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1 // =========================
2 //  SVQC Monster Properties
3 // =========================
4
5
6 void M_Item_Touch ()
7 {
8         if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
9         {
10                 Item_Touch();
11                 self.think = SUB_Remove;
12                 self.nextthink = time + 0.1;
13         }
14 }
15
16 void monster_item_spawn()
17 {
18         if(self.monster_loot)
19                 self.monster_loot();
20         
21         self.gravity = 1;
22         self.velocity = randomvec() * 175 + '0 0 325';
23         self.touch = M_Item_Touch;
24         
25         SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
26 }
27
28 void monster_dropitem()
29 {
30         if(!self.candrop || !self.monster_loot)
31                 return;
32
33         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
34         entity e = spawn();
35         
36         setorigin(e, org);
37         
38         e.monster_loot = self.monster_loot;
39         
40         other = e;
41         MUTATOR_CALLHOOK(MonsterDropItem);
42         e = other;
43         
44         e.think = monster_item_spawn;
45         e.nextthink = time + 0.3;
46 }
47
48 void monsters_setframe(float _frame)
49 {
50         if(self.frame == _frame)
51                 return;
52                 
53         self.anim_start_time = time;
54         self.frame = _frame;
55         self.SendFlags |= MSF_ANIM;
56 }
57
58 float monster_isvalidtarget (entity targ, entity ent)
59 {
60         if(!targ || !ent)
61                 return FALSE; // someone doesn't exist
62                 
63         if(targ == ent)
64                 return FALSE; // don't attack ourselves
65                 
66         if(time < game_starttime)
67                 return FALSE; // monsters do nothing before the match has started
68                 
69         WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
70         
71         if(vlen(targ.origin - ent.origin) >= ent.target_range)
72                 return FALSE; // enemy is too far away
73         
74         if(trace_ent != targ)
75                 return FALSE; // we can't see the enemy
76                 
77         if(targ.takedamage == DAMAGE_NO)
78                 return FALSE; // enemy can't be damaged
79                 
80         if(targ.items & IT_INVISIBILITY)
81                 return FALSE; // enemy is invisible
82                 
83         if(substring(targ.classname, 0, 10) == "onslaught_")
84                 return FALSE; // don't attack onslaught targets
85         
86         if(IS_SPEC(targ) || IS_OBSERVER(targ))
87                 return FALSE; // enemy is a spectator
88         
89         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
90                 return FALSE; // enemy/self is dead
91                 
92         if(ent.monster_owner == targ)
93                 return FALSE; // don't attack our master
94                 
95         if(targ.monster_owner == ent)
96                 return FALSE; // don't attack our pet
97         
98         if(targ.flags & FL_NOTARGET)
99                 return FALSE; // enemy can't be targeted
100         
101         if not(autocvar_g_monsters_typefrag)
102         if(targ.BUTTON_CHAT)
103                 return FALSE; // no typefragging!
104         
105         if not(IsDifferentTeam(targ, ent))
106                 return FALSE; // enemy is on our team
107                 
108         if(autocvar_g_monsters_target_infront)
109         if(ent.enemy != targ)
110         {
111                 float dot;
112
113                 makevectors (ent.angles);
114                 dot = normalize (targ.origin - ent.origin) * v_forward;
115                 
116                 if(dot <= 0.3)
117                         return FALSE;
118         }
119         
120         return TRUE;
121 }
122
123 entity FindTarget (entity ent) 
124 {
125         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
126         
127         entity head, closest_target = world;
128         head = findradius(ent.origin, ent.target_range);
129                         
130         while(head) // find the closest acceptable target to pass to
131         {
132                 if(monster_isvalidtarget(head, ent))
133                 {
134                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) 
135                         vector head_center = CENTER_OR_VIEWOFS(head);
136                         vector ent_center = CENTER_OR_VIEWOFS(ent);
137                                         
138                         //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
139                         if(closest_target)
140                         {
141                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
142                                 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
143                                         { closest_target = head; }
144                         }
145                         else { closest_target = head; }
146                 }
147                 
148                 head = head.chain;
