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Merge branch 'terencehill/vec2_optimizations' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 #include "sv_monsters.qh"
2
3 #include <server/g_subs.qh>
4 #include <lib/warpzone/common.qh>
5 #include "../constants.qh"
6 #include "../teams.qh"
7 #include "../util.qh"
8 #include "all.qh"
9 #include "../physics/movelib.qh"
10 #include "../weapons/_mod.qh"
11 #include <server/autocvars.qh>
12 #include <server/defs.qh>
13 #include "../deathtypes/all.qh"
14 #include <server/mutators/_mod.qh>
15 #include <server/steerlib.qh>
16 #include "../turrets/sv_turrets.qh"
17 #include "../turrets/util.qh"
18 #include "../vehicles/all.qh"
19 #include <server/campaign.qh>
20 #include <server/command/_mod.qh>
21 #include "../triggers/triggers.qh"
22 #include <lib/csqcmodel/sv_model.qh>
23 #include <server/round_handler.qh>
24 #include <server/weapons/_mod.qh>
25
26 void monsters_setstatus(entity this)
27 {
28         STAT(MONSTERS_TOTAL, this) = monsters_total;
29         STAT(MONSTERS_KILLED, this) = monsters_killed;
30 }
31
32 void monster_dropitem(entity this, entity attacker)
33 {
34         if(!this.candrop || !this.monster_loot)
35                 return;
36
37         vector org = CENTER_OR_VIEWOFS(this);
38         entity e = new(droppedweapon); // use weapon handling to remove it on touch
39         e.spawnfunc_checked = true;
40
41         e.monster_loot = this.monster_loot;
42
43         MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
44         e = M_ARGV(1, entity);
45
46         if(e && e.monster_loot)
47         {
48                 e.noalign = true;
49                 StartItem(e, e.monster_loot);
50                 e.gravity = 1;
51                 set_movetype(e, MOVETYPE_TOSS);
52                 e.reset = SUB_Remove;
53                 setorigin(e, org);
54                 e.velocity = randomvec() * 175 + '0 0 325';
55                 e.item_spawnshieldtime = time + 0.7;
56                 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
57         }
58 }
59
60 void monster_makevectors(entity this, entity targ)
61 {
62         if(IS_MONSTER(this))
63         {
64                 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
65                 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
66                 this.v_angle_x = -this.v_angle_x;
67         }
68
69         makevectors(this.v_angle);
70 }
71
72 // ===============
73 // Target handling
74 // ===============
75
76 bool Monster_ValidTarget(entity this, entity targ)
77 {
78         // ensure we're not checking nonexistent monster/target
79         if(!this || !targ) { return false; }
80
81         if((targ == this)
82         || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
83         || (IS_VEHICLE(targ) && !((Monsters_from(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
84         || (time < game_starttime) // monsters do nothing before match has started
85         || (targ.takedamage == DAMAGE_NO)
86         || (targ.items & IT_INVISIBILITY)
87         || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
88         || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
89         || (this.monster_follow == targ || targ.monster_follow == this)
90         || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
91         || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
92         || (SAME_TEAM(targ, this))
93         || (STAT(FROZEN, targ))
94         || (targ.alpha != 0 && targ.alpha < 0.5)
95         || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
96         )
97         {
98                 // if any of the above checks fail, target is not valid
99                 return false;
100         }
101
102         vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
103         traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
104
105         if(trace_fraction < 1 && trace_ent != targ)
106                 return false; // solid
107
108         if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
109         if(this.enemy != targ)
110         {
111                 makevectors (this.angles);
112                 float dot = normalize (targ.origin - this.origin) * v_forward;
113
114                 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
115         }
116
117         return true; // this target is valid!
