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1 #if defined(CSQC)
2 #elif defined(MENUQC)
3 #elif defined(SVQC)
4     #include "../../lib/warpzone/common.qh"
5     #include "../constants.qh"
6     #include "../teams.qh"
7     #include "../util.qh"
8     #include "all.qh"
9     #include "sv_monsters.qh"
10     #include "../weapons/all.qh"
11     #include "../../server/autocvars.qh"
12     #include "../../server/defs.qh"
13     #include "../deathtypes/all.qh"
14     #include "../../server/mutators/all.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/common.qh"
21     #include "../../server/command/cmd.qh"
22         #include "../triggers/triggers.qh"
23     #include "../../lib/csqcmodel/sv_model.qh"
24     #include "../../server/round_handler.qh"
25 #endif
26
27 void monsters_setstatus()
28 {SELFPARAM();
29         self.stat_monsters_total = monsters_total;
30         self.stat_monsters_killed = monsters_killed;
31 }
32
33 void monster_dropitem()
34 {SELFPARAM();
35         if(!self.candrop || !self.monster_loot)
36                 return;
37
38         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
39         entity e = spawn();
40         e.spawnfunc_checked = true;
41
42         e.monster_loot = self.monster_loot;
43
44         MUTATOR_CALLHOOK(MonsterDropItem, e);
45         e = other;
46
47         if(e && e.monster_loot)
48         {
49                 setself(e);
50                 e.noalign = true;
51                 e.monster_loot(e);
52                 e.gravity = 1;
53                 e.movetype = MOVETYPE_TOSS;
54                 e.reset = SUB_Remove;
55                 setorigin(e, org);
56                 e.velocity = randomvec() * 175 + '0 0 325';
57                 e.item_spawnshieldtime = time + 0.7;
58                 e.classname = "droppedweapon"; // use weapon handling to remove it on touch
59                 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
60                 setself(this);
61         }
62 }
63
64 void monster_makevectors(entity e)
65 {SELFPARAM();
66         if(IS_MONSTER(self))
67         {
68                 vector v;
69
70                 v = e.origin + (e.mins + e.maxs) * 0.5;
71                 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
72                 self.v_angle_x = -self.v_angle_x;
73         }
74
75         makevectors(self.v_angle);
76 }
77
78 // ===============
79 // Target handling
80 // ===============
81
82 bool Monster_ValidTarget(entity mon, entity player)
83 {SELFPARAM();
84         // ensure we're not checking nonexistent monster/target
85         if(!mon || !player) { return false; }
86
87         if((player == mon)
88         || (autocvar_g_monsters_lineofsight && !checkpvs(mon.origin + mon.view_ofs, player)) // enemy cannot be seen
89         || (IS_VEHICLE(player) && !((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
90         || (time < game_starttime) // monsters do nothing before match has started
91         || (player.takedamage == DAMAGE_NO)
92         || (player.items & IT_INVISIBILITY)
93         || (IS_SPEC(player) || IS_OBSERVER(player)) // don't attack spectators
94         || (!IS_VEHICLE(player) && (player.deadflag != DEAD_NO || mon.deadflag != DEAD_NO || player.health <= 0 || mon.health <= 0))
95         || (mon.monster_follow == player || player.monster_follow == mon)
96         || (!IS_VEHICLE(player) && (player.flags & FL_NOTARGET))
97         || (!autocvar_g_monsters_typefrag && player.BUTTON_CHAT)
98         || (SAME_TEAM(player, mon))
99         || (player.frozen)
100         || (player.alpha != 0 && player.alpha < 0.5)
101         )
102         {
103                 // if any of the above checks fail, target is not valid
104                 return false;
105         }
106
107         traceline(mon.origin + self.view_ofs, player.origin, 0, mon);
108
109         if((trace_fraction < 1) && (trace_ent != player))
110                 return false;
111
112         if(autocvar_g_monsters_target_infront || (mon.spawnflags & MONSTERFLAG_INFRONT))
113         if(mon.enemy != player)
114         {
115                 float dot;
116
117                 makevectors (mon.angles);
118                 dot = normalize (player.origin - mon.origin) * v_forward;
119
120                 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
121         }
122
123         return true; // this target is valid!
