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Add a simple cvar to control the range of monster front view targeting
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 #if defined(CSQC)
2 #elif defined(MENUQC)
3 #elif defined(SVQC)
4         #include "../../dpdefs/progsdefs.qh"
5     #include "../../dpdefs/dpextensions.qh"
6     #include "../../warpzonelib/common.qh"
7     #include "../constants.qh"
8     #include "../teams.qh"
9     #include "../util.qh"
10     #include "all.qh"
11     #include "sv_monsters.qh"
12     #include "../weapons/all.qh"
13     #include "../../server/autocvars.qh"
14     #include "../../server/defs.qh"
15     #include "../deathtypes.qh"
16     #include "../../server/mutators/mutators_include.qh"
17         #include "../../server/steerlib.qh"
18         #include "../turrets/sv_turrets.qh"
19         #include "../turrets/util.qh"
20     #include "../vehicles/all.qh"
21     #include "../../server/campaign.qh"
22     #include "../../server/command/common.qh"
23     #include "../../server/command/cmd.qh"
24         #include "../triggers/triggers.qh"
25     #include "../../csqcmodellib/sv_model.qh"
26     #include "../../server/round_handler.qh"
27 #endif
28
29 void monsters_setstatus()
30 {SELFPARAM();
31         self.stat_monsters_total = monsters_total;
32         self.stat_monsters_killed = monsters_killed;
33 }
34
35 void monster_dropitem()
36 {SELFPARAM();
37         if(!self.candrop || !self.monster_loot)
38                 return;
39
40         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
41         entity e = spawn();
42
43         e.monster_loot = self.monster_loot;
44
45         MUTATOR_CALLHOOK(MonsterDropItem, e);
46         e = other;
47
48         if(e && e.monster_loot)
49         {
50                 setself(e);
51                 e.noalign = true;
52                 e.monster_loot();
53                 e.gravity = 1;
54                 e.movetype = MOVETYPE_TOSS;
55                 e.reset = SUB_Remove;
56                 setorigin(e, org);
57                 e.velocity = randomvec() * 175 + '0 0 325';
58                 e.item_spawnshieldtime = time + 0.7;
59                 e.classname = "droppedweapon"; // use weapon handling to remove it on touch
60                 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
61                 setself(this);
62         }
63 }
64
65 void monster_makevectors(entity e)
66 {SELFPARAM();
67         if(IS_MONSTER(self))
68         {
69                 vector v;
70
71                 v = e.origin + (e.mins + e.maxs) * 0.5;
72                 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
73                 self.v_angle_x = -self.v_angle_x;
74         }
75
76         makevectors(self.v_angle);
77 }
78
79 // ===============
80 // Target handling
81 // ===============
82
83 bool Monster_ValidTarget(entity mon, entity player)
84 {SELFPARAM();
85         // ensure we're not checking nonexistent monster/target
86         if(!mon || !player) { return false; }
87
88         if((player == mon)
89         || (autocvar_g_monsters_lineofsight && !checkpvs(mon.origin + mon.view_ofs, player)) // enemy cannot be seen
90         || (IS_VEHICLE(player) && !((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
91         || (time < game_starttime) // monsters do nothing before match has started
92         || (player.takedamage == DAMAGE_NO)
93         || (player.items & IT_INVISIBILITY)
94         || (IS_SPEC(player) || IS_OBSERVER(player)) // don't attack spectators
95         || (!IS_VEHICLE(player) && (player.deadflag != DEAD_NO || mon.deadflag != DEAD_NO || player.health <= 0 || mon.health <= 0))
96         || (mon.monster_follow == player || player.monster_follow == mon)
97         || (!IS_VEHICLE(player) && (player.flags & FL_NOTARGET))
98         || (!autocvar_g_monsters_typefrag && player.BUTTON_CHAT)
99         || (SAME_TEAM(player, mon))
100         || (player.frozen)
101         || (player.alpha != 0 && player.alpha < 0.5)
102         )
103         {
104                 // if any of the above checks fail, target is not valid
105                 return false;
106         }
107
108         traceline(mon.origin + self.view_ofs, player.origin, 0, mon);
109
110         if((trace_fraction < 1) && (trace_ent != player))
111                 return false;
112
113         if(autocvar_g_monsters_target_infront || (mon.spawnflags & MONSTERFLAG_INFRONT))
114         if(mon.enemy != player)
115         {
116                 float dot;
117
118                 makevectors (mon.angles);
119                 dot = normalize (player.origin - mon.origin) * v_forward;
120
121                 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
122         }
123
124         return true; // this target is valid!