118 }
119
120 entity Monster_FindTarget(entity this)
121 {
122         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
123
124         entity closest_target = NULL;
125         vector my_center = CENTER_OR_VIEWOFS(this);
126
127         // find the closest acceptable target to pass to
128         IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
129         {
130                 if(Monster_ValidTarget(this, it))
131                 {
132                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
133                         vector targ_center = CENTER_OR_VIEWOFS(it);
134
135                         if(closest_target)
136                         {
137                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
138                                 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
139                                         { closest_target = it; }
140                         }
141                         else { closest_target = it; }
142                 }
143         });
144
145         return closest_target;
146 }
147
148 void monster_setupcolors(entity this)
149 {
150         if(IS_PLAYER(this.realowner))
151                 this.colormap = this.realowner.colormap;
152         else if(teamplay && this.team)
153                 this.colormap = 1024 + (this.team - 1) * 17;
154         else
155         {
156                 if(this.monster_skill <= MONSTER_SKILL_EASY)
157                         this.colormap = 1029;
158                 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
159                         this.colormap = 1027;
160                 else if(this.monster_skill <= MONSTER_SKILL_HARD)
161                         this.colormap = 1038;
162                 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
163                         this.colormap = 1028;
164                 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
165                         this.colormap = 1032;
166                 else
167                         this.colormap = 1024;
168         }
169 }
170
171 void monster_changeteam(entity this, int newteam)
172 {
173         if(!teamplay) { return; }
174
175         this.team = newteam;
176         if(!this.monster_attack)
177                 IL_PUSH(g_monster_targets, this);
178         this.monster_attack = true; // new team, activate attacking
179         monster_setupcolors(this);
180
181         if(this.sprite)
182         {
183                 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
184
185                 this.sprite.team = newteam;
186                 this.sprite.SendFlags |= 1;
187         }
188 }
189
190 .void(entity) monster_delayedfunc;
191 void Monster_Delay_Action(entity this)
192 {
193         if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
194
195         if(this.cnt > 1)
196         {
197                 this.cnt -= 1;
198                 setthink(this, Monster_Delay_Action);
199                 this.nextthink = time + this.count;
200         }
201         else
202         {
203                 setthink(this, SUB_Remove);
204                 this.nextthink = time;
205         }
206 }
207
208 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
209 {
210         // deferred attacking, checks if monster is still alive and target is still valid before attacking
211         entity e = spawn();
212
213         setthink(e, Monster_Delay_Action);
214         e.nextthink = time + defer_amnt;
215         e.count = defer_amnt;
216         e.owner = this;
217         e.monster_delayedfunc = func;
218         e.cnt = repeat_count;
219 }
220
221
222 // ==============
223 // Monster sounds
224 // ==============
225
226 string get_monster_model_datafilename(string m, float sk, string fil)
227 {
228         if(m)
229                 m = strcat(m, "_");
230         else
231                 m = "models/monsters/*_";
232         if(sk >= 0)
233                 m = strcat(m, ftos(sk));
234         else
235                 m = strcat(m, "*");
236         return strcat(m, ".", fil);
237 }
238
239 void Monster_Sound_Precache(string f)
240 {
241         float fh;
242         string s;
243         fh = fopen(f, FILE_READ);
244         if(fh < 0)
245                 return;
246         while((s = fgets(fh)))
247         {
248                 if(tokenize_console(s) != 3)
249                 {
250                         //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
251                         continue;
252                 }
253                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
254         }
255         fclose(fh);
256 }
257
258 void Monster_Sounds_Precache(entity this)
259 {
260         string m = (Monsters_from(this.monsterid)).m_model.model_str();
261         float globhandle, n, i;
262         string f;
263
264         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
265         if (globhandle < 0)
266                 return;
267         n = search_getsize(globhandle);
268         for (i = 0; i < n; ++i)
269         {
270                 //print(search_getfilename(globhandle, i), "\n");
271                 f = search_getfilename(globhandle, i);
272                 Monster_Sound_Precache(f);
273         }
274         search_end(globhandle);
275 }
276
277 void Monster_Sounds_Clear(entity this)
278 {
279 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
280         ALLMONSTERSOUNDS
281 #undef _MSOUND
282 }
283
284 .string Monster_Sound_SampleField(string type)
285 {
286         GetMonsterSoundSampleField_notFound = 0;
287         switch(type)
288         {
289 #define _MSOUND(m) case #m: return monstersound_##m;
290                 ALLMONSTERSOUNDS
291 #undef _MSOUND
292         }
293         GetMonsterSoundSampleField_notFound = 1;
294         return string_null;
295 }
296
297 bool Monster_Sounds_Load(entity this, string f, int first)
298 {
299         string s;
300         var .string field;
301         float fh = fopen(f, FILE_READ);
302         if(fh < 0)
303         {
304                 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
305                 return false;
306         }
307         while((s = fgets(fh)))
308         {
309                 if(tokenize_console(s) != 3)
310                         continue;
311                 field = Monster_Sound_SampleField(argv(0));
312                 if(GetMonsterSoundSampleField_notFound)
313                         continue;
314                 if (this.(field))
315                         strunzone(this.(field));
316                 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
317         }
318         fclose(fh);
319         return true;
320 }
321
322 .int skin_for_monstersound;
323 void Monster_Sounds_Update(entity this)
324 {
325         if(this.skin == this.skin_for_monstersound) { return; }
326
327         this.skin_for_monstersound = this.skin;
328         Monster_Sounds_Clear(this);
329         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
330                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
331 }
332
333 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
334 {
335         if(!autocvar_g_monsters_sounds) { return; }
336
337         if(delaytoo)
338         if(time < this.msound_delay)
339                 return; // too early
340         GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
341
342         this.msound_delay = time + sound_delay;
343 }
344
345
346 // =======================
347 // Monster attack handlers
348 // =======================
349
350 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
351 {
352         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
353
354         setanim(this, anim, false, true, false);
355
356         if(this.animstate_endtime > time && IS_MONSTER(this))
357                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
358         else
359                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
360
361         monster_makevectors(this, targ);
362
363         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
364
365         if(trace_ent.takedamage)
366                 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
367
368         return true;
369 }
370
371 bool Monster_Attack_Leap_Check(entity this, vector vel)
372 {
373         if(this.state && IS_MONSTER(this))
374                 return false; // already attacking
375         if(!IS_ONGROUND(this))
376                 return false; // not on the ground
377         if(this.health <= 0 || IS_DEAD(this))
378                 return false; // called when dead?