124 }
125
126 entity Monster_FindTarget(entity mon)
127 {
128         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
129
130         entity head, closest_target = world;
131         head = findradius(mon.origin, mon.target_range);
132
133         while(head) // find the closest acceptable target to pass to
134         {
135                 if(head.monster_attack)
136                 if(Monster_ValidTarget(mon, head))
137                 {
138                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
139                         vector head_center = CENTER_OR_VIEWOFS(head);
140                         vector ent_center = CENTER_OR_VIEWOFS(mon);
141
142                         if(closest_target)
143                         {
144                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
145                                 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
146                                         { closest_target = head; }
147                         }
148                         else { closest_target = head; }
149                 }
150
151                 head = head.chain;
152         }
153
154         return closest_target;
155 }
156
157 void monster_setupcolors(entity mon)
158 {
159         if(IS_PLAYER(mon.realowner))
160                 mon.colormap = mon.realowner.colormap;
161         else if(teamplay && mon.team)
162                 mon.colormap = 1024 + (mon.team - 1) * 17;
163         else
164         {
165                 if(mon.monster_skill <= MONSTER_SKILL_EASY)
166                         mon.colormap = 1029;
167                 else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
168                         mon.colormap = 1027;
169                 else if(mon.monster_skill <= MONSTER_SKILL_HARD)
170                         mon.colormap = 1038;
171                 else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
172                         mon.colormap = 1028;
173                 else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
174                         mon.colormap = 1032;
175                 else
176                         mon.colormap = 1024;
177         }
178 }
179
180 void monster_changeteam(entity ent, float newteam)
181 {
182         if(!teamplay) { return; }
183
184         ent.team = newteam;
185         ent.monster_attack = true; // new team, activate attacking
186         monster_setupcolors(ent);
187
188         if(ent.sprite)
189         {
190                 WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
191
192                 ent.sprite.team = newteam;
193                 ent.sprite.SendFlags |= 1;
194         }
195 }
196
197 void Monster_Delay_Action()
198 {SELFPARAM();
199         entity oldself = self;
200         setself(self.owner);
201         if(Monster_ValidTarget(self, self.enemy)) { oldself.use(); }
202
203         if(oldself.cnt > 0)
204         {
205                 oldself.cnt -= 1;
206                 oldself.think = Monster_Delay_Action;
207                 oldself.nextthink = time + oldself.respawn_time;
208         }
209         else
210         {
211                 oldself.think = SUB_Remove;
212                 oldself.nextthink = time;
213         }
214 }
215
216 void Monster_Delay(float repeat_count, float repeat_defer, float defer_amnt, void() func)
217 {SELFPARAM();
218         // deferred attacking, checks if monster is still alive and target is still valid before attacking
219         entity e = spawn();
220
221         e.think = Monster_Delay_Action;
222         e.nextthink = time + defer_amnt;
223         e.count = defer_amnt;
224         e.owner = self;
225         e.use = func;
226         e.cnt = repeat_count;
227         e.respawn_time = repeat_defer;
228 }
229
230
231 // ==============
232 // Monster sounds
233 // ==============
234
235 string get_monster_model_datafilename(string m, float sk, string fil)
236 {
237         if(m)
238                 m = strcat(m, "_");
239         else
240                 m = "models/monsters/*_";
241         if(sk >= 0)
242                 m = strcat(m, ftos(sk));
243         else
244                 m = strcat(m, "*");
245         return strcat(m, ".", fil);
246 }
247
248 void Monster_Sound_Precache(string f)
249 {
250         float fh;
251         string s;
252         fh = fopen(f, FILE_READ);
253         if(fh < 0)
254                 return;
255         while((s = fgets(fh)))
256         {
257                 if(tokenize_console(s) != 3)
258                 {
259                         LOG_TRACE("Invalid sound info line: ", s, "\n");
260                         continue;
261                 }
262                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
263         }
264         fclose(fh);
265 }
266
267 void Monster_Sounds_Precache()
268 {SELFPARAM();
269         string m = (get_monsterinfo(self.monsterid)).m_model.model_str();
270         float globhandle, n, i;
271         string f;
272
273         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
274         if (globhandle < 0)
275                 return;
276         n = search_getsize(globhandle);
277         for (i = 0; i < n; ++i)
278         {
279                 //print(search_getfilename(globhandle, i), "\n");
280                 f = search_getfilename(globhandle, i);
281                 Monster_Sound_Precache(f);
282         }
283         search_end(globhandle);
284 }
285
286 void Monster_Sounds_Clear()
287 {SELFPARAM();
288 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
289         ALLMONSTERSOUNDS
290 #undef _MSOUND
291 }
292
293 .string Monster_Sound_SampleField(string type)
294 {
295         GetMonsterSoundSampleField_notFound = 0;
296         switch(type)
297         {
298 #define _MSOUND(m) case #m: return monstersound_##m;
299                 ALLMONSTERSOUNDS
300 #undef _MSOUND
301         }
302         GetMonsterSoundSampleField_notFound = 1;
303         return string_null;
304 }
305
306 bool Monster_Sounds_Load(string f, int first)
307 {SELFPARAM();
308         float fh;
309         string s;
310         var .string field;
311         fh = fopen(f, FILE_READ);
312         if(fh < 0)
313         {
314                 LOG_TRACE("Monster sound file not found: ", f, "\n");
315                 return false;
316         }
317         while((s = fgets(fh)))
318         {
319                 if(tokenize_console(s) != 3)
320                         continue;
321                 field = Monster_Sound_SampleField(argv(0));
322                 if(GetMonsterSoundSampleField_notFound)
323                         continue;
324                 if (self.(field))
325                         strunzone(self.(field));
326                 self.(field) = strzone(strcat(argv(1), " ", argv(2)));
327         }
328         fclose(fh);
329         return true;
330 }
331
332 .int skin_for_monstersound;
333 void Monster_Sounds_Update()
334 {SELFPARAM();
335         if(self.skin == self.skin_for_monstersound) { return; }
336
337         self.skin_for_monstersound = self.skin;
338         Monster_Sounds_Clear();
339         if(!Monster_Sounds_Load(get_monster_model_datafilename(self.model, self.skin, "sounds"), 0))
340                 Monster_Sounds_Load(get_monster_model_datafilename(self.model, 0, "sounds"), 0);
341 }
342
343 void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float chan)
344 {SELFPARAM();
345         if(!autocvar_g_monsters_sounds) { return; }
346
347         if(delaytoo)
348         if(time < self.msound_delay)
349                 return; // too early
350         GlobalSound(self.(samplefield), chan, VOICETYPE_PLAYERSOUND);
351
352         self.msound_delay = time + sound_delay;
353 }
354
355
356 // =======================
357 // Monster attack handlers
358 // =======================
359
360 float Monster_Attack_Melee(entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop)
361 {SELFPARAM();
362         if(dostop && (self.flags & FL_MONSTER)) { self.state = MONSTER_ATTACK_MELEE; }
363
364         setanim(self, anim, false, true, false);
365
366         if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
367                 self.attack_finished_single = self.anim_finished = self.animstate_endtime;
368         else
369                 self.attack_finished_single = self.anim_finished = time + animtime;
370
371         monster_makevectors(targ);
372
373         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
374
375         if(trace_ent.takedamage)
376                 Damage(trace_ent, self, self, damg * MONSTER_SKILLMOD(self), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
377
378         return true;
379 }
380
381 float Monster_Attack_Leap_Check(vector vel)
382 {SELFPARAM();
383         if(self.state && (self.flags & FL_MONSTER))
384                 return false; // already attacking
385         if(!(self.flags & FL_ONGROUND))
386                 return false; // not on the ground
387         if(self.health <= 0)
388                 return false; // called when dead?