125 }
126
127 entity Monster_FindTarget(entity mon)
128 {
129         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
130
131         entity head, closest_target = world;
132         head = findradius(mon.origin, mon.target_range);
133
134         while(head) // find the closest acceptable target to pass to
135         {
136                 if(head.monster_attack)
137                 if(Monster_ValidTarget(mon, head))
138                 {
139                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
140                         vector head_center = CENTER_OR_VIEWOFS(head);
141                         vector ent_center = CENTER_OR_VIEWOFS(mon);
142
143                         if(closest_target)
144                         {
145                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
146                                 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
147                                         { closest_target = head; }
148                         }
149                         else { closest_target = head; }
150                 }
151
152                 head = head.chain;
153         }
154
155         return closest_target;
156 }
157
158 void monster_setupcolors(entity mon)
159 {
160         if(IS_PLAYER(mon.realowner))
161                 mon.colormap = mon.realowner.colormap;
162         else if(teamplay && mon.team)
163                 mon.colormap = 1024 + (mon.team - 1) * 17;
164         else
165         {
166                 if(mon.monster_skill <= MONSTER_SKILL_EASY)
167                         mon.colormap = 1029;
168                 else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
169                         mon.colormap = 1027;
170                 else if(mon.monster_skill <= MONSTER_SKILL_HARD)
171                         mon.colormap = 1038;
172                 else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
173                         mon.colormap = 1028;
174                 else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
175                         mon.colormap = 1032;
176                 else
177                         mon.colormap = 1024;
178         }
179 }
180
181 void monster_changeteam(entity ent, float newteam)
182 {
183         if(!teamplay) { return; }
184
185         ent.team = newteam;
186         ent.monster_attack = true; // new team, activate attacking
187         monster_setupcolors(ent);
188
189         if(ent.sprite)
190         {
191                 WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
192
193                 ent.sprite.team = newteam;
194                 ent.sprite.SendFlags |= 1;
195         }
196 }
197
198 void Monster_Delay_Action()
199 {SELFPARAM();
200         entity oldself = self;
201         setself(self.owner);
202         if(Monster_ValidTarget(self, self.enemy)) { oldself.use(); }
203
204         if(oldself.cnt > 0)
205         {
206                 oldself.cnt -= 1;
207                 oldself.think = Monster_Delay_Action;
208                 oldself.nextthink = time + oldself.respawn_time;
209         }
210         else
211         {
212                 oldself.think = SUB_Remove;
213                 oldself.nextthink = time;
214         }
215 }
216
217 void Monster_Delay(float repeat_count, float repeat_defer, float defer_amnt, void() func)
218 {SELFPARAM();
219         // deferred attacking, checks if monster is still alive and target is still valid before attacking
220         entity e = spawn();
221
222         e.think = Monster_Delay_Action;
223         e.nextthink = time + defer_amnt;
224         e.count = defer_amnt;
225         e.owner = self;
226         e.use = func;
227         e.cnt = repeat_count;
228         e.respawn_time = repeat_defer;
229 }
230
231
232 // ==============
233 // Monster sounds
234 // ==============
235
236 string get_monster_model_datafilename(string m, float sk, string fil)
237 {
238         if(m)
239                 m = strcat(m, "_");
240         else
241                 m = "models/monsters/*_";
242         if(sk >= 0)
243                 m = strcat(m, ftos(sk));
244         else
245                 m = strcat(m, "*");
246         return strcat(m, ".", fil);
247 }
248
249 void Monster_Sound_Precache(string f)
250 {
251         float fh;
252         string s;
253         fh = fopen(f, FILE_READ);
254         if(fh < 0)
255                 return;
256         while((s = fgets(fh)))
257         {
258                 if(tokenize_console(s) != 3)
259                 {
260                         LOG_TRACE("Invalid sound info line: ", s, "\n");
261                         continue;
262                 }
263                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
264         }
265         fclose(fh);
266 }
267
268 void Monster_Sounds_Precache()
269 {SELFPARAM();
270         string m = (get_monsterinfo(self.monsterid)).model;
271         float globhandle, n, i;
272         string f;
273
274         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
275         if (globhandle < 0)
276                 return;
277         n = search_getsize(globhandle);
278         for (i = 0; i < n; ++i)
279         {
280                 //print(search_getfilename(globhandle, i), "\n");
281                 f = search_getfilename(globhandle, i);
282                 Monster_Sound_Precache(f);
283         }
284         search_end(globhandle);
285 }
286
287 void Monster_Sounds_Clear()
288 {SELFPARAM();
289 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
290         ALLMONSTERSOUNDS
291 #undef _MSOUND
292 }
293
294 .string Monster_Sound_SampleField(string type)
295 {
296         GetMonsterSoundSampleField_notFound = 0;
297         switch(type)
298         {
299 #define _MSOUND(m) case #m: return monstersound_##m;
300                 ALLMONSTERSOUNDS
301 #undef _MSOUND
302         }
303         GetMonsterSoundSampleField_notFound = 1;
304         return string_null;
305 }
306
307 bool Monster_Sounds_Load(string f, int first)
308 {SELFPARAM();
309         float fh;
310         string s;
311         var .string field;
312         fh = fopen(f, FILE_READ);
313         if(fh < 0)
314         {
315                 LOG_TRACE("Monster sound file not found: ", f, "\n");
316                 return false;
317         }
318         while((s = fgets(fh)))
319         {
320                 if(tokenize_console(s) != 3)
321                         continue;
322                 field = Monster_Sound_SampleField(argv(0));
323                 if(GetMonsterSoundSampleField_notFound)
324                         continue;
325                 if (self.(field))
326                         strunzone(self.(field));
327                 self.(field) = strzone(strcat(argv(1), " ", argv(2)));
328         }
329         fclose(fh);
330         return true;
331 }
332
333 .int skin_for_monstersound;
334 void Monster_Sounds_Update()
335 {SELFPARAM();
336         if(self.skin == self.skin_for_monstersound) { return; }
337
338         self.skin_for_monstersound = self.skin;
339         Monster_Sounds_Clear();
340         if(!Monster_Sounds_Load(get_monster_model_datafilename(self.model, self.skin, "sounds"), 0))
341                 Monster_Sounds_Load(get_monster_model_datafilename(self.model, 0, "sounds"), 0);
342 }
343
344 void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float chan)
345 {SELFPARAM();
346         if(!autocvar_g_monsters_sounds) { return; }
347
348         if(delaytoo)
349         if(time < self.msound_delay)
350                 return; // too early
351         GlobalSound(self.(samplefield), chan, VOICETYPE_PLAYERSOUND);
352
353         self.msound_delay = time + sound_delay;
354 }
355
356
357 // =======================
358 // Monster attack handlers
359 // =======================
360
361 float Monster_Attack_Melee(entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop)
362 {SELFPARAM();
363         if(dostop && (self.flags & FL_MONSTER)) { self.state = MONSTER_ATTACK_MELEE; }
364
365         setanim(self, anim, false, true, false);
366
367         if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
368                 self.attack_finished_single = self.anim_finished = self.animstate_endtime;
369         else
370                 self.attack_finished_single = self.anim_finished = time + animtime;
371
372         monster_makevectors(targ);
373
374         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
375
376         if(trace_ent.takedamage)
377                 Damage(trace_ent, self, self, damg * MONSTER_SKILLMOD(self), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
378
379         return true;
380 }
381
382 float Monster_Attack_Leap_Check(vector vel)
383 {SELFPARAM();
384         if(self.state && (self.flags & FL_MONSTER))
385                 return false; // already attacking
386         if(!(self.flags & FL_ONGROUND))
387                 return false; // not on the ground
388         if(self.health <= 0)
389                 return false; // called when dead?