149         }
150         
151         return closest_target;
152 }
153
154 void MonsterTouch ()
155 {
156         if(other == world)
157                 return;
158                 
159         if(self.enemy != other)
160         if not(other.flags & FL_MONSTER)
161         if(monster_isvalidtarget(other, self))
162                 self.enemy = other;
163 }
164
165 void monster_sound(string msound, float sound_delay, float delaytoo)
166 {
167         if(delaytoo && time < self.msound_delay)
168                 return; // too early
169                 
170         if(msound == "")
171                 return; // sound doesn't exist
172
173         sound(self, CHAN_AUTO, msound, VOL_BASE, ATTEN_NORM);
174
175         self.msound_delay = time + sound_delay;
176 }
177
178 void monster_precachesounds(entity e)
179 {
180         precache_sound(e.msound_idle);
181         precache_sound(e.msound_death);
182         precache_sound(e.msound_attack_melee);
183         precache_sound(e.msound_attack_ranged);
184         precache_sound(e.msound_sight);
185         precache_sound(e.msound_pain);
186 }
187
188 void monster_setupsounds(string mon)
189 {
190         if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
191         if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
192         if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
193         if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
194         if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
195         if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
196 }
197
198 void monster_makevectors(entity e)
199 {
200         vector v;
201                 
202         v = CENTER_OR_VIEWOFS(e);
203         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
204         self.v_angle_x = -self.v_angle_x;
205         
206         makevectors(self.v_angle);
207 }
208
209 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
210 {
211         float rdmg = damg * random();
212
213         if (self.health <= 0)
214                 return FALSE; // attacking while dead?!
215                 
216         if(dostop)
217         {
218                 self.velocity_x = 0;
219                 self.velocity_y = 0;
220                 self.state = MONSTER_STATE_ATTACK_MELEE;
221                 self.SendFlags |= MSF_MOVE;
222         }
223         
224         monsters_setframe(anim);
225         
226         if(anim_finished != 0)
227                 self.attack_finished_single = time + anim_finished;
228
229         monster_makevectors(targ);
230         
231         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
232         
233         if(trace_ent.takedamage)
234                 Damage(trace_ent, self, self, rdmg * monster_skill, deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
235                 
236         return TRUE;
237 }
238
239 void Monster_CheckMinibossFlag ()
240 {
241         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
242                 return;
243                 
244         float chance = random() * 100;
245
246         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
247         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
248         {
249                 self.health += autocvar_g_monsters_miniboss_healthboost;
250                 if not(self.weapon)
251                         self.weapon = WEP_NEX;
252         }
253 }
254
255 float Monster_CanRespawn(entity ent)
256 {
257         other = ent;
258         if(MUTATOR_CALLHOOK(MonsterRespawn))
259                 return TRUE; // enabled by a mutator
260                 
261         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
262                 return FALSE;
263                 
264         if not(autocvar_g_monsters_respawn)
265                 return FALSE;
266                 
267         return TRUE;
268 }
269
270 void Monster_Fade ()
271 {
272         if(Monster_CanRespawn(self))
273         {
274                 self.monster_respawned = TRUE;
275                 self.think = self.monster_spawnfunc;
276                 self.nextthink = time + self.respawntime;
277                 self.deadflag = DEAD_RESPAWNING;
278                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
279                 {
280                         self.pos1 = self.origin;
281                         self.pos2 = self.angles;
282                 }
283                 self.event_damage = func_null;
284                 self.takedamage = DAMAGE_NO;
285                 setorigin(self, self.pos1);
286                 self.angles = self.pos2;
287                 self.health = self.max_health;
288                 
289                 self.SendFlags |= MSF_MOVE;
290                 self.SendFlags |= MSF_STATUS;
291         }
292         else
293                 SUB_SetFade(self, time + 3, 1);
294 }
295
296 float Monster_CanJump (vector vel)
297 {
298         if(self.state)
299                 return FALSE; // already attacking
300         if not(self.flags & FL_ONGROUND)
301                 return FALSE; // not on the ground
302         if(self.health <= 0)
303                 return FALSE; // called when dead?