389         if(time < self.attack_finished_single)
390                 return false; // still attacking
391
392         vector old = self.velocity;
393
394         self.velocity = vel;
395         tracetoss(self, self);
396         self.velocity = old;
397         if (trace_ent != self.enemy)
398                 return false;
399
400         return true;
401 }
402
403 bool Monster_Attack_Leap(vector anm, void() touchfunc, vector vel, float animtime)
404 {SELFPARAM();
405         if(!Monster_Attack_Leap_Check(vel))
406                 return false;
407
408         setanim(self, anm, false, true, false);
409
410         if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
411                 self.attack_finished_single = self.anim_finished = self.animstate_endtime;
412         else
413                 self.attack_finished_single = self.anim_finished = time + animtime;
414
415         if(self.flags & FL_MONSTER)
416                 self.state = MONSTER_ATTACK_RANGED;
417         self.touch = touchfunc;
418         self.origin_z += 1;
419         self.velocity = vel;
420         self.flags &= ~FL_ONGROUND;
421
422         return true;
423 }
424
425 void Monster_Attack_Check(entity e, entity targ)
426 {
427         if((e == world || targ == world)
428         || (!e.monster_attackfunc)
429         || (time < e.attack_finished_single)
430         ) { return; }
431
432         float targ_vlen = vlen(targ.origin - e.origin);
433
434         if(targ_vlen <= e.attack_range)
435         {
436                 float attack_success = e.monster_attackfunc(MONSTER_ATTACK_MELEE, targ);
437                 if(attack_success == 1)
438                         Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
439                 else if(attack_success > 0)
440                         return;
441         }
442
443         if(targ_vlen > e.attack_range)
444         {
445                 float attack_success = e.monster_attackfunc(MONSTER_ATTACK_RANGED, targ);
446                 if(attack_success == 1)
447                         Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
448                 else if(attack_success > 0)
449                         return;
450         }
451 }
452
453
454 // ======================
455 // Main monster functions
456 // ======================
457
458 void Monster_UpdateModel()
459 {SELFPARAM();
460         // assume some defaults
461         /*self.anim_idle   = animfixfps(self, '0 1 0.01', '0 0 0');
462         self.anim_walk   = animfixfps(self, '1 1 0.01', '0 0 0');
463         self.anim_run    = animfixfps(self, '2 1 0.01', '0 0 0');
464         self.anim_fire1  = animfixfps(self, '3 1 0.01', '0 0 0');
465         self.anim_fire2  = animfixfps(self, '4 1 0.01', '0 0 0');
466         self.anim_melee  = animfixfps(self, '5 1 0.01', '0 0 0');
467         self.anim_pain1  = animfixfps(self, '6 1 0.01', '0 0 0');
468         self.anim_pain2  = animfixfps(self, '7 1 0.01', '0 0 0');
469         self.anim_die1   = animfixfps(self, '8 1 0.01', '0 0 0');
470         self.anim_die2   = animfixfps(self, '9 1 0.01', '0 0 0');*/
471
472         // then get the real values
473         Monster mon = get_monsterinfo(self.monsterid);
474         mon.mr_anim(mon);
475 }
476
477 void Monster_Touch()
478 {SELFPARAM();
479         if(other == world) { return; }
480
481         if(other.monster_attack)
482         if(self.enemy != other)
483         if(!IS_MONSTER(other))
484         if(Monster_ValidTarget(self, other))
485                 self.enemy = other;
486 }
487
488 void Monster_Miniboss_Check()
489 {SELFPARAM();
490         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
491                 return;
492
493         float chance = random() * 100;
494
495         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
496         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
497         {
498                 self.health += autocvar_g_monsters_miniboss_healthboost;
499                 self.effects |= EF_RED;
500                 if(!self.weapon)
501                         self.weapon = WEP_VORTEX.m_id;
502         }
503 }
504
505 bool Monster_Respawn_Check()
506 {SELFPARAM();
507         if(self.deadflag == DEAD_DEAD) // don't call when monster isn't dead
508         if(MUTATOR_CALLHOOK(MonsterRespawn, self))
509                 return true; // enabled by a mutator
510
511         if(self.spawnflags & MONSTERFLAG_NORESPAWN)
512                 return false;
513
514         if(!autocvar_g_monsters_respawn)
515                 return false;
516
517         return true;
518 }
519
520 void Monster_Respawn() { SELFPARAM(); Monster_Spawn(self.monsterid); }
521
522 void Monster_Dead_Fade()
523 {SELFPARAM();
524         if(Monster_Respawn_Check())
525         {
526                 self.spawnflags |= MONSTERFLAG_RESPAWNED;
527                 self.think = Monster_Respawn;
528                 self.nextthink = time + self.respawntime;
529                 self.monster_lifetime = 0;
530                 self.deadflag = DEAD_RESPAWNING;
531                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
532                 {
533                         self.pos1 = self.origin;
534                         self.pos2 = self.angles;
535                 }
536                 self.event_damage = func_null;
537                 self.takedamage = DAMAGE_NO;
538                 setorigin(self, self.pos1);
539                 self.angles = self.pos2;
540                 self.health = self.max_health;
541                 setmodel(self, MDL_Null);
542         }
543         else
544         {
545                 // number of monsters spawned with mobspawn command
546                 totalspawned -= 1;
547
548                 SUB_SetFade(self, time + 3, 1);
549         }
550 }
551
552 void Monster_Use()
553 {SELFPARAM();
554         if(Monster_ValidTarget(self, activator)) { self.enemy = activator; }
555 }
556
557 vector Monster_Move_Target(entity targ)
558 {SELFPARAM();
559         // enemy is always preferred target
560         if(self.enemy)
561         {
562                 vector targ_origin = ((self.enemy.absmin + self.enemy.absmax) * 0.5);
563                 targ_origin = WarpZone_RefSys_TransformOrigin(self.enemy, self, targ_origin); // origin of target as seen by the monster (us)
564                 WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
565
566                 if((self.enemy == world)
567                         || (self.enemy.deadflag != DEAD_NO || self.enemy.health < 1)
568                         || (self.enemy.frozen)
569                         || (self.enemy.flags & FL_NOTARGET)
570                         || (self.enemy.alpha < 0.5 && self.enemy.alpha != 0)
571                         || (self.enemy.takedamage == DAMAGE_NO)
572                         || (vlen(self.origin - targ_origin) > self.target_range)