390         if(time < self.attack_finished_single)
391                 return false; // still attacking
392
393         vector old = self.velocity;
394
395         self.velocity = vel;
396         tracetoss(self, self);
397         self.velocity = old;
398         if (trace_ent != self.enemy)
399                 return false;
400
401         return true;
402 }
403
404 bool Monster_Attack_Leap(vector anm, void() touchfunc, vector vel, float animtime)
405 {SELFPARAM();
406         if(!Monster_Attack_Leap_Check(vel))
407                 return false;
408
409         setanim(self, anm, false, true, false);
410
411         if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
412                 self.attack_finished_single = self.anim_finished = self.animstate_endtime;
413         else
414                 self.attack_finished_single = self.anim_finished = time + animtime;
415
416         if(self.flags & FL_MONSTER)
417                 self.state = MONSTER_ATTACK_RANGED;
418         self.touch = touchfunc;
419         self.origin_z += 1;
420         self.velocity = vel;
421         self.flags &= ~FL_ONGROUND;
422
423         return true;
424 }
425
426 void Monster_Attack_Check(entity e, entity targ)
427 {
428         if((e == world || targ == world)
429         || (!e.monster_attackfunc)
430         || (time < e.attack_finished_single)
431         ) { return; }
432
433         float targ_vlen = vlen(targ.origin - e.origin);
434
435         if(targ_vlen <= e.attack_range)
436         {
437                 float attack_success = e.monster_attackfunc(MONSTER_ATTACK_MELEE);
438                 if(attack_success == 1)
439                         Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
440                 else if(attack_success > 0)
441                         return;
442         }
443
444         if(targ_vlen > e.attack_range)
445         {
446                 float attack_success = e.monster_attackfunc(MONSTER_ATTACK_RANGED);
447                 if(attack_success == 1)
448                         Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
449                 else if(attack_success > 0)
450                         return;
451         }
452 }
453
454
455 // ======================
456 // Main monster functions
457 // ======================
458
459 void Monster_UpdateModel()
460 {SELFPARAM();
461         // assume some defaults
462         /*self.anim_idle   = animfixfps(self, '0 1 0.01', '0 0 0');
463         self.anim_walk   = animfixfps(self, '1 1 0.01', '0 0 0');
464         self.anim_run    = animfixfps(self, '2 1 0.01', '0 0 0');
465         self.anim_fire1  = animfixfps(self, '3 1 0.01', '0 0 0');
466         self.anim_fire2  = animfixfps(self, '4 1 0.01', '0 0 0');
467         self.anim_melee  = animfixfps(self, '5 1 0.01', '0 0 0');
468         self.anim_pain1  = animfixfps(self, '6 1 0.01', '0 0 0');
469         self.anim_pain2  = animfixfps(self, '7 1 0.01', '0 0 0');
470         self.anim_die1   = animfixfps(self, '8 1 0.01', '0 0 0');
471         self.anim_die2   = animfixfps(self, '9 1 0.01', '0 0 0');*/
472
473         // then get the real values
474         MON_ACTION(self.monsterid, MR_ANIM);
475 }
476
477 void Monster_Touch()
478 {SELFPARAM();
479         if(other == world) { return; }
480
481         if(other.monster_attack)
482         if(self.enemy != other)
483         if(!IS_MONSTER(other))
484         if(Monster_ValidTarget(self, other))
485                 self.enemy = other;
486 }
487
488 void Monster_Miniboss_Check()
489 {SELFPARAM();
490         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
491                 return;
492
493         float chance = random() * 100;
494
495         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
496         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
497         {
498                 self.health += autocvar_g_monsters_miniboss_healthboost;
499                 self.effects |= EF_RED;
500                 if(!self.weapon)
501                         self.weapon = WEP_VORTEX.m_id;
502         }
503 }
504
505 bool Monster_Respawn_Check()
506 {SELFPARAM();
507         if(self.deadflag == DEAD_DEAD) // don't call when monster isn't dead
508         if(MUTATOR_CALLHOOK(MonsterRespawn, self))
509                 return true; // enabled by a mutator
510
511         if(self.spawnflags & MONSTERFLAG_NORESPAWN)
512                 return false;
513
514         if(!autocvar_g_monsters_respawn)
515                 return false;
516
517         return true;
518 }
519
520 void Monster_Respawn() { SELFPARAM(); Monster_Spawn(self.monsterid); }
521
522 void Monster_Dead_Fade()
523 {SELFPARAM();
524         if(Monster_Respawn_Check())
525         {
526                 self.spawnflags |= MONSTERFLAG_RESPAWNED;
527                 self.think = Monster_Respawn;
528                 self.nextthink = time + self.respawntime;
529                 self.monster_lifetime = 0;
530                 self.deadflag = DEAD_RESPAWNING;
531                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
532                 {
533                         self.pos1 = self.origin;
534                         self.pos2 = self.angles;
535                 }
536                 self.event_damage = func_null;
537                 self.takedamage = DAMAGE_NO;
538                 setorigin(self, self.pos1);
539                 self.angles = self.pos2;
540                 self.health = self.max_health;
541                 setmodel(self, MDL_Null);
542         }
543         else
544         {
545                 // number of monsters spawned with mobspawn command
546                 totalspawned -= 1;
547
548                 SUB_SetFade(self, time + 3, 1);
549         }
550 }
551
552 void Monster_Use()
553 {SELFPARAM();
554         if(Monster_ValidTarget(self, activator)) { self.enemy = activator; }
555 }
556
557 vector Monster_Move_Target(entity targ)
558 {SELFPARAM();
559         // enemy is always preferred target
560         if(self.enemy)
561         {
562                 vector targ_origin = ((self.enemy.absmin + self.enemy.absmax) * 0.5);
563                 targ_origin = WarpZone_RefSys_TransformOrigin(self.enemy, self, targ_origin); // origin of target as seen by the monster (us)
564                 WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
565
566                 if((self.enemy == world)
567                         || (self.enemy.deadflag != DEAD_NO || self.enemy.health < 1)
568                         || (self.enemy.frozen)
569                         || (self.enemy.flags & FL_NOTARGET)
570                         || (self.enemy.alpha < 0.5 && self.enemy.alpha != 0)
571                         || (self.enemy.takedamage == DAMAGE_NO)
572                         || (vlen(self.origin - targ_origin) > self.target_range)
573                         || ((trace_fraction < 1) && (trace_ent != self.enemy)))
574                         //|| (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit)) // TODO: chase timelimit?