304         if(time < self.attack_finished_single)
305                 return FALSE; // still attacking
306
307         vector old = self.velocity;
308         
309         self.velocity = vel;
310         tracetoss(self, self);
311         self.velocity = old;
312         if (trace_ent != self.enemy)
313                 return FALSE;
314
315         return TRUE;
316 }
317
318 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
319 {
320         if(!Monster_CanJump(vel))
321                 return FALSE;
322                 
323         monsters_setframe(anm);
324         self.state = MONSTER_STATE_ATTACK_LEAP;
325         self.touch = touchfunc;
326         self.origin_z += 1;
327         self.velocity = vel;
328         self.flags &= ~FL_ONGROUND;
329                 
330         self.attack_finished_single = time + anim_finished;
331         
332         return TRUE;
333 }
334
335 void monster_checkattack(entity e, entity targ)
336 {
337         if(e == world)
338                 return;
339         if(targ == world)
340                 return;
341                 
342         if not(e.monster_attackfunc)
343                 return;
344         
345         if(time < e.attack_finished_single)
346                 return;
347                 
348         if(vlen(targ.origin - e.origin) <= e.attack_range)
349         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
350         {
351                 monster_sound(e.msound_attack_melee, 0, FALSE);
352                 return;
353         }
354         
355         if(vlen(targ.origin - e.origin) > e.attack_range)
356         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
357         {
358                 monster_sound(e.msound_attack_ranged, 0, FALSE);
359                 return;
360         }
361 }
362
363 void monster_use ()
364 {
365         if (self.enemy)
366                 return;
367         if (self.health <= 0)
368                 return;
369
370         if(!monster_isvalidtarget(activator, self))
371                 return;
372
373         self.enemy = activator;
374 }
375
376 .float last_trace;
377 .float last_enemycheck; // for checking enemy
378 vector monster_pickmovetarget(entity targ)
379 {
380         // enemy is always preferred target
381         if(self.enemy)
382         {
383                 self.monster_movestate = MONSTER_MOVE_ENEMY;
384                 self.last_trace = time + 1.2;
385                 return self.enemy.origin;
386         }
387         
388         switch(self.monster_moveflags)
389         {
390                 case MONSTER_MOVE_OWNER:
391                 {
392                         self.monster_movestate = MONSTER_MOVE_OWNER;
393                         self.last_trace = time + 0.3;
394                         if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
395                                 return self.monster_owner.origin;
396                 }
397                 case MONSTER_MOVE_SPAWNLOC:
398                 {
399                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
400                         self.last_trace = time + 2;
401                         return self.pos1;
402                 }
403                 case MONSTER_MOVE_NOMOVE:
404                 {
405                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
406                         self.last_trace = time + 2;
407                         return self.origin;
408                 }
409                 default:
410                 case MONSTER_MOVE_WANDER:
411                 {
412                         vector pos;
413                         self.monster_movestate = MONSTER_MOVE_WANDER;
414                         self.last_trace = time + 2;
415                                 
416                         self.angles_y = random() * 500;
417                         makevectors(self.angles);
418                         pos = self.origin + v_forward * 600;
419                         
420                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
421                         {
422                                 pos_z = random() * 200;
423                                 if(random() >= 0.5)
424                                         pos_z *= -1;
425                         }
426                         
427                         if(targ)
428                         {
429                                 self.last_trace = time + 0.5;
430                                 pos = targ.origin;
431                         }
432                         
433                         return pos;
434                 }
435         }
436 }
437
438 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
439 {
440         fixedmakevectors(self.angles);
441
442         if(self.target2)
443                 self.goalentity = find(world, targetname, self.target2);
444                 
445         entity targ;
446
447         if(self.frozen)
448         {
449                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
450                 self.health = max(1, self.max_health * self.revive_progress);
451                 
452                 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
453                         
454                 movelib_beak_simple(stopspeed);
455                         
456                 self.velocity = '0 0 0';
457                 self.enemy = world;
458                 self.nextthink = time + 0.1;
459                 
460                 if(self.revive_progress >= 1)
461                         Unfreeze(self); // wait for next think before attacking
462                         
463                 // don't bother updating angles here?