379         if(time < this.attack_finished_single[0])
380                 return false; // still attacking
381
382         vector old = this.velocity;
383
384         this.velocity = vel;
385         tracetoss(this, this);
386         this.velocity = old;
387         if(trace_ent != this.enemy)
388                 return false;
389
390         return true;
391 }
392
393 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
394 {
395         if(!Monster_Attack_Leap_Check(this, vel))
396                 return false;
397
398         setanim(this, anm, false, true, false);
399
400         if(this.animstate_endtime > time && IS_MONSTER(this))
401                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
402         else
403                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
404
405         if(IS_MONSTER(this))
406                 this.state = MONSTER_ATTACK_RANGED;
407         settouch(this, touchfunc);
408         this.origin_z += 1;
409         this.velocity = vel;
410         UNSET_ONGROUND(this);
411
412         return true;
413 }
414
415 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
416 {
417         int slot = weaponslot(weaponentity);
418
419         if((!this || !targ)
420         || (!this.monster_attackfunc)
421         || (time < this.attack_finished_single[slot])
422         ) { return; }
423
424         if(vdist(targ.origin - this.origin, <=, this.attack_range))
425         {
426                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
427                 if(attack_success == 1)
428                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
429                 else if(attack_success > 0)
430                         return;
431         }
432
433         if(vdist(targ.origin - this.origin, >, this.attack_range))
434         {
435                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
436                 if(attack_success == 1)
437                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
438                 else if(attack_success > 0)
439                         return;
440         }
441 }
442
443
444 // ======================
445 // Main monster functions
446 // ======================
447
448 void Monster_UpdateModel(entity this)
449 {
450         // assume some defaults
451         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
452         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
453         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
454         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
455         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
456         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
457         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
458         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
459         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
460         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
461
462         // then get the real values
463         Monster mon = Monsters_from(this.monsterid);
464         mon.mr_anim(mon, this);
465 }
466
467 void Monster_Touch(entity this, entity toucher)
468 {
469         if(toucher == NULL) { return; }
470
471         if(toucher.monster_attack)
472         if(this.enemy != toucher)
473         if(!IS_MONSTER(toucher))
474         if(Monster_ValidTarget(this, toucher))
475                 this.enemy = toucher;
476 }
477
478 void Monster_Miniboss_Check(entity this)
479 {
480         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
481                 return;
482
483         float chance = random() * 100;
484
485         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
486         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
487         {
488                 this.health += autocvar_g_monsters_miniboss_healthboost;
489                 this.effects |= EF_RED;
490                 if(!this.weapon)
491                         this.weapon = WEP_VORTEX.m_id;
492         }
493 }
494
495 bool Monster_Respawn_Check(entity this)
496 {
497         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
498         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
499                 return true; // enabled by a mutator
500
501         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
502                 return false;
503
504         if(!autocvar_g_monsters_respawn)
505                 return false;
506
507         return true;
508 }
509
510 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
511
512 .vector pos1, pos2;
513
514 void Monster_Dead_Fade(entity this)
515 {
516         if(Monster_Respawn_Check(this))
517         {
518                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
519                 setthink(this, Monster_Respawn);
520                 this.nextthink = time + this.respawntime;
521                 this.monster_lifetime = 0;
522                 this.deadflag = DEAD_RESPAWNING;
523                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
524                 {
525                         this.pos1 = this.origin;
526                         this.pos2 = this.angles;
527                 }
528                 this.event_damage = func_null;
529                 this.takedamage = DAMAGE_NO;
530                 setorigin(this, this.pos1);
531                 this.angles = this.pos2;
532                 this.health = this.max_health;
533                 setmodel(this, MDL_Null);
534         }
535         else
536         {
537                 // number of monsters spawned with mobspawn command
538                 totalspawned -= 1;
539
540                 SUB_SetFade(this, time + 3, 1);
541         }
542 }
543
544 void Monster_Use(entity this, entity actor, entity trigger)
545 {
546         if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
547 }
548
549 .float pass_distance;
550 vector Monster_Move_Target(entity this, entity targ)
551 {
552         // enemy is always preferred target
553         if(this.enemy)
554         {
555                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
556                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
557                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
558
559                 // cases where the enemy may have changed their state (don't need to check everything here)
560                 if((!this.enemy)
561                         || (IS_DEAD(this.enemy) || this.enemy.health < 1)