575                 {
576                         self.enemy = world;
577                         self.pass_distance = 0;
578                 }
579
580                 if(self.enemy)
581                 {
582                         /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), self.origin, targ_origin);
583                         print("Trace origin: ", vtos(targ_origin), "\n");
584                         print("Target origin: ", vtos(self.enemy.origin), "\n");
585                         print("My origin: ", vtos(self.origin), "\n"); */
586
587                         self.monster_movestate = MONSTER_MOVE_ENEMY;
588                         self.last_trace = time + 1.2;
589                         if(self.monster_moveto)
590                                 return self.monster_moveto; // assumes code is properly setting this when monster has an enemy
591                         else
592                                 return targ_origin;
593                 }
594
595                 /*makevectors(self.angles);
596                 self.monster_movestate = MONSTER_MOVE_ENEMY;
597                 self.last_trace = time + 1.2;
598                 return self.enemy.origin; */
599         }
600
601         switch(self.monster_moveflags)
602         {
603                 case MONSTER_MOVE_FOLLOW:
604                 {
605                         self.monster_movestate = MONSTER_MOVE_FOLLOW;
606                         self.last_trace = time + 0.3;
607                         return (self.monster_follow) ? self.monster_follow.origin : self.origin;
608                 }
609                 case MONSTER_MOVE_SPAWNLOC:
610                 {
611                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
612                         self.last_trace = time + 2;
613                         return self.pos1;
614                 }
615                 case MONSTER_MOVE_NOMOVE:
616                 {
617                         if(self.monster_moveto)
618                         {
619                                 self.last_trace = time + 0.5;
620                                 return self.monster_moveto;
621                         }
622                         else
623                         {
624                                 self.monster_movestate = MONSTER_MOVE_NOMOVE;
625                                 self.last_trace = time + 2;
626                         }
627                         return self.origin;
628                 }
629                 default:
630                 case MONSTER_MOVE_WANDER:
631                 {
632                         vector pos;
633                         self.monster_movestate = MONSTER_MOVE_WANDER;
634
635                         if(self.monster_moveto)
636                         {
637                                 self.last_trace = time + 0.5;
638                                 pos = self.monster_moveto;
639                         }
640                         else if(targ)
641                         {
642                                 self.last_trace = time + 0.5;
643                                 pos = targ.origin;
644                         }
645                         else
646                         {
647                                 self.last_trace = time + self.wander_delay;
648
649                                 self.angles_y = rint(random() * 500);
650                                 makevectors(self.angles);
651                                 pos = self.origin + v_forward * self.wander_distance;
652
653                                 if(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM))
654                                 {
655                                         pos.z = random() * 200;
656                                         if(random() >= 0.5)
657                                                 pos.z *= -1;
658                                 }
659                         }
660
661                         return pos;
662                 }
663         }
664 }
665
666 void Monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed)
667 {SELFPARAM();
668         float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis
669         float initial_height = 0; //min(50, (targ_distance * tanh(20)));
670         float current_height = (initial_height * min(1, (self.pass_distance) ? (current_distance / self.pass_distance) : current_distance));
671         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
672
673         vector targpos;
674         if(current_height) // make sure we can actually do this arcing path
675         {
676                 targpos = (to + ('0 0 1' * current_height));
677                 WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
678                 if(trace_fraction < 1)
679                 {
680                         //print("normal arc line failed, trying to find new pos...");
681                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, mon);
682                         targpos = (trace_endpos + '0 0 -10');
683                         WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
684                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
685                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
686                 }
687         }
688         else { targpos = to; }
689
690         //mon.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
691
692         vector desired_direction = normalize(targpos - from);
693         if(turnrate) { mon.velocity = (normalize(normalize(mon.velocity) + (desired_direction * 50)) * movespeed); }
694         else { mon.velocity = (desired_direction * movespeed); }
695
696         //mon.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
697         //mon.angles = vectoangles(mon.velocity);
698 }
699
700 void Monster_Move(float runspeed, float walkspeed, float stpspeed)
701 {SELFPARAM();
702         if(self.target2) { self.goalentity = find(world, targetname, self.target2); }
703
704         entity targ;
705
706         if(self.frozen == 2)
707         {
708                 self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
709                 self.health = max(1, self.revive_progress * self.max_health);
710                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
711
712                 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
713                         WaypointSprite_UpdateHealth(self.sprite, self.health);
714
715                 movelib_beak_simple(stpspeed);
716                 setanim(self, self.anim_idle, true, false, false);
717
718                 self.enemy = world;
719                 self.nextthink = time + self.ticrate;
720
721                 if(self.revive_progress >= 1)
