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1 #include "sv_monsters.qh"
2
3 #include <lib/warpzone/common.qh>
4 #include "../constants.qh"
5 #include "../teams.qh"
6 #include "../util.qh"
7 #include "all.qh"
8 #include "../physics/movelib.qh"
9 #include "../weapons/_mod.qh"
10 #include <server/autocvars.qh>
11 #include <server/defs.qh>
12 #include "../deathtypes/all.qh"
13 #include <server/mutators/_mod.qh>
14 #include <server/steerlib.qh>
15 #include "../turrets/sv_turrets.qh"
16 #include "../turrets/util.qh"
17 #include "../vehicles/all.qh"
18 #include <server/campaign.qh>
19 #include <server/command/_mod.qh>
20 #include "../mapobjects/triggers.qh"
21 #include <lib/csqcmodel/sv_model.qh>
22 #include <server/round_handler.qh>
23 #include <server/weapons/_mod.qh>
24
25 void monsters_setstatus(entity this)
26 {
27         STAT(MONSTERS_TOTAL, this) = monsters_total;
28         STAT(MONSTERS_KILLED, this) = monsters_killed;
29 }
30
31 void monster_dropitem(entity this, entity attacker)
32 {
33         if(!this.candrop || !this.monster_loot)
34                 return;
35
36         vector org = CENTER_OR_VIEWOFS(this);
37         entity e = spawn();
38         Item_SetLoot(e, true);
39         e.spawnfunc_checked = true;
40
41         e.monster_loot = this.monster_loot;
42
43         MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
44         e = M_ARGV(1, entity);
45
46         if(e && e.monster_loot)
47         {
48                 e.noalign = true;
49                 StartItem(e, e.monster_loot);
50                 e.gravity = 1;
51                 setorigin(e, org);
52                 e.velocity = randomvec() * 175 + '0 0 325';
53                 e.item_spawnshieldtime = time + 0.7;
54                 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
55         }
56 }
57
58 void monster_makevectors(entity this, entity targ)
59 {
60         if(IS_MONSTER(this))
61         {
62                 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
63                 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
64                 this.v_angle_x = -this.v_angle_x;
65         }
66
67         makevectors(this.v_angle);
68 }
69
70 // ===============
71 // Target handling
72 // ===============
73
74 bool Monster_ValidTarget(entity this, entity targ)
75 {
76         // ensure we're not checking nonexistent monster/target
77         if(!this || !targ) { return false; }
78
79         if((targ == this)
80         || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
81         || (IS_VEHICLE(targ) && !((Monsters_from(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
82         || (time < game_starttime) // monsters do nothing before match has started
83         || (targ.takedamage == DAMAGE_NO)
84         || (game_stopped)
85         || (targ.items & IT_INVISIBILITY)
86         || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
87         || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0))
88         || (this.monster_follow == targ || targ.monster_follow == this)
89         || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
90         || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
91         || (SAME_TEAM(targ, this))
92         || (STAT(FROZEN, targ))
93         || (targ.alpha != 0 && targ.alpha < 0.5)
94         || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
95         )
96         {
97                 // if any of the above checks fail, target is not valid
98                 return false;
99         }
100
101         vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
102         traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
103
104         if(trace_fraction < 1 && trace_ent != targ)
105                 return false; // solid
106
107         if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
108         if(this.enemy != targ)
109         {
110                 makevectors (this.angles);
111                 float dot = normalize (targ.origin - this.origin) * v_forward;
112
113                 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
114         }
115
116         return true; // this target is valid!