562                         || (STAT(FROZEN, this.enemy))
563                         || (this.enemy.flags & FL_NOTARGET)
564                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
565                         || (this.enemy.takedamage == DAMAGE_NO)
566                         || (vdist(this.origin - targ_origin, >, this.target_range))
567                         || ((trace_fraction < 1) && (trace_ent != this.enemy)))
568                 {
569                         this.enemy = NULL;
570                         //this.pass_distance = 0;
571                 }
572
573                 if(this.enemy)
574                 {
575                         /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
576                         print("Trace origin: ", vtos(targ_origin), "\n");
577                         print("Target origin: ", vtos(this.enemy.origin), "\n");
578                         print("My origin: ", vtos(this.origin), "\n"); */
579
580                         this.monster_movestate = MONSTER_MOVE_ENEMY;
581                         this.last_trace = time + 1.2;
582                         if(this.monster_moveto)
583                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
584                         else
585                                 return targ_origin;
586                 }
587
588                 /*makevectors(this.angles);
589                 this.monster_movestate = MONSTER_MOVE_ENEMY;
590                 this.last_trace = time + 1.2;
591                 return this.enemy.origin; */
592         }
593
594         switch(this.monster_moveflags)
595         {
596                 case MONSTER_MOVE_FOLLOW:
597                 {
598                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
599                         this.last_trace = time + 0.3;
600                         return (this.monster_follow) ? this.monster_follow.origin : this.origin;
601                 }
602                 case MONSTER_MOVE_SPAWNLOC:
603                 {
604                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
605                         this.last_trace = time + 2;
606                         return this.pos1;
607                 }
608                 case MONSTER_MOVE_NOMOVE:
609                 {
610                         if(this.monster_moveto)
611                         {
612                                 this.last_trace = time + 0.5;
613                                 return this.monster_moveto;
614                         }
615                         else
616                         {
617                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
618                                 this.last_trace = time + 2;
619                         }
620                         return this.origin;
621                 }
622                 default:
623                 case MONSTER_MOVE_WANDER:
624                 {
625                         vector pos;
626                         this.monster_movestate = MONSTER_MOVE_WANDER;
627
628                         if(this.monster_moveto)
629                         {
630                                 this.last_trace = time + 0.5;
631                                 pos = this.monster_moveto;
632                         }
633                         else if(targ)
634                         {
635                                 this.last_trace = time + 0.5;
636                                 pos = targ.origin;
637                         }
638                         else
639                         {
640                                 this.last_trace = time + this.wander_delay;
641
642                                 this.angles_y = rint(random() * 500);
643                                 makevectors(this.angles);
644                                 pos = this.origin + v_forward * this.wander_distance;
645
646                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
647                                 {
648                                         pos.z = random() * 200;
649                                         if(random() >= 0.5)
650                                                 pos.z *= -1;
651                                 }
652                         }
653
654                         return pos;
655                 }
656         }
657 }
658
659 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
660 {
661         //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
662         //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
663         //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
664         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
665
666         vector targpos = to;
667 #if 0
668         if(current_height) // make sure we can actually do this arcing path
669         {
670                 targpos = (to + ('0 0 1' * current_height));
671                 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
672                 if(trace_fraction < 1)
673                 {
674                         //print("normal arc line failed, trying to find new pos...");
675                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
676                         targpos = (trace_endpos + '0 0 -10');
677                         WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
678                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
679                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
680                 }
681         }
682         else { targpos = to; }
683 #endif
684
685         //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
686
687         vector desired_direction = normalize(targpos - from);
688         if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
689         else { this.velocity = (desired_direction * movespeed); }
690
691         //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
692         //this.angles = vectoangles(this.velocity);
693 }
694
695 .entity draggedby;
696 .entity target2;
697
698 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
699 {
700         // update goal entity if lost
701         if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
702                 this.goalentity = find(NULL, targetname, this.target2);
703
704         if(STAT(FROZEN, this))
705         {
706                 movelib_brake_simple(this, stpspeed);
707                 setanim(this, this.anim_idle, true, false, false);
708                 return; // no physics while frozen!