722                         Unfreeze(self);
723
724                 return;
725         }
726         else if(self.frozen == 3)
727         {
728                 self.revive_progress = bound(0, self.revive_progress - self.ticrate * self.revive_speed, 1);
729                 self.health = max(0, autocvar_g_nades_ice_health + (self.max_health-autocvar_g_nades_ice_health) * self.revive_progress );
730
731                 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
732                         WaypointSprite_UpdateHealth(self.sprite, self.health);
733
734                 movelib_beak_simple(stpspeed);
735                 setanim(self, self.anim_idle, true, false, false);
736
737                 self.enemy = world;
738                 self.nextthink = time + self.ticrate;
739
740                 if(self.health < 1)
741                 {
742                         Unfreeze(self);
743                         self.health = 0;
744                         if(self.event_damage)
745                                 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
746                 }
747
748                 else if ( self.revive_progress <= 0 )
749                         Unfreeze(self);
750
751                 return;
752         }
753
754         if(self.flags & FL_SWIM)
755         {
756                 if(self.waterlevel < WATERLEVEL_WETFEET)
757                 {
758                         if(time >= self.last_trace)
759                         {
760                                 self.last_trace = time + 0.4;
761
762                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
763                                 self.angles = '90 90 0';
764                                 if(random() < 0.5)
765                                 {
766                                         self.velocity_y += random() * 50;
767                                         self.velocity_x -= random() * 50;
768                                 }
769                                 else
770                                 {
771                                         self.velocity_y -= random() * 50;
772                                         self.velocity_x += random() * 50;
773                                 }
774                                 self.velocity_z += random() * 150;
775                         }
776
777
778                         self.movetype = MOVETYPE_BOUNCE;
779                         //self.velocity_z = -200;
780
781                         return;
782                 }
783                 else if(self.movetype == MOVETYPE_BOUNCE)
784                 {
785                         self.angles_x = 0;
786                         self.movetype = MOVETYPE_WALK;
787                 }
788         }
789
790         targ = self.goalentity;
791
792         if (MUTATOR_CALLHOOK(MonsterMove, runspeed, walkspeed, targ)
793                 || gameover
794                 || self.draggedby != world
795                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
796                 || time < game_starttime
797                 || (autocvar_g_campaign && !campaign_bots_may_start)
798                 || time < self.spawn_time)
799         {
800                 runspeed = walkspeed = 0;
801                 if(time >= self.spawn_time)
802                         setanim(self, self.anim_idle, true, false, false);
803                 movelib_beak_simple(stpspeed);
804                 return;
805         }
806
807         targ = monster_target;
808         runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(self), runspeed * 2.5); // limit maxspeed to prevent craziness
809         walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(self), walkspeed * 2.5); // limit maxspeed to prevent craziness
810
811         if(time < self.spider_slowness)
812         {
813                 runspeed *= 0.5;
814                 walkspeed *= 0.5;
815         }
816
817         if(teamplay)
818         if(autocvar_g_monsters_teams)
819         if(DIFF_TEAM(self.monster_follow, self))
820                 self.monster_follow = world;
821
822         if(time >= self.last_enemycheck)
823         {
824                 if(!self.enemy)
825                 {
826                         self.enemy = Monster_FindTarget(self);
827                         if(self.enemy)
828                         {
829                                 WarpZone_RefSys_Copy(self.enemy, self);
830                                 WarpZone_RefSys_AddInverse(self.enemy, self); // wz1^-1 ... wzn^-1 receiver
831                                 self.moveto = WarpZone_RefSys_TransformOrigin(self.enemy, self, (0.5 * (self.enemy.absmin + self.enemy.absmax)));
832                                 self.monster_moveto = '0 0 0';
833                                 self.monster_face = '0 0 0';
834
835                                 self.pass_distance = vlen((('1 0 0' * self.enemy.origin_x) + ('0 1 0' * self.enemy.origin_y)) - (('1 0 0' *  self.origin_x) + ('0 1 0' *  self.origin_y)));
836                                 Monster_Sound(monstersound_sight, 0, false, CH_VOICE);
837                         }
838                 }
839
840                 self.last_enemycheck = time + 1; // check for enemies every second
841         }
842
843         if(self.state == MONSTER_ATTACK_RANGED && (self.flags & FL_ONGROUND))
844         {
845                 self.state = 0;
846                 self.touch = Monster_Touch;
847         }
848
849         if(self.state && time >= self.attack_finished_single)
850                 self.state = 0; // attack is over
851
852         if(self.state != MONSTER_ATTACK_MELEE) // don't move if set
853         if(time >= self.last_trace || self.enemy) // update enemy or rider instantly
854                 self.moveto = Monster_Move_Target(targ);
855
856         if(!self.enemy)
857                 Monster_Sound(monstersound_idle, 7, true, CH_VOICE);
858
859         if(self.state == MONSTER_ATTACK_MELEE)
860                 self.moveto = self.origin;
861
862         if(self.enemy && self.enemy.vehicle)
863                 runspeed = 0;
864
865         if(!(self.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(self.flags & FL_SWIM))
866                 self.moveto_z = self.origin_z;
867
868         if(vlen(self.origin - self.moveto) > 100)
869         {
870                 float do_run = (self.enemy || self.monster_moveto);
871                 if((self.flags & FL_ONGROUND) || ((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
872                         Monster_CalculateVelocity(self, self.moveto, self.origin, true, ((do_run) ? runspeed : walkspeed));
873
874                 if(time > self.pain_finished) // TODO: use anim_finished instead!