464                 if(self.origin != self.oldorigin)
465                 {
466                         self.oldorigin = self.origin;
467                         self.SendFlags |= MSF_MOVE;
468                 }
469                         
470                 return; // no moving while frozen
471         }
472         
473         if(self.flags & FL_SWIM)
474         {
475                 if(self.waterlevel < WATERLEVEL_WETFEET)
476                 {
477                         if(time >= self.last_trace)
478                         {
479                                 self.last_trace = time + 0.4;
480                                 
481                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
482                                 self.angles = '90 90 0';
483                                 if(random() < 0.5)
484                                 {
485                                         self.velocity_y += random() * 50;
486                                         self.velocity_x -= random() * 50;
487                                 }
488                                 else
489                                 {
490                                         self.velocity_y -= random() * 50;
491                                         self.velocity_x += random() * 50;
492                                 }
493                                 self.velocity_z += random() * 150;
494                         }
495                                 
496                         
497                         self.movetype = MOVETYPE_BOUNCE;
498                         //self.velocity_z = -200;
499                                 
500                         self.SendFlags |= MSF_MOVE | MSF_ANG;
501                         
502                         return;
503                 }
504                 else
505                 {
506                         self.angles = '0 0 0';
507                         self.movetype = MOVETYPE_WALK;
508                 }
509         }
510         
511         targ = self.goalentity;
512         
513         monster_target = targ;
514         monster_speed_run = runspeed;
515         monster_speed_walk = walkspeed;
516         
517         if(MUTATOR_CALLHOOK(MonsterMove) || gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
518         {
519                 runspeed = walkspeed = 0;
520                 if(time >= self.spawn_time)
521                         monsters_setframe(manim_idle);
522                 movelib_beak_simple(stopspeed);
523                 self.SendFlags |= MSF_MOVE;
524                 return;
525         }
526         
527         targ = monster_target;
528         runspeed = monster_speed_run;
529         walkspeed = monster_speed_walk;
530         
531         if(teamplay)
532         if(autocvar_g_monsters_teams)
533         if(IsDifferentTeam(self.monster_owner, self))
534                 self.monster_owner = world;
535         
536         if(self.enemy && self.enemy.health < 1)
537                 self.enemy = world; // enough!
538                 
539         if(time >= self.last_enemycheck)
540         {
541                 if not(monster_isvalidtarget(self.enemy, self))
542                         self.enemy = world;
543                         
544                 if not(self.enemy)
545                 {
546                         self.enemy = FindTarget(self);
547                         if(self.enemy)
548                                 monster_sound(self.msound_sight, 0, FALSE);
549                 }
550                         
551                 self.last_enemycheck = time + 2;
552         }
553         
554         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
555                 self.state = 0;
556                 
557         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
558         if(time >= self.last_trace || self.enemy) // update enemy instantly
559                 self.moveto = monster_pickmovetarget(targ);
560
561         if not(self.enemy)
562                 monster_sound(self.msound_idle, 5, TRUE);
563         
564         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
565                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
566         
567         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
568         {
569                 self.state = 0;
570                 self.touch = MonsterTouch;
571         }
572         
573         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
574         
575         float turny = 0;
576         vector real_angle = vectoangles(self.steerto) - self.angles;
577         
578         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
579                 turny = 20;
580                 
581         if(self.flags & FL_SWIM)
582                 turny = vlen(self.angles - self.moveto);
583         
584         if(turny)
585         {
586                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
587                 self.angles_y += turny;
588         }
589         
590         if(self.state == MONSTER_STATE_ATTACK_MELEE)
591                 self.moveto = self.origin;
592         else if(self.enemy)
593                 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
594         
595         if not(self.flags & FL_FLY || self.flags & FL_SWIM)
596                 self.moveto_z = self.origin_z; 
597         
598         if(self.flags & FL_FLY || self.flags & FL_SWIM)
599                 v_forward = normalize(self.moveto - self.origin);
600
601         if(vlen(self.origin - self.moveto) > 64)
602         {