573                         || ((trace_fraction < 1) && (trace_ent != self.enemy)))
574                 {
575                         self.enemy = world;
576                         self.pass_distance = 0;
577                 }
578
579                 if(self.enemy)
580                 {
581                         /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), self.origin, targ_origin);
582                         print("Trace origin: ", vtos(targ_origin), "\n");
583                         print("Target origin: ", vtos(self.enemy.origin), "\n");
584                         print("My origin: ", vtos(self.origin), "\n"); */
585
586                         self.monster_movestate = MONSTER_MOVE_ENEMY;
587                         self.last_trace = time + 1.2;
588                         if(self.monster_moveto)
589                                 return self.monster_moveto; // assumes code is properly setting this when monster has an enemy
590                         else
591                                 return targ_origin;
592                 }
593
594                 /*makevectors(self.angles);
595                 self.monster_movestate = MONSTER_MOVE_ENEMY;
596                 self.last_trace = time + 1.2;
597                 return self.enemy.origin; */
598         }
599
600         switch(self.monster_moveflags)
601         {
602                 case MONSTER_MOVE_FOLLOW:
603                 {
604                         self.monster_movestate = MONSTER_MOVE_FOLLOW;
605                         self.last_trace = time + 0.3;
606                         return (self.monster_follow) ? self.monster_follow.origin : self.origin;
607                 }
608                 case MONSTER_MOVE_SPAWNLOC:
609                 {
610                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
611                         self.last_trace = time + 2;
612                         return self.pos1;
613                 }
614                 case MONSTER_MOVE_NOMOVE:
615                 {
616                         if(self.monster_moveto)
617                         {
618                                 self.last_trace = time + 0.5;
619                                 return self.monster_moveto;
620                         }
621                         else
622                         {
623                                 self.monster_movestate = MONSTER_MOVE_NOMOVE;
624                                 self.last_trace = time + 2;
625                         }
626                         return self.origin;
627                 }
628                 default:
629                 case MONSTER_MOVE_WANDER:
630                 {
631                         vector pos;
632                         self.monster_movestate = MONSTER_MOVE_WANDER;
633
634                         if(self.monster_moveto)
635                         {
636                                 self.last_trace = time + 0.5;
637                                 pos = self.monster_moveto;
638                         }
639                         else if(targ)
640                         {
641                                 self.last_trace = time + 0.5;
642                                 pos = targ.origin;
643                         }
644                         else
645                         {
646                                 self.last_trace = time + self.wander_delay;
647
648                                 self.angles_y = rint(random() * 500);
649                                 makevectors(self.angles);
650                                 pos = self.origin + v_forward * self.wander_distance;
651
652                                 if(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM))
653                                 {
654                                         pos.z = random() * 200;
655                                         if(random() >= 0.5)
656                                                 pos.z *= -1;
657                                 }
658                         }
659
660                         return pos;
661                 }
662         }
663 }
664
665 void Monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed)
666 {SELFPARAM();
667         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
668         float initial_height = 0; //min(50, (targ_distance * tanh(20)));
669         float current_height = (initial_height * min(1, (self.pass_distance) ? (current_distance / self.pass_distance) : current_distance));
670         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
671
672         vector targpos;
673         if(current_height) // make sure we can actually do this arcing path
674         {
675                 targpos = (to + ('0 0 1' * current_height));
676                 WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
677                 if(trace_fraction < 1)
678                 {
679                         //print("normal arc line failed, trying to find new pos...");
680                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, mon);
681                         targpos = (trace_endpos + '0 0 -10');
682                         WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
683                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
684                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
685                 }
686         }
687         else { targpos = to; }
688
689         //mon.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
690
691         vector desired_direction = normalize(targpos - from);
692         if(turnrate) { mon.velocity = (normalize(normalize(mon.velocity) + (desired_direction * 50)) * movespeed); }
693         else { mon.velocity = (desired_direction * movespeed); }
694
695         //mon.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
696         //mon.angles = vectoangles(mon.velocity);
697 }
698
699 void Monster_Move(float runspeed, float walkspeed, float stpspeed)
700 {SELFPARAM();
701         if(self.target2) { self.goalentity = find(world, targetname, self.target2); }
702
703         entity targ;
704
705         if(self.frozen == 2)
706         {
707                 self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
708                 self.health = max(1, self.revive_progress * self.max_health);
709                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
710
711                 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
712                         WaypointSprite_UpdateHealth(self.sprite, self.health);
713
714                 movelib_beak_simple(stpspeed);
715                 setanim(self, self.anim_idle, true, false, false);
716
717                 self.enemy = world;
718                 self.nextthink = time + self.ticrate;
719