875                 if(!self.state)
876                 if(time > self.anim_finished)
877                 if(vlen(self.velocity) > 10)
878                         setanim(self, ((do_run) ? self.anim_run : self.anim_walk), true, false, false);
879                 else
880                         setanim(self, self.anim_idle, true, false, false);
881         }
882         else
883         {
884                 entity e = find(world, targetname, self.target2);
885                 if(e.target2)
886                         self.target2 = e.target2;
887                 else if(e.target)
888                         self.target2 = e.target;
889
890                 movelib_beak_simple(stpspeed);
891                 if(time > self.anim_finished)
892                 if(time > self.pain_finished)
893                 if(!self.state)
894                 if(vlen(self.velocity) <= 30)
895                         setanim(self, self.anim_idle, true, false, false);
896         }
897
898         self.steerto = steerlib_attract2(((self.monster_face) ? self.monster_face : self.moveto), 0.5, 500, 0.95);
899
900         vector real_angle = vectoangles(self.steerto) - self.angles;
901         float turny = 25;
902         if(self.state == MONSTER_ATTACK_MELEE)
903                 turny = 0;
904         if(turny)
905         {
906                 turny = bound(turny * -1, shortangle_f(real_angle.y, self.angles.y), turny);
907                 self.angles_y += turny;
908         }
909
910         Monster_Attack_Check(self, self.enemy);
911 }
912
913 void Monster_Remove(entity mon)
914 {
915         if(!mon) { return; }
916
917         if(!MUTATOR_CALLHOOK(MonsterRemove, mon))
918                 Send_Effect(EFFECT_ITEM_PICKUP, mon.origin, '0 0 0', 1);
919
920         if(mon.weaponentity) { remove(mon.weaponentity); }
921         if(mon.iceblock) { remove(mon.iceblock); }
922         WaypointSprite_Kill(mon.sprite);
923         remove(mon);
924 }
925
926 void Monster_Dead_Think()
927 {SELFPARAM();
928         self.nextthink = time + self.ticrate;
929
930         if(self.monster_lifetime != 0)
931         if(time >= self.monster_lifetime)
932         {
933                 Monster_Dead_Fade();
934                 return;
935         }
936 }
937
938 void Monster_Appear()
939 {SELFPARAM();
940         self.enemy = activator;
941         self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
942         Monster_Spawn(self.monsterid);
943 }
944
945 float Monster_Appear_Check(entity ent, float monster_id)
946 {
947         if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
948                 return false;
949
950         ent.think = func_null;
951         ent.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
952         ent.nextthink = 0;
953         ent.use = Monster_Appear;
954         ent.flags = FL_MONSTER; // set so this monster can get butchered
955
956         return true;
957 }
958
959 void Monster_Reset()
960 {SELFPARAM();
961         setorigin(self, self.pos1);
962         self.angles = self.pos2;
963
964         Unfreeze(self); // remove any icy remains
965
966         self.health = self.max_health;
967         self.velocity = '0 0 0';
968         self.enemy = world;
969         self.goalentity = world;
970         self.attack_finished_single = 0;
971         self.moveto = self.origin;
972 }
973
974 void Monster_Dead_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
975 {SELFPARAM();
976         self.health -= damage;
977
978         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
979
980         if(self.health <= -100) // 100 health until gone?
981         {
982                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
983
984                 // number of monsters spawned with mobspawn command
985                 totalspawned -= 1;
986
987                 self.think = SUB_Remove;
988                 self.nextthink = time + 0.1;
989                 self.event_damage = func_null;
990         }
991 }
992
993 void Monster_Dead(entity attacker, float gibbed)
994 {SELFPARAM();
995         self.think = Monster_Dead_Think;
996         self.nextthink = time;
997         self.monster_lifetime = time + 5;
998
999         if(self.frozen)
1000         {
1001                 Unfreeze(self); // remove any icy remains
1002                 self.health = 0; // reset by Unfreeze
1003         }
1004
1005         monster_dropitem();
1006
1007         Monster_Sound(monstersound_death, 0, false, CH_VOICE);
1008
1009         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED))
1010                 monsters_killed += 1;
1011
1012         if(IS_PLAYER(attacker))
1013         if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED)))
1014                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1015
1016         if(gibbed)
1017         {
1018                 // number of monsters spawned with mobspawn command
1019                 totalspawned -= 1;
1020         }
1021
1022         self.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
1023         self.solid                      = SOLID_CORPSE;
1024         self.takedamage         = DAMAGE_AIM;
1025         self.deadflag           = DEAD_DEAD;
1026         self.enemy                      = world;
1027         self.movetype           = MOVETYPE_TOSS;
1028         self.moveto                     = self.origin;
1029         self.touch                      = Monster_Touch; // reset incase monster was pouncing
1030         self.reset                      = func_null;
1031         self.state                      = 0;
1032         self.attack_finished_single = 0;
1033         self.effects = 0;
1034
1035         if(!((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
1036                 self.velocity = '0 0 0';
1037
1038         CSQCModel_UnlinkEntity();
1039
1040         MON_ACTION(self.monsterid, MR_DEATH);
1041
1042         if(self.candrop && self.weapon)
1043                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
1044 }
1045
1046 void Monster_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1047 {SELFPARAM();
1048         if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL)
1049                 return;
1050
1051         if(self.frozen && deathtype != DEATH_KILL && deathtype != DEATH_NADE_ICE_FREEZE)
1052                 return;
1053
1054         //if(time < self.pain_finished && deathtype != DEATH_KILL)
1055                 //return;
1056
1057         if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
1058                 return;
1059
1060         if(deathtype == DEATH_FALL && self.draggedby != world)
1061                 return;
1062
1063         vector v;
1064         float take, save;
1065
1066         v = healtharmor_applydamage(100, self.armorvalue / 100, deathtype, damage);
1067         take = v_x;
1068         save = v_y;
1069
1070         damage_take = take;
1071         frag_attacker = attacker;
1072         frag_deathtype = deathtype;
1073         MON_ACTION(self.monsterid, MR_PAIN);
1074         take = damage_take;
1075
1076         if(take)
1077         {
1078                 self.health -= take;
1079                 Monster_Sound(monstersound_pain, 1.2, true, CH_PAIN);
1080         }
1081
1082         if(self.sprite)
1083                 WaypointSprite_UpdateHealth(self.sprite, self.health);
1084
1085         self.dmg_time = time;
1086
1087         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
1088                 spamsound (self, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1089
1090         self.velocity += force * self.damageforcescale;
1091
1092         if(deathtype != DEATH_DROWN && take)
1093         {
1094                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
1095                 if (take > 50)
1096                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
1097                 if (take > 100)
1098                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
1099         }
1100
1101         if(self.health <= 0)
1102         {
1103                 if(deathtype == DEATH_KILL)
1104                         self.candrop = false; // killed by mobkill command
1105
1106                 // TODO: fix this?