709         }
710
711         if(this.flags & FL_SWIM)
712         {
713                 if(this.waterlevel < WATERLEVEL_WETFEET)
714                 {
715                         if(time >= this.last_trace)
716                         {
717                                 this.last_trace = time + 0.4;
718
719                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
720                                 this.angles = '90 90 0';
721                                 if(random() < 0.5)
722                                 {
723                                         this.velocity_y += random() * 50;
724                                         this.velocity_x -= random() * 50;
725                                 }
726                                 else
727                                 {
728                                         this.velocity_y -= random() * 50;
729                                         this.velocity_x += random() * 50;
730                                 }
731                                 this.velocity_z += random() * 150;
732                         }
733
734
735                         set_movetype(this, MOVETYPE_BOUNCE);
736                         //this.velocity_z = -200;
737
738                         return;
739                 }
740                 else if(this.move_movetype == MOVETYPE_BOUNCE)
741                 {
742                         this.angles_x = 0;
743                         set_movetype(this, MOVETYPE_WALK);
744                 }
745         }
746
747         entity targ = this.goalentity;
748
749         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
750                 || game_stopped
751                 || this.draggedby != NULL
752                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
753                 || time < game_starttime
754                 || (autocvar_g_campaign && !campaign_bots_may_start)
755                 || time < this.spawn_time)
756         {
757                 runspeed = walkspeed = 0;
758                 if(time >= this.spawn_time)
759                         setanim(this, this.anim_idle, true, false, false);
760                 movelib_brake_simple(this, stpspeed);
761                 return;
762         }
763
764         targ = M_ARGV(3, entity);
765         runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
766         walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
767
768         if(teamplay && autocvar_g_monsters_teams)
769         if(DIFF_TEAM(this.monster_follow, this))
770                 this.monster_follow = NULL;
771
772         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
773         {
774                 this.state = 0;
775                 settouch(this, Monster_Touch);
776         }
777
778         if(this.state && time >= this.attack_finished_single[0])
779                 this.state = 0; // attack is over
780
781         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
782         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
783                 this.moveto = Monster_Move_Target(this, targ);
784
785         if(!this.enemy)
786                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
787
788         if(this.state == MONSTER_ATTACK_MELEE)
789                 this.moveto = this.origin;
790
791         if(this.enemy && this.enemy.vehicle)
792                 runspeed = 0;
793
794         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
795                 this.moveto_z = this.origin_z;
796
797         if(vdist(this.origin - this.moveto, >, 100))
798         {
799                 bool do_run = (this.enemy || this.monster_moveto);
800                 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
801                         Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
802
803                 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
804                 if(!this.state)
805                 if(vdist(this.velocity, >, 10))
806                         setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
807                 else
808                         setanim(this, this.anim_idle, true, false, false);
809         }
810         else
811         {
812                 entity e = this.goalentity; //find(NULL, targetname, this.target2);
813                 if(e.target2 && e.target2 != "")
814                         this.target2 = e.target2;
815                 else if(e.target && e.target != "") // compatibility
816                         this.target2 = e.target;
817
818                 movelib_brake_simple(this, stpspeed);
819                 if(time > this.anim_finished && time > this.pain_finished)
820                 if(!this.state)
821                 if(vdist(this.velocity, <=, 30))
822                         setanim(this, this.anim_idle, true, false, false);
823         }
824
825         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
826
827         vector real_angle = vectoangles(this.steerto) - this.angles;
828         float turny = 25;
829         if(this.state == MONSTER_ATTACK_MELEE)
830                 turny = 0;
831         if(turny)
832         {
833                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
834                 this.angles_y += turny;
835         }
836 }
837
838 void Monster_Remove(entity this)
839 {
840         if(IS_CLIENT(this))
841                 return; // don't remove it?
842
843         if(!this) { return; }
844
845         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
846                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
847
848         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
849         {
850                 .entity weaponentity = weaponentities[slot];
851                 if(this.(weaponentity))
852                         delete(this.(weaponentity));
853         }
854         if(this.iceblock) { delete(this.iceblock); }
855         WaypointSprite_Kill(this.sprite);
856         delete(this);
857 }
858
859 void Monster_Dead_Think(entity this)
860 {
861         this.nextthink = time + this.ticrate;
862
863         if(this.monster_lifetime != 0)
864         if(time >= this.monster_lifetime)
865         {
866                 Monster_Dead_Fade(this);
867                 return;
868         }
869 }
870
871 void Monster_Appear(entity this, entity actor, entity trigger)
872 {
873         this.enemy = actor;
874         Monster_Spawn(this, false, this.monsterid);
875 }
876
877 bool Monster_Appear_Check(entity this, int monster_id)
878 {
879         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
880                 return false;
881
882         setthink(this, func_null);
883         this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
884         this.nextthink = 0;
885         this.use = Monster_Appear;
886         this.flags = FL_MONSTER; // set so this monster can get butchered
887
888         return true;
889 }
890
891 void Monster_Reset(entity this)
892 {
893         setorigin(this, this.pos1);
894         this.angles = this.pos2;
895
896         Unfreeze(this); // remove any icy remains
897
898         this.health = this.max_health;
899         this.velocity = '0 0 0';
900         this.enemy = NULL;
901         this.goalentity = NULL;
902         this.attack_finished_single[0] = 0;
903         this.moveto = this.origin;
904 }
905
906 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
907 {
908         this.health -= damage;
909
910         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
911
912         if(this.health <= -50) // 100 health until gone?