117 }
118
119 entity Monster_FindTarget(entity this)
120 {
121         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
122
123         entity closest_target = NULL;
124         vector my_center = CENTER_OR_VIEWOFS(this);
125
126         // find the closest acceptable target to pass to
127         IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
128         {
129                 if(Monster_ValidTarget(this, it))
130                 {
131                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
132                         vector targ_center = CENTER_OR_VIEWOFS(it);
133
134                         if(closest_target)
135                         {
136                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
137                                 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
138                                         { closest_target = it; }
139                         }
140                         else { closest_target = it; }
141                 }
142         });
143
144         return closest_target;
145 }
146
147 void monster_setupcolors(entity this)
148 {
149         if(IS_PLAYER(this.realowner))
150                 this.colormap = this.realowner.colormap;
151         else if(teamplay && this.team)
152                 this.colormap = 1024 + (this.team - 1) * 17;
153         else
154         {
155                 if(this.monster_skill <= MONSTER_SKILL_EASY)
156                         this.colormap = 1029;
157                 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
158                         this.colormap = 1027;
159                 else if(this.monster_skill <= MONSTER_SKILL_HARD)
160                         this.colormap = 1038;
161                 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
162                         this.colormap = 1028;
163                 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
164                         this.colormap = 1032;
165                 else
166                         this.colormap = 1024;
167         }
168 }
169
170 void monster_changeteam(entity this, int newteam)
171 {
172         if(!teamplay) { return; }
173
174         this.team = newteam;
175         if(!this.monster_attack)
176                 IL_PUSH(g_monster_targets, this);
177         this.monster_attack = true; // new team, activate attacking
178         monster_setupcolors(this);
179
180         if(this.sprite)
181         {
182                 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
183
184                 this.sprite.team = newteam;
185                 this.sprite.SendFlags |= 1;
186         }
187 }
188
189 .void(entity) monster_delayedfunc;
190 void Monster_Delay_Action(entity this)
191 {
192         if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
193
194         if(this.cnt > 1)
195         {
196                 this.cnt -= 1;
197                 setthink(this, Monster_Delay_Action);
198                 this.nextthink = time + this.count;
199         }
200         else
201         {
202                 setthink(this, SUB_Remove);
203                 this.nextthink = time;
204         }
205 }
206
207 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
208 {
209         // deferred attacking, checks if monster is still alive and target is still valid before attacking
210         entity e = spawn();
211
212         setthink(e, Monster_Delay_Action);
213         e.nextthink = time + defer_amnt;
214         e.count = defer_amnt;
215         e.owner = this;
216         e.monster_delayedfunc = func;
217         e.cnt = repeat_count;
218 }
219
220
221 // ==============
222 // Monster sounds
223 // ==============
224
225 string get_monster_model_datafilename(string m, float sk, string fil)
226 {
227         if(m)
228                 m = strcat(m, "_");
229         else
230                 m = "models/monsters/*_";
231         if(sk >= 0)
232                 m = strcat(m, ftos(sk));
233         else
234                 m = strcat(m, "*");
235         return strcat(m, ".", fil);
236 }
237
238 void Monster_Sound_Precache(string f)
239 {
240         float fh;
241         string s;
242         fh = fopen(f, FILE_READ);
243         if(fh < 0)
244                 return;
245         while((s = fgets(fh)))
246         {
247                 if(tokenize_console(s) != 3)
248                 {
249                         //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
250                         continue;
251                 }
252                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
253         }
254         fclose(fh);
255 }
256
257 void Monster_Sounds_Precache(entity this)
258 {
259         string m = (Monsters_from(this.monsterid)).m_model.model_str();
260         float globhandle, n, i;
261         string f;
262
263         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
264         if (globhandle < 0)
265                 return;
266         n = search_getsize(globhandle);
267         for (i = 0; i < n; ++i)
268         {
269                 //print(search_getfilename(globhandle, i), "\n");
270                 f = search_getfilename(globhandle, i);
271                 Monster_Sound_Precache(f);
272         }
273         search_end(globhandle);
274 }
275
276 void Monster_Sounds_Clear(entity this)
277 {
278 #define _MSOUND(m) strfree(this.monstersound_##m);
279         ALLMONSTERSOUNDS
280 #undef _MSOUND
281 }
282
283 .string Monster_Sound_SampleField(string type)
284 {
285         GetMonsterSoundSampleField_notFound = 0;
286         switch(type)