1107                 activator = attacker;
1108                 other = self.enemy;
1109                 SUB_UseTargets();
1110                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
1111
1112                 Monster_Dead(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
1113
1114                 WaypointSprite_Kill(self.sprite);
1115
1116                 frag_target = self;
1117                 MUTATOR_CALLHOOK(MonsterDies, attacker);
1118
1119                 if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
1120                 {
1121                         Violence_GibSplash(self, 1, 0.5, attacker);
1122
1123                         self.think = SUB_Remove;
1124                         self.nextthink = time + 0.1;
1125                 }
1126         }
1127 }
1128
1129 // don't check for enemies, just keep walking in a straight line
1130 void Monster_Move_2D(float mspeed, float allow_jumpoff)
1131 {SELFPARAM();
1132         if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || self.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
1133         {
1134                 mspeed = 0;
1135                 if(time >= self.spawn_time)
1136                         setanim(self, self.anim_idle, true, false, false);
1137                 movelib_beak_simple(0.6);
1138                 return;
1139         }
1140
1141         float reverse = FALSE;
1142         vector a, b;
1143
1144         makevectors(self.angles);
1145         a = self.origin + '0 0 16';
1146         b = self.origin + '0 0 16' + v_forward * 32;
1147
1148         traceline(a, b, MOVE_NORMAL, self);
1149
1150         if(trace_fraction != 1.0)
1151         {
1152                 reverse = TRUE;
1153
1154                 if(trace_ent)
1155                 if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH))
1156                         reverse = FALSE;
1157         }
1158
1159         // TODO: fix this... tracing is broken if the floor is thin
1160         /*
1161         if(!allow_jumpoff)
1162         {
1163                 a = b - '0 0 32';
1164                 traceline(b, a, MOVE_WORLDONLY, self);
1165                 if(trace_fraction == 1.0)
1166                         reverse = TRUE;
1167         } */
1168
1169         if(reverse)
1170         {
1171                 self.angles_y = anglemods(self.angles_y - 180);
1172                 makevectors(self.angles);
1173         }
1174
1175         movelib_move_simple_gravity(v_forward, mspeed, 1);
1176
1177         if(time > self.pain_finished)
1178         if(time > self.attack_finished_single)
1179         if(vlen(self.velocity) > 10)
1180                 setanim(self, self.anim_walk, true, false, false);
1181         else
1182                 setanim(self, self.anim_idle, true, false, false);
1183 }
1184
1185 void Monster_Anim()
1186 {SELFPARAM();
1187         int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1188         if(self.deadflag)
1189         {
1190                 if (!deadbits)
1191                 {
1192                         // Decide on which death animation to use.
1193                         if(random() < 0.5)
1194                                 deadbits = ANIMSTATE_DEAD1;
1195                         else
1196                                 deadbits = ANIMSTATE_DEAD2;
1197                 }
1198         }
1199         else
1200         {
1201                 // Clear a previous death animation.
1202                 deadbits = 0;
1203         }
1204         int animbits = deadbits;
1205         if(self.frozen)
1206                 animbits |= ANIMSTATE_FROZEN;
1207         if(self.crouch)
1208                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1209         animdecide_setstate(self, animbits, false);
1210         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
1211
1212         /* // weapon entities for monsters?