913         {
914                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
915
916                 // number of monsters spawned with mobspawn command
917                 totalspawned -= 1;
918
919                 setthink(this, SUB_Remove);
920                 this.nextthink = time + 0.1;
921                 this.event_damage = func_null;
922         }
923 }
924
925 void Monster_Dead(entity this, entity attacker, float gibbed)
926 {
927         setthink(this, Monster_Dead_Think);
928         this.nextthink = time;
929         this.monster_lifetime = time + 5;
930
931         if(STAT(FROZEN, this))
932         {
933                 Unfreeze(this); // remove any icy remains
934                 this.health = 0; // reset by Unfreeze
935         }
936
937         monster_dropitem(this, attacker);
938
939         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
940
941         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
942                 monsters_killed += 1;
943
944         if(IS_PLAYER(attacker))
945         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
946                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
947
948         if(gibbed)
949         {
950                 // number of monsters spawned with mobspawn command
951                 totalspawned -= 1;
952         }
953
954         if(!gibbed && this.mdl_dead && this.mdl_dead != "")
955                 _setmodel(this, this.mdl_dead);
956
957         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
958         this.solid                      = SOLID_CORPSE;
959         this.takedamage         = DAMAGE_AIM;
960         this.deadflag           = DEAD_DEAD;
961         this.enemy                      = NULL;
962         set_movetype(this, MOVETYPE_TOSS);
963         this.moveto                     = this.origin;
964         settouch(this, Monster_Touch); // reset incase monster was pouncing
965         this.reset                      = func_null;
966         this.state                      = 0;
967         this.attack_finished_single[0] = 0;
968         this.effects = 0;
969
970         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
971                 this.velocity = '0 0 0';
972
973         CSQCModel_UnlinkEntity(this);
974
975         Monster mon = Monsters_from(this.monsterid);
976         mon.mr_death(mon, this);
977
978         if(this.candrop && this.weapon)
979         {
980                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
981                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
982         }
983 }
984
985 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
986 {
987         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
988                 return;
989
990         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
991                 return;
992
993         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
994                 //return;
995
996         if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
997                 return;
998
999         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1000                 return;
1001
1002         vector v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1003         float take = v.x;
1004         //float save = v.y;
1005
1006         Monster mon = Monsters_from(this.monsterid);
1007         take = mon.mr_pain(mon, this, take, attacker, deathtype);
1008
1009         if(take)
1010         {
1011                 this.health -= take;
1012                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1013         }
1014
1015         if(this.sprite)
1016                 WaypointSprite_UpdateHealth(this.sprite, this.health);
1017
1018         this.dmg_time = time;
1019
1020         if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1021                 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1022
1023         this.velocity += force * this.damageforcescale;
1024
1025         if(deathtype != DEATH_DROWN.m_id && take)
1026         {
1027                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1028                 if (take > 50)
1029                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1030                 if (take > 100)
1031                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1032         }
1033
1034         if(this.health <= 0)
1035         {
1036                 if(deathtype == DEATH_KILL.m_id)
1037                         this.candrop = false; // killed by mobkill command
1038
1039                 // TODO: fix this?
1040                 SUB_UseTargets(this, attacker, this.enemy);
1041                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1042
1043                 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1044
1045                 WaypointSprite_Kill(this.sprite);
1046
1047                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1048
1049                 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1050                 {
1051                         Violence_GibSplash(this, 1, 0.5, attacker);
1052
1053                         setthink(this, SUB_Remove);
1054                         this.nextthink = time + 0.1;
1055                 }
1056         }
1057 }
1058
1059 // don't check for enemies, just keep walking in a straight line
1060 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1061 {
1062         if(game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1063         {
1064                 mspeed = 0;
1065                 if(time >= this.spawn_time)
1066                         setanim(this, this.anim_idle, true, false, false);
1067                 movelib_brake_simple(this, 0.6);
1068                 return;
1069         }
1070
1071         makevectors(this.angles);
1072         vector a = CENTER_OR_VIEWOFS(this);
1073         vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1074
1075         traceline(a, b, MOVE_NORMAL, this);
1076
1077         bool reverse = false;
1078         if(trace_fraction != 1.0)
1079                 reverse = true;
1080         if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1081                 reverse = false;
1082         if(trace_ent && IS_MONSTER(trace_ent))
1083                 reverse = true;
1084
1085         // TODO: fix this... tracing is broken if the floor is thin
1086         /*
1087         if(!allow_jumpoff)
1088         {
1089                 a = b - '0 0 32';
1090                 traceline(b, a, MOVE_WORLDONLY, this);
1091                 if(trace_fraction == 1.0)
1092                         reverse = true;
1093         } */
1094
1095         if(reverse)
1096         {
1097                 this.angles_y = anglemods(this.angles_y - 180);
1098                 makevectors(this.angles);
1099         }
1100
1101         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1102
1103         if(time > this.pain_finished && time > this.attack_finished_single[0])
1104         if(vdist(this.velocity, >, 10))
1105                 setanim(this, this.anim_walk, true, false, false);
1106         else
1107                 setanim(this, this.anim_idle, true, false, false);
1108 }
1109
1110 void Monster_Anim(entity this)
1111 {
1112         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1113         if(IS_DEAD(this))
1114         {
1115                 if (!deadbits)
1116                 {
1117                         // Decide on which death animation to use.