603                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
604                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
605                 else
606                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
607                 if(time > self.pain_finished)
608                 if(time > self.attack_finished_single)
609                 if(vlen(self.velocity) > 0)
610                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
611                 else
612                         monsters_setframe(manim_idle);
613         }
614         else
615         {
616                 entity e = find(world, targetname, self.target2);
617                 if(e.target2)
618                         self.target2 = e.target2;
619                 else if(e.target)
620                         self.target2 = e.target;
621                 
622                 movelib_beak_simple(stopspeed);
623                 if(time > self.attack_finished_single)
624                 if(time > self.pain_finished)
625                 if (vlen(self.velocity) <= 30)
626                         monsters_setframe(manim_idle);
627         }
628         
629         monster_checkattack(self, self.enemy);
630         
631         if(self.angles != self.oldangles)
632         {
633                 self.oldangles = self.angles;
634                 self.SendFlags |= MSF_ANG;
635         }
636         
637         if(self.origin != self.oldorigin)
638         {
639                 self.oldorigin = self.origin;
640                 self.SendFlags |= MSF_MOVE;
641         }
642 }
643
644 void monster_dead_think()
645 {
646         self.think = monster_dead_think;
647         self.nextthink = time + 0.3; // don't need to update so often now
648         
649         self.deadflag = DEAD_DEAD;
650
651         if(time >= self.ltime)
652         {
653                 Monster_Fade();
654                 return;
655         }
656         
657         self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
658 }
659
660 void monsters_setstatus()
661 {
662         self.stat_monsters_total = monsters_total;
663         self.stat_monsters_killed = monsters_killed;
664 }
665
666 void Monster_Appear()
667 {
668         self.enemy = activator;
669         self.spawnflags &= ~MONSTERFLAG_APPEAR;
670         self.monster_spawnfunc();
671 }
672
673 float Monster_CheckAppearFlags(entity ent)
674 {
675         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
676                 return FALSE;
677         
678         ent.think = func_null;
679         ent.nextthink = 0;
680         ent.use = Monster_Appear;
681         ent.flags = FL_MONSTER; // set so this monster can get butchered
682         
683         return TRUE;
684 }
685
686 void monsters_reset()
687 {
688         setorigin(self, self.pos1);
689         self.angles = self.pos2;
690         
691         self.health = self.max_health;
692         self.velocity = '0 0 0';
693         self.enemy = world;
694         self.goalentity = world;
695         self.attack_finished_single = 0;
696         self.moveto = self.origin;
697         
698         WaypointSprite_UpdateHealth(self.sprite, self.health);
699 }
700
701 float monster_send(entity to, float sf)
702 {
703         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
704         WriteByte(MSG_ENTITY, sf);
705         if(sf & MSF_SETUP)
706         {
707             WriteByte(MSG_ENTITY, self.monsterid);
708             
709             WriteCoord(MSG_ENTITY, self.origin_x);
710             WriteCoord(MSG_ENTITY, self.origin_y);
711             WriteCoord(MSG_ENTITY, self.origin_z);
712             
713             WriteAngle(MSG_ENTITY, self.angles_x);
714             WriteAngle(MSG_ENTITY, self.angles_y);
715                 
716                 WriteByte(MSG_ENTITY, self.skin);
717                 WriteByte(MSG_ENTITY, self.team);
718     }
719     
720     if(sf & MSF_ANG)
721     {
722         WriteShort(MSG_ENTITY, rint(self.angles_x));
723         WriteShort(MSG_ENTITY, rint(self.angles_y));
724     }
725     
726     if(sf & MSF_MOVE)
727     {
728         WriteShort(MSG_ENTITY, rint(self.origin_x));
729         WriteShort(MSG_ENTITY, rint(self.origin_y));
730         WriteShort(MSG_ENTITY, rint(self.origin_z));
731
732         WriteShort(MSG_ENTITY, rint(self.velocity_x));
733         WriteShort(MSG_ENTITY, rint(self.velocity_y));
734         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
735         
736         WriteShort(MSG_ENTITY, rint(self.angles_y));        
737     }
738     
739     if(sf & MSF_ANIM)
740     {
741         WriteCoord(MSG_ENTITY, self.anim_start_time);
742         WriteByte(MSG_ENTITY, self.frame);
743     }
744     
745     if(sf & MSF_STATUS)
746     {
747                 WriteByte(MSG_ENTITY, self.skin);
748                 
749         WriteByte(MSG_ENTITY, self.team);
750                 
751                 WriteByte(MSG_ENTITY, self.deadflag);
752         
753         if(self.health <= 0)
754             WriteByte(MSG_ENTITY, 0);
755         else
756             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
757     }
758     
759         return TRUE;
760 }
761
762 void monster_link(void() spawnproc)
763 {
764     Net_LinkEntity(self, TRUE, 0, monster_send);
765     self.think      = spawnproc;
766     self.nextthink  = time;
767 }
768
769 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
770 {
771         self.health -= damage;
772                 
773         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
774                 
775         if(self.health <= -100) // 100 health until gone?