1213         if (self.weaponentity)
1214         {
1215                 updateanim(self.weaponentity);
1216                 if (!self.weaponentity.animstate_override)
1217                         setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
1218         }
1219         */
1220 }
1221
1222 void Monster_Think()
1223 {SELFPARAM();
1224         self.think = Monster_Think;
1225         self.nextthink = self.ticrate;
1226
1227         if(self.monster_lifetime)
1228         if(time >= self.monster_lifetime)
1229         {
1230                 Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
1231                 return;
1232         }
1233
1234         if(MON_ACTION(self.monsterid, MR_THINK))
1235                 Monster_Move(self.speed2, self.speed, self.stopspeed);
1236
1237         Monster_Anim();
1238
1239         CSQCMODEL_AUTOUPDATE(self);
1240 }
1241
1242 float Monster_Spawn_Setup()
1243 {SELFPARAM();
1244         MON_ACTION(self.monsterid, MR_SETUP);
1245
1246         // ensure some basic needs are met
1247         if(!self.health) { self.health = 100; }
1248         if(!self.armorvalue) { self.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(self), 0.9); }
1249         if(!self.target_range) { self.target_range = autocvar_g_monsters_target_range; }
1250         if(!self.respawntime) { self.respawntime = autocvar_g_monsters_respawn_delay; }
1251         if(!self.monster_moveflags) { self.monster_moveflags = MONSTER_MOVE_WANDER; }
1252         if(!self.attack_range) { self.attack_range = autocvar_g_monsters_attack_range; }
1253         if(!self.damageforcescale) { self.damageforcescale = autocvar_g_monsters_damageforcescale; }
1254
1255         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1256         {
1257                 Monster_Miniboss_Check();
1258                 self.health *= MONSTER_SKILLMOD(self);
1259
1260                 if(!self.skin)
1261                         self.skin = rint(random() * 4);
1262         }
1263
1264         self.max_health = self.health;
1265         self.pain_finished = self.nextthink;
1266
1267         if(IS_PLAYER(self.monster_follow))
1268                 self.effects |= EF_DIMLIGHT;
1269
1270         if(!self.wander_delay) { self.wander_delay = 2; }
1271         if(!self.wander_distance) { self.wander_distance = 600; }
1272
1273         Monster_Sounds_Precache();
1274         Monster_Sounds_Update();
1275
1276         if(teamplay)
1277                 self.monster_attack = true; // we can have monster enemies in team games
1278
1279         Monster_Sound(monstersound_spawn, 0, false, CH_VOICE);
1280
1281         if(autocvar_g_monsters_healthbars)
1282         {
1283                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, self, '0 0 1' * (self.maxs.z + 15), world, self.team, self, sprite, true, RADARICON_DANGER);
1284                 wp.wp_extra = self.monsterid;
1285                 wp.colormod = ((self.team) ? Team_ColorRGB(self.team) : '1 0 0');
1286                 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE))
1287                 {
1288                         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
1289                         WaypointSprite_UpdateHealth(self.sprite, self.health);
1290                 }
1291         }
1292
1293         self.think = Monster_Think;
1294         self.nextthink = time + self.ticrate;
1295
1296         if(MUTATOR_CALLHOOK(MonsterSpawn))
1297                 return false;
1298
1299         return true;
1300 }
1301
1302 bool Monster_Spawn(int mon_id)
1303 {SELFPARAM();
1304         // setup the basic required properties for a monster
1305         entity mon = get_monsterinfo(mon_id);
1306         if(!mon.monsterid) { return false; } // invalid monster
1307
1308         if(!autocvar_g_monsters) { Monster_Remove(self); return false; }
1309
1310         self.mdl = mon.model;
1311         if(Monster_Appear_Check(self, mon_id)) { return true; } // return true so the monster isn't removed
1312
1313         if(!self.monster_skill)
1314                 self.monster_skill = cvar("g_monsters_skill");
1315
1316         // support for quake style removing monsters based on skill
1317         if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(self); return false; }
1318         if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(self); return false; }
1319         if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(self); return false; }
1320
1321         if(self.team && !teamplay)
1322                 self.team = 0;
1323
1324         if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1325         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1326                 monsters_total += 1;
1327
1328         _setmodel(self, self.mdl);
1329         self.flags                              = FL_MONSTER;
1330         self.classname                  = "monster";
1331         self.takedamage                 = DAMAGE_AIM;
1332         self.bot_attack                 = true;
1333         self.iscreature                 = true;
1334         self.teleportable               = true;
1335         self.damagedbycontents  = true;
1336         self.monsterid                  = mon_id;
1337         self.event_damage               = Monster_Damage;
1338         self.touch                              = Monster_Touch;
1339         self.use                                = Monster_Use;
1340         self.solid                              = SOLID_BBOX;
1341         self.movetype                   = MOVETYPE_WALK;
1342         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1343         self.enemy                              = world;
1344         self.velocity                   = '0 0 0';
1345         self.moveto                             = self.origin;
1346         self.pos1                               = self.origin;
1347         self.pos2                               = self.angles;
1348         self.reset                              = Monster_Reset;
1349         self.netname                    = mon.netname;
1350         self.monster_attackfunc = mon.monster_attackfunc;
1351         self.monster_name               = mon.monster_name;
1352         self.candrop                    = true;
1353         self.view_ofs                   = '0 0 0.7' * (self.maxs_z * 0.5);
1354         self.oldtarget2                 = self.target2;
1355         self.pass_distance              = 0;
1356         self.deadflag                   = DEAD_NO;
1357         self.noalign                    = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
1358         self.spawn_time                 = time;
1359         self.spider_slowness    = 0;
1360         self.gravity                    = 1;
1361         self.monster_moveto             = '0 0 0';
1362         self.monster_face               = '0 0 0';
1363         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1364
1365         if(!self.scale) { self.scale = 1; }
1366         if(autocvar_g_monsters_edit) { self.grab = 1; }
1367         if(autocvar_g_fullbrightplayers) { self.effects |= EF_FULLBRIGHT; }
1368         if(autocvar_g_nodepthtestplayers) { self.effects |= EF_NODEPTHTEST; }
1369         if(mon.spawnflags & MONSTER_TYPE_SWIM) { self.flags |= FL_SWIM; }
1370
1371         if(mon.spawnflags & MONSTER_TYPE_FLY)
1372         {
1373                 self.flags |= FL_FLY;
1374                 self.movetype = MOVETYPE_FLY;
1375         }
1376
1377         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1378         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1379                 self.scale *= 1.3;
1380
1381         setsize(self, mon.mins * self.scale, mon.maxs * self.scale);
1382
1383         self.ticrate = bound(sys_frametime, ((!self.ticrate) ? autocvar_g_monsters_think_delay : self.ticrate), 60);
1384
1385         Monster_UpdateModel();
1386
1387         if(!Monster_Spawn_Setup())
1388         {
1389                 Monster_Remove(self);
1390                 return false;
1391         }
1392
1393         if(!self.noalign)
1394         {
1395                 setorigin(self, self.origin + '0 0 20');
1396                 tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1397                 setorigin(self, trace_endpos);
1398         }
1399
1400         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1401                 monster_setupcolors(self);
1402
1403         CSQCMODEL_AUTOINIT(self);
1404
1405         return true;
1406 }