720                 if(self.revive_progress >= 1)
721                         Unfreeze(self);
722
723                 return;
724         }
725         else if(self.frozen == 3)
726         {
727                 self.revive_progress = bound(0, self.revive_progress - self.ticrate * self.revive_speed, 1);
728                 self.health = max(0, autocvar_g_nades_ice_health + (self.max_health-autocvar_g_nades_ice_health) * self.revive_progress );
729
730                 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
731                         WaypointSprite_UpdateHealth(self.sprite, self.health);
732
733                 movelib_beak_simple(stpspeed);
734                 setanim(self, self.anim_idle, true, false, false);
735
736                 self.enemy = world;
737                 self.nextthink = time + self.ticrate;
738
739                 if(self.health < 1)
740                 {
741                         Unfreeze(self);
742                         self.health = 0;
743                         if(self.event_damage)
744                                 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
745                 }
746
747                 else if ( self.revive_progress <= 0 )
748                         Unfreeze(self);
749
750                 return;
751         }
752
753         if(self.flags & FL_SWIM)
754         {
755                 if(self.waterlevel < WATERLEVEL_WETFEET)
756                 {
757                         if(time >= self.last_trace)
758                         {
759                                 self.last_trace = time + 0.4;
760
761                                 Damage (self, world, world, 2, DEATH_DROWN.m_id, self.origin, '0 0 0');
762                                 self.angles = '90 90 0';
763                                 if(random() < 0.5)
764                                 {
765                                         self.velocity_y += random() * 50;
766                                         self.velocity_x -= random() * 50;
767                                 }
768                                 else
769                                 {
770                                         self.velocity_y -= random() * 50;
771                                         self.velocity_x += random() * 50;
772                                 }
773                                 self.velocity_z += random() * 150;
774                         }
775
776
777                         self.movetype = MOVETYPE_BOUNCE;
778                         //self.velocity_z = -200;
779
780                         return;
781                 }
782                 else if(self.movetype == MOVETYPE_BOUNCE)
783                 {
784                         self.angles_x = 0;
785                         self.movetype = MOVETYPE_WALK;
786                 }
787         }
788
789         targ = self.goalentity;
790
791         if (MUTATOR_CALLHOOK(MonsterMove, runspeed, walkspeed, targ)
792                 || gameover
793                 || self.draggedby != world
794                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
795                 || time < game_starttime
796                 || (autocvar_g_campaign && !campaign_bots_may_start)
797                 || time < self.spawn_time)
798         {
799                 runspeed = walkspeed = 0;
800                 if(time >= self.spawn_time)
801                         setanim(self, self.anim_idle, true, false, false);
802                 movelib_beak_simple(stpspeed);
803                 return;
804         }
805
806         targ = monster_target;
807         runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(self), runspeed * 2.5); // limit maxspeed to prevent craziness
808         walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(self), walkspeed * 2.5); // limit maxspeed to prevent craziness
809
810         if(time < self.spider_slowness)
811         {
812                 runspeed *= 0.5;
813                 walkspeed *= 0.5;
814         }
815
816         if(teamplay)
817         if(autocvar_g_monsters_teams)
818         if(DIFF_TEAM(self.monster_follow, self))
819                 self.monster_follow = world;
820
821         if(time >= self.last_enemycheck)
822         {
823                 if(!self.enemy)
824                 {
825                         self.enemy = Monster_FindTarget(self);
826                         if(self.enemy)
827                         {
828                                 WarpZone_RefSys_Copy(self.enemy, self);
829                                 WarpZone_RefSys_AddInverse(self.enemy, self); // wz1^-1 ... wzn^-1 receiver
830                                 self.moveto = WarpZone_RefSys_TransformOrigin(self.enemy, self, (0.5 * (self.enemy.absmin + self.enemy.absmax)));
831                                 self.monster_moveto = '0 0 0';
832                                 self.monster_face = '0 0 0';
833
834                                 self.pass_distance = vlen((('1 0 0' * self.enemy.origin_x) + ('0 1 0' * self.enemy.origin_y)) - (('1 0 0' *  self.origin_x) + ('0 1 0' *  self.origin_y)));
835                                 Monster_Sound(monstersound_sight, 0, false, CH_VOICE);
836                         }
837                 }
838
839                 self.last_enemycheck = time + 1; // check for enemies every second
840         }
841
842         if(self.state == MONSTER_ATTACK_RANGED && (self.flags & FL_ONGROUND))
843         {
844                 self.state = 0;
845                 self.touch = Monster_Touch;
846         }
847
848         if(self.state && time >= self.attack_finished_single)
849                 self.state = 0; // attack is over
850
851         if(self.state != MONSTER_ATTACK_MELEE) // don't move if set
852         if(time >= self.last_trace || self.enemy) // update enemy or rider instantly
853                 self.moveto = Monster_Move_Target(targ);
854
855         if(!self.enemy)
856                 Monster_Sound(monstersound_idle, 7, true, CH_VOICE);
857
858         if(self.state == MONSTER_ATTACK_MELEE)
859                 self.moveto = self.origin;
860
861         if(self.enemy && self.enemy.vehicle)
862                 runspeed = 0;
863
864         if(!(self.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(self.flags & FL_SWIM))
865                 self.moveto_z = self.origin_z;
866
867         if(vlen(self.origin - self.moveto) > 100)
868         {
869                 float do_run = (self.enemy || self.monster_moveto);
870                 if((self.flags & FL_ONGROUND) || ((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
871                         Monster_CalculateVelocity(self, self.moveto, self.origin, true, ((do_run) ? runspeed : walkspeed));
872
873                 if(time > self.pain_finished) // TODO: use anim_finished instead!