1118                         if(random() < 0.5)
1119                                 deadbits = ANIMSTATE_DEAD1;
1120                         else
1121                                 deadbits = ANIMSTATE_DEAD2;
1122                 }
1123         }
1124         else
1125         {
1126                 // Clear a previous death animation.
1127                 deadbits = 0;
1128         }
1129         int animbits = deadbits;
1130         if(STAT(FROZEN, this))
1131                 animbits |= ANIMSTATE_FROZEN;
1132         if(this.crouch)
1133                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1134         animdecide_setstate(this, animbits, false);
1135         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1136
1137         /* // weapon entities for monsters?
1138         if (this.weaponentity)
1139         {
1140                 updateanim(this.weaponentity);
1141                 if (!this.weaponentity.animstate_override)
1142                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1143         }
1144         */
1145 }
1146
1147 void Monster_Frozen_Think(entity this)
1148 {
1149         if(STAT(FROZEN, this) == 2)
1150         {
1151                 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
1152                 this.health = max(1, this.revive_progress * this.max_health);
1153                 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
1154
1155                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1156                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1157
1158                 if(this.revive_progress >= 1)
1159                         Unfreeze(this);
1160         }
1161         else if(STAT(FROZEN, this) == 3)
1162         {
1163                 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
1164                 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
1165
1166                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1167                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1168
1169                 if(this.health < 1)
1170                 {
1171                         Unfreeze(this);
1172                         this.health = 0;
1173                         if(this.event_damage)
1174                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
1175                 }
1176
1177                 else if ( this.revive_progress <= 0 )
1178                         Unfreeze(this);
1179         }
1180         // otherwise, no revival!
1181
1182         this.enemy = NULL; // TODO: save enemy, and attack when revived?
1183 }
1184
1185 void Monster_Enemy_Check(entity this)
1186 {
1187         if(!this.enemy)
1188         {
1189                 this.enemy = Monster_FindTarget(this);
1190                 if(this.enemy)
1191                 {
1192                         WarpZone_RefSys_Copy(this.enemy, this);
1193                         WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1194                         // update move target immediately?
1195                         this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1196                         this.monster_moveto = '0 0 0';
1197                         this.monster_face = '0 0 0';
1198
1199                         //this.pass_distance = vlen((('1 0 0' * this.enemy.origin_x) + ('0 1 0' * this.enemy.origin_y)) - (('1 0 0' *  this.origin_x) + ('0 1 0' *  this.origin_y)));
1200                         Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1201                 }
1202         }
1203 }
1204
1205 void Monster_Think(entity this)
1206 {
1207         setthink(this, Monster_Think);
1208         this.nextthink = time + this.ticrate;
1209
1210         if(this.monster_lifetime && time >= this.monster_lifetime)
1211         {
1212                 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1213                 return;
1214         }
1215
1216         if(STAT(FROZEN, this))
1217                 Monster_Frozen_Think(this);
1218         else if(time >= this.last_enemycheck)
1219         {
1220                 Monster_Enemy_Check(this);
1221                 this.last_enemycheck = time + 1; // check for enemies every second
1222         }
1223
1224         Monster mon = Monsters_from(this.monsterid);
1225         if(mon.mr_think(mon, this))
1226         {
1227                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1228
1229                 .entity weaponentity = weaponentities[0]; // TODO?