287         {
288 #define _MSOUND(m) case #m: return monstersound_##m;
289                 ALLMONSTERSOUNDS
290 #undef _MSOUND
291         }
292         GetMonsterSoundSampleField_notFound = 1;
293         return string_null;
294 }
295
296 bool Monster_Sounds_Load(entity this, string f, int first)
297 {
298         string s;
299         var .string field;
300         float fh = fopen(f, FILE_READ);
301         if(fh < 0)
302         {
303                 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
304                 return false;
305         }
306         while((s = fgets(fh)))
307         {
308                 if(tokenize_console(s) != 3)
309                         continue;
310                 field = Monster_Sound_SampleField(argv(0));
311                 if(GetMonsterSoundSampleField_notFound)
312                         continue;
313                 strcpy(this.(field), strcat(argv(1), " ", argv(2)));
314         }
315         fclose(fh);
316         return true;
317 }
318
319 .int skin_for_monstersound;
320 void Monster_Sounds_Update(entity this)
321 {
322         if(this.skin == this.skin_for_monstersound) { return; }
323
324         this.skin_for_monstersound = this.skin;
325         Monster_Sounds_Clear(this);
326         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
327                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
328 }
329
330 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
331 {
332         if(!autocvar_g_monsters_sounds) { return; }
333
334         if(delaytoo)
335         if(time < this.msound_delay)
336                 return; // too early
337         string sample = this.(samplefield);
338         if (sample != "") sample = GlobalSound_sample(sample, random());
339         float myscale = ((this.scale) ? this.scale : 1); // safety net
340         // TODO: change volume depending on size too?
341         sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
342
343         this.msound_delay = time + sound_delay;
344 }
345
346
347 // =======================
348 // Monster attack handlers
349 // =======================
350
351 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
352 {
353         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
354
355         setanim(this, anim, false, true, false);
356
357         if(this.animstate_endtime > time && IS_MONSTER(this))
358                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
359         else
360                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
361
362         monster_makevectors(this, targ);
363
364         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
365
366         if(trace_ent.takedamage)
367                 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
368
369         return true;
370 }
371
372 bool Monster_Attack_Leap_Check(entity this, vector vel)
373 {
374         if(this.state && IS_MONSTER(this))
375                 return false; // already attacking
376         if(!IS_ONGROUND(this))
377                 return false; // not on the ground
378         if(GetResource(this, RES_HEALTH) <= 0 || IS_DEAD(this))
379                 return false; // called when dead?
380         if(time < this.attack_finished_single[0])
381                 return false; // still attacking
382
383         vector old = this.velocity;
384
385         this.velocity = vel;
386         tracetoss(this, this);
387         this.velocity = old;
388         if(trace_ent != this.enemy)
389                 return false;
390
391         return true;
392 }
393
394 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
395 {
396         if(!Monster_Attack_Leap_Check(this, vel))
397                 return false;
398
399         setanim(this, anm, false, true, false);
400
401         if(this.animstate_endtime > time && IS_MONSTER(this))
402                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
403         else
404                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
405
406         if(IS_MONSTER(this))
407                 this.state = MONSTER_ATTACK_RANGED;
408         settouch(this, touchfunc);
409         this.origin_z += 1;
410         this.velocity = vel;
411         UNSET_ONGROUND(this);
412
413         return true;
414 }
415
416 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
417 {
418         int slot = weaponslot(weaponentity);
419
420         if((!this || !targ)
421         || (!this.monster_attackfunc)
422         || (time < this.attack_finished_single[slot])
423         ) { return; }
424
425         if(vdist(targ.origin - this.origin, <=, this.attack_range))
426         {
427                 monster_makevectors(this, targ);
428                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
429                 if(attack_success == 1)
430                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
431                 else if(attack_success > 0)
432                         return;
433         }
434
435         if(vdist(targ.origin - this.origin, >, this.attack_range))
436         {
437                 monster_makevectors(this, targ);
438                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
439                 if(attack_success == 1)
440                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
441                 else if(attack_success > 0)
442                         return;
443         }
444 }
445
446
447 // ======================
448 // Main monster functions
449 // ======================
450
451 void Monster_UpdateModel(entity this)
452 {