874                 if(!self.state)
875                 if(time > self.anim_finished)
876                 if(vlen(self.velocity) > 10)
877                         setanim(self, ((do_run) ? self.anim_run : self.anim_walk), true, false, false);
878                 else
879                         setanim(self, self.anim_idle, true, false, false);
880         }
881         else
882         {
883                 entity e = find(world, targetname, self.target2);
884                 if(e.target2)
885                         self.target2 = e.target2;
886                 else if(e.target)
887                         self.target2 = e.target;
888
889                 movelib_beak_simple(stpspeed);
890                 if(time > self.anim_finished)
891                 if(time > self.pain_finished)
892                 if(!self.state)
893                 if(vlen(self.velocity) <= 30)
894                         setanim(self, self.anim_idle, true, false, false);
895         }
896
897         self.steerto = steerlib_attract2(((self.monster_face) ? self.monster_face : self.moveto), 0.5, 500, 0.95);
898
899         vector real_angle = vectoangles(self.steerto) - self.angles;
900         float turny = 25;
901         if(self.state == MONSTER_ATTACK_MELEE)
902                 turny = 0;
903         if(turny)
904         {
905                 turny = bound(turny * -1, shortangle_f(real_angle.y, self.angles.y), turny);
906                 self.angles_y += turny;
907         }
908
909         Monster_Attack_Check(self, self.enemy);
910 }
911
912 void Monster_Remove(entity mon)
913 {
914         if(!mon) { return; }
915
916         if(!MUTATOR_CALLHOOK(MonsterRemove, mon))
917                 Send_Effect(EFFECT_ITEM_PICKUP, mon.origin, '0 0 0', 1);
918
919         if(mon.weaponentity) { remove(mon.weaponentity); }
920         if(mon.iceblock) { remove(mon.iceblock); }
921         WaypointSprite_Kill(mon.sprite);
922         remove(mon);
923 }
924
925 void Monster_Dead_Think()
926 {SELFPARAM();
927         self.nextthink = time + self.ticrate;
928
929         if(self.monster_lifetime != 0)
930         if(time >= self.monster_lifetime)
931         {
932                 Monster_Dead_Fade();
933                 return;
934         }
935 }
936
937 void Monster_Appear()
938 {SELFPARAM();
939         self.enemy = activator;
940         self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
941         Monster_Spawn(self.monsterid);
942 }
943
944 float Monster_Appear_Check(entity ent, float monster_id)
945 {
946         if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
947                 return false;
948
949         ent.think = func_null;
950         ent.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
951         ent.nextthink = 0;
952         ent.use = Monster_Appear;
953         ent.flags = FL_MONSTER; // set so this monster can get butchered
954
955         return true;
956 }
957
958 void Monster_Reset()
959 {SELFPARAM();
960         setorigin(self, self.pos1);
961         self.angles = self.pos2;
962
963         Unfreeze(self); // remove any icy remains
964
965         self.health = self.max_health;
966         self.velocity = '0 0 0';
967         self.enemy = world;
968         self.goalentity = world;
969         self.attack_finished_single = 0;
970         self.moveto = self.origin;
971 }
972
973 void Monster_Dead_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
974 {SELFPARAM();
975         self.health -= damage;
976
977         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
978
979         if(self.health <= -100) // 100 health until gone?
980         {
981                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
982
983                 // number of monsters spawned with mobspawn command
984                 totalspawned -= 1;
985
986                 self.think = SUB_Remove;
987                 self.nextthink = time + 0.1;
988                 self.event_damage = func_null;
989         }
990 }
991
992 void Monster_Dead(entity attacker, float gibbed)
993 {SELFPARAM();
994         self.think = Monster_Dead_Think;
995         self.nextthink = time;
996         self.monster_lifetime = time + 5;
997
998         if(self.frozen)
999         {
1000                 Unfreeze(self); // remove any icy remains
1001                 self.health = 0; // reset by Unfreeze
1002         }
1003
1004         monster_dropitem();
1005
1006         Monster_Sound(monstersound_death, 0, false, CH_VOICE);
1007
1008         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED))
1009                 monsters_killed += 1;
1010
1011         if(IS_PLAYER(attacker))
1012         if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED)))
1013                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1014
1015         if(gibbed)
1016         {
1017                 // number of monsters spawned with mobspawn command
1018                 totalspawned -= 1;
1019         }
1020
1021         self.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
1022         self.solid                      = SOLID_CORPSE;
1023         self.takedamage         = DAMAGE_AIM;
1024         self.deadflag           = DEAD_DEAD;
1025         self.enemy                      = world;
1026         self.movetype           = MOVETYPE_TOSS;
1027         self.moveto                     = self.origin;
1028         self.touch                      = Monster_Touch; // reset incase monster was pouncing
1029         self.reset                      = func_null;
1030         self.state                      = 0;
1031         self.attack_finished_single = 0;
1032         self.effects = 0;
1033
1034         if(!((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
1035                 self.velocity = '0 0 0';
1036
1037         CSQCModel_UnlinkEntity(self);
1038
1039         Monster mon = get_monsterinfo(self.monsterid);
1040         mon.mr_death(mon);
1041
1042         if(self.candrop && self.weapon)
1043                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
1044 }
1045
1046 void Monster_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1047 {SELFPARAM();
1048         if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1049                 return;
1050
1051         if(self.frozen && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1052                 return;
1053
1054         //if(time < self.pain_finished && deathtype != DEATH_KILL.m_id)
1055                 //return;
1056
1057         if(time < self.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1058                 return;
1059
1060         if(deathtype == DEATH_FALL.m_id && self.draggedby != world)
1061                 return;
1062
1063         vector v;
1064         float take, save;
1065
1066         v = healtharmor_applydamage(100, self.armorvalue / 100, deathtype, damage);
1067         take = v_x;
1068         save = v_y;
1069
1070         damage_take = take;
1071         frag_attacker = attacker;
1072         frag_deathtype = deathtype;
1073         Monster mon = get_monsterinfo(self.monsterid);
1074         mon.mr_pain(mon);
1075         take = damage_take;
1076
1077         if(take)
1078         {
1079                 self.health -= take;
1080                 Monster_Sound(monstersound_pain, 1.2, true, CH_PAIN);
1081         }
1082
1083         if(self.sprite)
1084                 WaypointSprite_UpdateHealth(self.sprite, self.health);
1085
1086         self.dmg_time = time;
1087
1088         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
1089                 spamsound (self, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1090
1091         self.velocity += force * self.damageforcescale;
1092
1093         if(deathtype != DEATH_DROWN.m_id && take)
1094         {
1095                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
1096                 if (take > 50)
1097                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
1098                 if (take > 100)
1099                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
1100         }
1101
1102         if(self.health <= 0)
1103         {
1104                 if(deathtype == DEATH_KILL.m_id)
1105                         self.candrop = false; // killed by mobkill command
1106
1107                 // TODO: fix this?
