop && self.weapon)
895                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
896                 
897         if(IS_CLIENT(self.realowner))
898                 self.realowner.monstercount -= 1;
899                 
900         self.event_damage       = monsters_corpse_damage;
901         self.solid                      = SOLID_CORPSE;
902         self.takedamage         = DAMAGE_AIM;
903         self.enemy                      = world;
904         self.movetype           = MOVETYPE_TOSS;
905         self.moveto                     = self.origin;
906         
907         if not(self.flags & FL_FLY)
908                 self.velocity = '0 0 0';
909         
910         self.SendFlags |= MSF_MOVE;
911                 
912         totalspawned -= 1;
913 }
914
915 // used to hook into monster post spawn functions without a mutator
916 void monster_hook_spawn()
917 {
918         if not(self.monster_respawned)
919                 Monster_CheckMinibossFlag();
920         
921         self.max_health = self.health;
922         self.pain_finished = self.nextthink;
923         self.anim_start_time = time;
924         
925         if not(self.noalign)
926         {
927                 setorigin(self, self.origin + '0 0 20');
928                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
929                 setorigin(self, trace_endpos);
930         }
931         
932         if not(self.monster_respawned)
933                 self.skin = rint(random() * 4);
934         
935         self.pos1 = self.origin;
936
937         monster_precachesounds(self);
938         
939         if(teamplay)
940                 self.monster_attack = TRUE; // we can have monster enemies in team games
941                 
942         if(autocvar_g_monsters_healthbars)
943         {
944                 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'));    
945                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
946                 WaypointSprite_UpdateHealth(self.sprite, self.health);
947         }
948         
949         monster_sound(self.msound_spawn, 0, FALSE);
950
951         MUTATOR_CALLHOOK(MonsterSpawn);
952         
953         self.SendFlags = MSF_SETUP;
954 }
955
956 float monster_initialize(string  net_name, float mon_id,
957                                                  vector  min_s,
958                                                  vector  max_s,
959                                                  float   nodrop,
960                                                  void() dieproc,
961                                                  void() spawnproc)
962 {
963         if not(autocvar_g_monsters)
964                 return FALSE;
965                 
966         // support for quake style removing monsters based on skill
967         if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
968         if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
969         if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
970         if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
971         if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
972
973         if(self.netname == "")
974                 self.netname = ((net_name == "") ? self.classname : net_name);
975         
976         if(self.team && !teamplay)
977                 self.team = 0;
978
979         self.flags = FL_MONSTER;
980                 
981         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
982         if not(self.monster_respawned)
983                 monsters_total += 1;
984
985         setsize(self, min_s, max_s);
986         self.takedamage                 = DAMAGE_AIM;
987         self.bot_attack                 = TRUE;
988         self.iscreature                 = TRUE;
989         self.teleportable               = TRUE;
990         self.damagedbycontents  = TRUE;
991         self.monsterid                  = mon_id;
992         self.damageforcescale   = 0.003;
993         self.monster_die                = dieproc;
994         self.event_damage               = monsters_damage;
995         self.touch                              = MonsterTouch;
996         self.use                                = monster_use;
997         self.solid                              = SOLID_BBOX;
998         self.scale                              = 1;
999         self.movetype                   = MOVETYPE_WALK;
1000         self.delay                              = -1; // used in attack delay code
1001         monsters_spawned           += 1;
1002         self.enemy                              = world;
1003         self.velocity                   = '0 0 0';
1004         self.moveto                             = self.origin;
1005         self.pos2                               = self.angles;
1006         self.reset                              = monsters_reset;
1007         self.candrop                    = TRUE;
1008         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1009         self.oldtarget2                 = self.target2;
1010         self.deadflag                   = DEAD_NO; // UNDEAD
1011         self.noalign                    = nodrop;
1012         self.spawn_time                 = time;
1013         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1014         
1015         if not(self.ticrate)
1016                 self.ticrate = autocvar_g_monsters_think_delay;
1017                 
1018         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1019         
1020         if not(self.armorvalue)
1021                 self.armorvalue = 1; // multiplier
1022         
1023         if not(self.target_range)
1024                 self.target_range = autocvar_g_monsters_target_range;
1025         
1026         if not(self.respawntime)
1027                 self.respawntime = autocvar_g_monsters_respawn_delay;
1028         
1029         if not(self.monster_moveflags)
1030                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1031         
1032         monster_link(spawnproc);
1033
1034         return TRUE;
1035 }