776         {
777                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
778                 
779                 self.think = SUB_Remove;
780                 self.nextthink = time + 0.1;
781         }
782 }
783
784 void monster_die()
785 {
786         self.think = monster_dead_think;
787         self.nextthink = self.ticrate;
788         self.ltime = time + 5;
789         
790         monster_dropitem();
791
792         WaypointSprite_Kill(self.sprite);
793                 
794         if(self.weaponentity)
795         {
796                 remove(self.weaponentity);
797                 self.weaponentity = world;
798         }
799                 
800         monster_sound(self.msound_death, 0, FALSE);
801                 
802         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
803                 monsters_killed += 1;
804                 
805         if(self.candrop && self.weapon)
806                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
807                 
808         if(IS_CLIENT(self.realowner))
809                 self.realowner.monstercount -= 1;
810                 
811         self.event_damage       = monsters_corpse_damage;
812         self.solid                      = SOLID_CORPSE;
813         self.takedamage         = DAMAGE_AIM;
814         self.enemy                      = world;
815         self.movetype           = MOVETYPE_TOSS;
816         self.moveto                     = self.origin;
817         self.touch                      = MonsterTouch; // reset incase monster was pouncing
818         
819         if not(self.flags & FL_FLY)
820                 self.velocity = '0 0 0';
821         
822         self.SendFlags |= MSF_MOVE;
823         
824         // number of monsters spawned with mobspawn command
825         totalspawned -= 1;
826         
827         MON_ACTION(self.monsterid, MR_DEATH);
828 }
829
830 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
831 {
832         if(self.frozen && deathtype != DEATH_KILL)
833                 return;
834                 
835         if(time < self.pain_finished && deathtype != DEATH_KILL)
836                 return;
837                 
838         if(time < self.spawnshieldtime)
839                 return;
840                 
841         if(deathtype != DEATH_KILL)
842                 damage *= self.armorvalue;
843                 
844         if(self.weaponentity && self.weaponentity.classname == "shield")
845                 self.weaponentity.health -= damage;
846                 
847         self.health -= damage;
848         
849         if(self.sprite)
850                 WaypointSprite_UpdateHealth(self.sprite, self.health);
851                 
852         self.dmg_time = time;
853
854         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
855                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
856         
857         self.velocity += force * self.damageforcescale;
858                 
859         if(deathtype != DEATH_DROWN)
860         {
861                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
862                 if (damage > 50)
863                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
864                 if (damage > 100)
865                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
866         }
867                 
868         if(self.health <= 0)
869         {
870                 // Update one more time to avoid waypoint fading without emptying healthbar
871                 if(self.sprite)
872                         WaypointSprite_UpdateHealth(self.sprite, 0);
873                 
874                 if(deathtype == DEATH_KILL)
875                         self.candrop = FALSE; // killed by mobkill command
876                         
877                 // TODO: fix this?
878                 activator = attacker;
879                 other = self.enemy;
880                 SUB_UseTargets();
881                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
882         
883                 monster_die();
884                 
885                 frag_attacker = attacker;
886                 frag_target = self;
887                 MUTATOR_CALLHOOK(MonsterDies);
888                 
889                 if(self.health <= -100) // check if we're already gibbed
890                 {
891                         Violence_GibSplash(self, 1, 0.5, attacker);
892                 
893                         self.think = SUB_Remove;
894                         self.nextthink = time + 0.1;
895                 }
896         }
897         
898         self.SendFlags |= MSF_STATUS;
899 }
900
901 void monster_think()
902 {
903         self.think = monster_think;
904         self.nextthink = self.ticrate;
905         
906         MON_ACTION(self.monsterid, MR_THINK);
907 }
908
909 void monster_spawn()
910 {
911         MON_ACTION(self.monsterid, MR_SETUP);
912
913         if not(self.monster_respawned)
914                 Monster_CheckMinibossFlag();
915         
916         self.max_health = self.health;
917         self.pain_finished = self.nextthink;
918         self.anim_start_time = time;
919         
920         if not(self.noalign)
921         {
922                 setorigin(self, self.origin + '0 0 20');
923                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
924                 setorigin(self, trace_endpos);
925         }
926         
927         if not(self.monster_respawned)
928         if not(self.skin)
929                 self.skin = rint(random() * 4);