1108                 activator = attacker;
1109                 other = self.enemy;
1110                 SUB_UseTargets();
1111                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
1112
1113                 Monster_Dead(attacker, (self.health <= -100 || deathtype == DEATH_KILL.m_id));
1114
1115                 WaypointSprite_Kill(self.sprite);
1116
1117                 frag_target = self;
1118                 MUTATOR_CALLHOOK(MonsterDies, attacker);
1119
1120                 if(self.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1121                 {
1122                         Violence_GibSplash(self, 1, 0.5, attacker);
1123
1124                         self.think = SUB_Remove;
1125                         self.nextthink = time + 0.1;
1126                 }
1127         }
1128 }
1129
1130 // don't check for enemies, just keep walking in a straight line
1131 void Monster_Move_2D(float mspeed, float allow_jumpoff)
1132 {SELFPARAM();
1133         if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || self.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
1134         {
1135                 mspeed = 0;
1136                 if(time >= self.spawn_time)
1137                         setanim(self, self.anim_idle, true, false, false);
1138                 movelib_beak_simple(0.6);
1139                 return;
1140         }
1141
1142         float reverse = FALSE;
1143         vector a, b;
1144
1145         makevectors(self.angles);
1146         a = self.origin + '0 0 16';
1147         b = self.origin + '0 0 16' + v_forward * 32;
1148
1149         traceline(a, b, MOVE_NORMAL, self);
1150
1151         if(trace_fraction != 1.0)
1152         {
1153                 reverse = TRUE;
1154
1155                 if(trace_ent)
1156                 if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH))
1157                         reverse = FALSE;
1158         }
1159
1160         // TODO: fix this... tracing is broken if the floor is thin
1161         /*
1162         if(!allow_jumpoff)
1163         {
1164                 a = b - '0 0 32';
1165                 traceline(b, a, MOVE_WORLDONLY, self);
1166                 if(trace_fraction == 1.0)
1167                         reverse = TRUE;
1168         } */
1169
1170         if(reverse)
1171         {
1172                 self.angles_y = anglemods(self.angles_y - 180);
1173                 makevectors(self.angles);
1174         }
1175
1176         movelib_move_simple_gravity(v_forward, mspeed, 1);
1177
1178         if(time > self.pain_finished)
1179         if(time > self.attack_finished_single)
1180         if(vlen(self.velocity) > 10)
1181                 setanim(self, self.anim_walk, true, false, false);
1182         else
1183                 setanim(self, self.anim_idle, true, false, false);
1184 }
1185
1186 void Monster_Anim()
1187 {SELFPARAM();
1188         int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1189         if(self.deadflag)
1190         {
1191                 if (!deadbits)
1192                 {
1193                         // Decide on which death animation to use.
1194                         if(random() < 0.5)
1195                                 deadbits = ANIMSTATE_DEAD1;
1196                         else
1197                                 deadbits = ANIMSTATE_DEAD2;
1198                 }
1199         }
1200         else
1201         {
1202                 // Clear a previous death animation.
1203                 deadbits = 0;
1204         }
1205         int animbits = deadbits;
1206         if(self.frozen)
1207                 animbits |= ANIMSTATE_FROZEN;
1208         if(self.crouch)
1209                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1210         animdecide_setstate(self, animbits, false);
1211         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
1212
1213         /* // weapon entities for monsters?