1230                 Monster_Attack_Check(this, this.enemy, weaponentity);
1231         }
1232
1233         Monster_Anim(this);
1234
1235         CSQCMODEL_AUTOUPDATE(this);
1236 }
1237
1238 bool Monster_Spawn_Setup(entity this)
1239 {
1240         Monster mon = Monsters_from(this.monsterid);
1241         mon.mr_setup(mon, this);
1242
1243         // ensure some basic needs are met
1244         if(!this.health) { this.health = 100; }
1245         if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1246         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1247         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1248         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1249         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1250         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1251
1252         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1253         {
1254                 Monster_Miniboss_Check(this);
1255                 this.health *= MONSTER_SKILLMOD(this);
1256
1257                 if(!this.skin)
1258                         this.skin = rint(random() * 4);
1259         }
1260
1261         this.max_health = this.health;
1262         this.pain_finished = this.nextthink;
1263
1264         if(IS_PLAYER(this.monster_follow))
1265                 this.effects |= EF_DIMLIGHT;
1266
1267         if(!this.wander_delay) { this.wander_delay = 2; }
1268         if(!this.wander_distance) { this.wander_distance = 600; }
1269
1270         Monster_Sounds_Precache(this);
1271         Monster_Sounds_Update(this);
1272
1273         if(teamplay)
1274         {
1275                 if(!this.monster_attack)
1276                         IL_PUSH(g_monster_targets, this);
1277                 this.monster_attack = true; // we can have monster enemies in team games
1278         }
1279
1280         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1281
1282         if(autocvar_g_monsters_healthbars)
1283         {
1284                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1285                 wp.wp_extra = this.monsterid;
1286                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1287                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1288                 {
1289                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1290                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1291                 }
1292         }
1293
1294         setthink(this, Monster_Think);
1295         this.nextthink = time + this.ticrate;
1296
1297         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1298                 return false;
1299
1300         return true;
1301 }
1302
1303 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1304 {
1305         // setup the basic required properties for a monster
1306         entity mon = Monsters_from(mon_id);
1307         if(!mon.monsterid) { return false; } // invalid monster
1308
1309         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1310
1311         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1312         {
1313                 IL_PUSH(g_monsters, this);
1314                 if(this.mdl && this.mdl != "")
1315                         precache_model(this.mdl);
1316                 if(this.mdl_dead && this.mdl_dead != "")
1317                         precache_model(this.mdl_dead);
1318         }
1319
1320         if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1321
1322         if(!this.monster_skill)
1323                 this.monster_skill = cvar("g_monsters_skill");
1324
1325         // support for quake style removing monsters based on skill
1326         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1327         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1328         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1329
1330         if(this.team && !teamplay)
1331                 this.team = 0;
1332
1333         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1334         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1335                 monsters_total += 1;
1336
1337         if(this.mdl && this.mdl != "")
1338                 _setmodel(this, this.mdl);
1339         else
1340                 setmodel(this, mon.m_model);
1341
1342         this.flags                              = FL_MONSTER;
1343         this.classname                  = "monster";
1344         this.takedamage                 = DAMAGE_AIM;
1345         if(!this.bot_attack)
1346                 IL_PUSH(g_bot_targets, this);
1347         this.bot_attack                 = true;
1348         this.iscreature                 = true;
1349         this.teleportable               = true;
1350         if(!this.damagedbycontents)
1351                 IL_PUSH(g_damagedbycontents, this);
1352         this.damagedbycontents  = true;
1353         this.monsterid                  = mon_id;
1354         this.event_damage               = Monster_Damage;
1355         settouch(this, Monster_Touch);
1356         this.use                                = Monster_Use;
1357         this.solid                              = SOLID_BBOX;
1358         set_movetype(this, MOVETYPE_WALK);
1359         this.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1360         this.enemy                              = NULL;
1361         this.velocity                   = '0 0 0';
1362         this.moveto                             = this.origin;
1363         this.pos1                               = this.origin;
1364         this.pos2                               = this.angles;
1365         this.reset                              = Monster_Reset;
1366         this.netname                    = mon.netname;
1367         this.monster_attackfunc = mon.monster_attackfunc;
1368         this.monster_name               = mon.monster_name;
1369         this.candrop                    = true;
1370         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1371         this.oldtarget2                 = this.target2;
1372         //this.pass_distance            = 0;
1373         this.deadflag                   = DEAD_NO;
1374         this.spawn_time                 = time;
1375         this.gravity                    = 1;
1376         this.monster_moveto             = '0 0 0';
1377         this.monster_face               = '0 0 0';
1378         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1379
1380         if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1381         if(!this.scale) { this.scale = 1; }
1382         if(autocvar_g_monsters_edit) { this.grab = 1; }
1383         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1384         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1385         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1386
1387         if(autocvar_g_playerclip_collisions)
1388                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1389
1390         if(mon.spawnflags & MONSTER_TYPE_FLY)
1391         {
1392                 this.flags |= FL_FLY;
1393                 set_movetype(this, MOVETYPE_FLY);
1394         }
1395
1396         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1397         {
1398                 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1399                         this.scale *= 1.3;
1400
1401                 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1402                 if(autocvar_g_monsters_quake_resize)
1403                         this.scale *= 1.3;
1404         }
1405
1406         setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1407
1408         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1409
1410         Monster_UpdateModel(this);
1411
1412         if(!Monster_Spawn_Setup(this))
1413         {
1414                 Monster_Remove(this);
1415                 return false;
1416         }
1417
1418         if(!this.noalign)
1419         {
1420                 setorigin(this, this.origin + '0 0 20');
1421                 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1422                 setorigin(this, trace_endpos);
1423         }
1424
1425         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1426                 monster_setupcolors(this);
1427
1428         CSQCMODEL_AUTOINIT(this);
1429
1430         return true;
1431 }