930                 
931         if not(self.attack_range)
932                 self.attack_range = autocvar_g_monsters_attack_range;
933         
934         self.pos1 = self.origin;
935         
936         monster_setupsounds(self.netname);
937
938         monster_precachesounds(self);
939         
940         if(teamplay)
941                 self.monster_attack = TRUE; // we can have monster enemies in team games
942                 
943         if(autocvar_g_monsters_healthbars)
944         {
945                 WaypointSprite_Spawn(strzone(strdecolorize(self.monster_name)), 0, 600, self, '0 0 1' * (self.maxs_z + 15), world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));       
946                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
947                 WaypointSprite_UpdateHealth(self.sprite, self.health);
948         }
949         
950         monster_sound(self.msound_spawn, 0, FALSE);
951
952         MUTATOR_CALLHOOK(MonsterSpawn);
953         
954         self.think = monster_think;
955         self.nextthink = time + self.ticrate;
956         
957         self.SendFlags |= MSF_SETUP;
958 }
959
960 float monster_initialize(float mon_id, float nodrop)
961 {
962         if not(autocvar_g_monsters)
963                 return FALSE;
964                 
965         vector min_s, max_s;
966         entity mon = get_monsterinfo(mon_id);
967         
968         // support for quake style removing monsters based on skill
969         switch(monster_skill)
970         {
971                 case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY)              return FALSE; break;
972                 case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM)    return FALSE; break;
973                 case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD)              return FALSE; break;
974                 case 4: if(self.spawnflags & MONSTERSKILL_NOTINSANE)    return FALSE; break;
975                 case 5: if(self.spawnflags & MONSTERSKILL_NOTNIGHTMARE) return FALSE; break;
976         }
977
978         if(self.monster_name == "")
979                 self.monster_name = M_NAME(mon_id);
980         
981         if(self.team && !teamplay)
982                 self.team = 0;
983
984         self.flags = FL_MONSTER;
985                 
986         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
987         if not(self.monster_respawned)
988                 monsters_total += 1;
989                 
990         min_s = mon.mins;
991         max_s = mon.maxs;
992         
993         self.netname = mon.netname;
994
995         setsize(self, min_s, max_s);
996         self.takedamage                 = DAMAGE_AIM;
997         self.bot_attack                 = TRUE;
998         self.iscreature                 = TRUE;
999         self.teleportable               = TRUE;
1000         self.damagedbycontents  = TRUE;
1001         self.monsterid                  = mon_id;
1002         self.damageforcescale   = 0;
1003         self.event_damage               = monsters_damage;
1004         self.touch                              = MonsterTouch;
1005         self.use                                = monster_use;
1006         self.solid                              = SOLID_BBOX;
1007         self.movetype                   = MOVETYPE_WALK;
1008         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1009         monsters_spawned           += 1;
1010         self.enemy                              = world;
1011         self.velocity                   = '0 0 0';
1012         self.moveto                             = self.origin;
1013         self.pos2                               = self.angles;
1014         self.reset                              = monsters_reset;
1015         self.candrop                    = TRUE;
1016         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1017         self.oldtarget2                 = self.target2;
1018         self.deadflag                   = DEAD_NO;
1019         self.noalign                    = nodrop;
1020         self.spawn_time                 = time;
1021         self.gravity                    = 1;
1022         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1023         
1024         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1025                 self.flags |= FL_SWIM;
1026                 
1027         if(mon.spawnflags & MONSTER_TYPE_FLY)
1028         {
1029                 self.flags |= FL_FLY;
1030                 self.movetype = MOVETYPE_FLY;
1031         }
1032         
1033         if not(self.scale)
1034                 self.scale = 1;
1035                 
1036         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1037                 self.scale = 1.3;
1038         
1039         if not(self.ticrate)
1040                 self.ticrate = autocvar_g_monsters_think_delay;
1041                 
1042         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1043         
1044         if not(self.armorvalue)
1045                 self.armorvalue = 1; // multiplier
1046         
1047         if not(self.target_range)
1048                 self.target_range = autocvar_g_monsters_target_range;
1049         
1050         if not(self.respawntime)
1051                 self.respawntime = autocvar_g_monsters_respawn_delay;
1052         
1053         if not(self.monster_moveflags)
1054                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1055         
1056         monster_link(monster_spawn);
1057
1058         return TRUE;
1059 }