1214         if (self.weaponentity)
1215         {
1216                 updateanim(self.weaponentity);
1217                 if (!self.weaponentity.animstate_override)
1218                         setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
1219         }
1220         */
1221 }
1222
1223 void Monster_Think()
1224 {SELFPARAM();
1225         self.think = Monster_Think;
1226         self.nextthink = self.ticrate;
1227
1228         if(self.monster_lifetime)
1229         if(time >= self.monster_lifetime)
1230         {
1231                 Damage(self, self, self, self.health + self.max_health, DEATH_KILL.m_id, self.origin, self.origin);
1232                 return;
1233         }
1234
1235         Monster mon = get_monsterinfo(self.monsterid);
1236         if(mon.mr_think(mon))
1237                 Monster_Move(self.speed2, self.speed, self.stopspeed);
1238
1239         Monster_Anim();
1240
1241         CSQCMODEL_AUTOUPDATE(self);
1242 }
1243
1244 float Monster_Spawn_Setup()
1245 {SELFPARAM();
1246         Monster mon = get_monsterinfo(self.monsterid);
1247         mon.mr_setup(mon);
1248
1249         // ensure some basic needs are met
1250         if(!self.health) { self.health = 100; }
1251         if(!self.armorvalue) { self.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(self), 0.9); }
1252         if(!self.target_range) { self.target_range = autocvar_g_monsters_target_range; }
1253         if(!self.respawntime) { self.respawntime = autocvar_g_monsters_respawn_delay; }
1254         if(!self.monster_moveflags) { self.monster_moveflags = MONSTER_MOVE_WANDER; }
1255         if(!self.attack_range) { self.attack_range = autocvar_g_monsters_attack_range; }
1256         if(!self.damageforcescale) { self.damageforcescale = autocvar_g_monsters_damageforcescale; }
1257
1258         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1259         {
1260                 Monster_Miniboss_Check();
1261                 self.health *= MONSTER_SKILLMOD(self);
1262
1263                 if(!self.skin)
1264                         self.skin = rint(random() * 4);
1265         }
1266
1267         self.max_health = self.health;
1268         self.pain_finished = self.nextthink;
1269
1270         if(IS_PLAYER(self.monster_follow))
1271                 self.effects |= EF_DIMLIGHT;
1272
1273         if(!self.wander_delay) { self.wander_delay = 2; }
1274         if(!self.wander_distance) { self.wander_distance = 600; }
1275
1276         Monster_Sounds_Precache();
1277         Monster_Sounds_Update();
1278
1279         if(teamplay)
1280                 self.monster_attack = true; // we can have monster enemies in team games
1281
1282         Monster_Sound(monstersound_spawn, 0, false, CH_VOICE);
1283
1284         if(autocvar_g_monsters_healthbars)
1285         {
1286                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, self, '0 0 1' * (self.maxs.z + 15), world, self.team, self, sprite, true, RADARICON_DANGER);
1287                 wp.wp_extra = self.monsterid;
1288                 wp.colormod = ((self.team) ? Team_ColorRGB(self.team) : '1 0 0');
1289                 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE))
1290                 {
1291                         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
1292                         WaypointSprite_UpdateHealth(self.sprite, self.health);
1293                 }
1294         }
1295
1296         self.think = Monster_Think;
1297         self.nextthink = time + self.ticrate;
1298
1299         if(MUTATOR_CALLHOOK(MonsterSpawn))
1300                 return false;
1301
1302         return true;
1303 }
1304
1305 bool Monster_Spawn(int mon_id)
1306 {SELFPARAM();
1307         // setup the basic required properties for a monster
1308         entity mon = get_monsterinfo(mon_id);
1309         if(!mon.monsterid) { return false; } // invalid monster
1310
1311         if(!autocvar_g_monsters) { Monster_Remove(self); return false; }
1312
1313         if(Monster_Appear_Check(self, mon_id)) { return true; } // return true so the monster isn't removed
1314
1315         if(!self.monster_skill)
1316                 self.monster_skill = cvar("g_monsters_skill");
1317
1318         // support for quake style removing monsters based on skill
1319         if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(self); return false; }
1320         if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(self); return false; }
1321         if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(self); return false; }
1322
1323         if(self.team && !teamplay)
1324                 self.team = 0;
1325
1326         if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1327         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1328                 monsters_total += 1;
1329
1330         setmodel(self, mon.m_model);
1331         self.flags                              = FL_MONSTER;
1332         self.classname                  = "monster";
1333         self.takedamage                 = DAMAGE_AIM;
1334         self.bot_attack                 = true;
1335         self.iscreature                 = true;
1336         self.teleportable               = true;
1337         self.damagedbycontents  = true;
1338         self.monsterid                  = mon_id;
1339         self.event_damage               = Monster_Damage;
1340         self.touch                              = Monster_Touch;
1341         self.use                                = Monster_Use;
1342         self.solid                              = SOLID_BBOX;
1343         self.movetype                   = MOVETYPE_WALK;
1344         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1345         self.enemy                              = world;
1346         self.velocity                   = '0 0 0';
1347         self.moveto                             = self.origin;
1348         self.pos1                               = self.origin;
1349         self.pos2                               = self.angles;
1350         self.reset                              = Monster_Reset;
1351         self.netname                    = mon.netname;
1352         self.monster_attackfunc = mon.monster_attackfunc;
1353         self.monster_name               = mon.monster_name;
1354         self.candrop                    = true;
1355         self.view_ofs                   = '0 0 0.7' * (self.maxs_z * 0.5);
1356         self.oldtarget2                 = self.target2;
1357         self.pass_distance              = 0;
1358         self.deadflag                   = DEAD_NO;
1359         self.noalign                    = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
1360         self.spawn_time                 = time;
1361         self.spider_slowness    = 0;
1362         self.gravity                    = 1;
1363         self.monster_moveto             = '0 0 0';
1364         self.monster_face               = '0 0 0';
1365         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1366
1367         if(!self.scale) { self.scale = 1; }
1368         if(autocvar_g_monsters_edit) { self.grab = 1; }
1369         if(autocvar_g_fullbrightplayers) { self.effects |= EF_FULLBRIGHT; }
1370         if(autocvar_g_nodepthtestplayers) { self.effects |= EF_NODEPTHTEST; }
1371         if(mon.spawnflags & MONSTER_TYPE_SWIM) { self.flags |= FL_SWIM; }
1372
1373         if(mon.spawnflags & MONSTER_TYPE_FLY)
1374         {
1375                 self.flags |= FL_FLY;
1376                 self.movetype = MOVETYPE_FLY;
1377         }
1378
1379         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1380         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1381                 self.scale *= 1.3;
1382
1383         setsize(self, mon.mins * self.scale, mon.maxs * self.scale);
1384
1385         self.ticrate = bound(sys_frametime, ((!self.ticrate) ? autocvar_g_monsters_think_delay : self.ticrate), 60);
1386
1387         Monster_UpdateModel();
1388
1389         if(!Monster_Spawn_Setup())
1390         {
1391                 Monster_Remove(self);
1392                 return false;
1393         }
1394
1395         if(!self.noalign)
1396         {
1397                 setorigin(self, self.origin + '0 0 20');
1398                 tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1399                 setorigin(self, trace_endpos);
1400         }
1401
1402         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1403                 monster_setupcolors(self);
1404
1405         CSQCMODEL_AUTOINIT(self);
1406
1407         return true;
1408 }