453         // assume some defaults
454         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
455         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
456         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
457         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
458         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
459         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
460         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
461         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
462         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
463         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
464
465         // then get the real values
466         Monster mon = Monsters_from(this.monsterid);
467         mon.mr_anim(mon, this);
468 }
469
470 void Monster_Touch(entity this, entity toucher)
471 {
472         if(toucher == NULL) { return; }
473
474         if(toucher.monster_attack)
475         if(this.enemy != toucher)
476         if(!IS_MONSTER(toucher))
477         if(Monster_ValidTarget(this, toucher))
478                 this.enemy = toucher;
479 }
480
481 void Monster_Miniboss_Check(entity this)
482 {
483         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
484                 return;
485
486         float chance = random() * 100;
487
488         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
489         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
490         {
491                 GiveResource(this, RES_HEALTH, autocvar_g_monsters_miniboss_healthboost);
492                 this.effects |= EF_RED;
493                 if(!this.weapon)
494                         this.weapon = WEP_VORTEX.m_id;
495         }
496 }
497
498 bool Monster_Respawn_Check(entity this)
499 {
500         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
501         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
502                 return true; // enabled by a mutator
503
504         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
505                 return false;
506
507         if(!autocvar_g_monsters_respawn)
508                 return false;
509
510         return true;
511 }
512
513 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
514
515 .vector pos1, pos2;
516
517 void Monster_Dead_Fade(entity this)
518 {
519         if(Monster_Respawn_Check(this))
520         {
521                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
522                 setthink(this, Monster_Respawn);
523                 this.nextthink = time + this.respawntime;
524                 this.monster_lifetime = 0;
525                 this.deadflag = DEAD_RESPAWNING;
526                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
527                 {
528                         this.pos1 = this.origin;
529                         this.pos2 = this.angles;
530                 }
531                 this.event_damage = func_null;
532                 this.event_heal = func_null;
533                 this.takedamage = DAMAGE_NO;
534                 setorigin(this, this.pos1);
535                 this.angles = this.pos2;
536                 SetResourceExplicit(this, RES_HEALTH, this.max_health);
537                 setmodel(this, MDL_Null);
538         }
539         else
540         {
541                 // number of monsters spawned with mobspawn command
542                 totalspawned -= 1;
543
544                 SUB_SetFade(this, time + 3, 1);
545         }
546 }
547
548 void Monster_Use(entity this, entity actor, entity trigger)
549 {
550         if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
551 }
552
553 .float pass_distance;
554 vector Monster_Move_Target(entity this, entity targ)
555 {
556         // enemy is always preferred target
557         if(this.enemy)
558         {
559                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
560                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
561                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
562
563                 // cases where the enemy may have changed their state (don't need to check everything here)
564                 if((!this.enemy)
565                         || (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
566                         || (STAT(FROZEN, this.enemy))
567                         || (this.enemy.flags & FL_NOTARGET)
568                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
569                         || (this.enemy.takedamage == DAMAGE_NO)
570                         || (vdist(this.origin - targ_origin, >, this.target_range))
571                         || ((trace_fraction < 1) && (trace_ent != this.enemy)))
572                 {
573                         this.enemy = NULL;
574                         //this.pass_distance = 0;
575                 }
576
577                 if(this.enemy)
578                 {
579                         /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
580                         print("Trace origin: ", vtos(targ_origin), "\n");
581                         print("Target origin: ", vtos(this.enemy.origin), "\n");
582                         print("My origin: ", vtos(this.origin), "\n"); */
583
584                         this.monster_movestate = MONSTER_MOVE_ENEMY;
585                         this.last_trace = time + 1.2;
586                         if(this.monster_moveto)
587                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
588                         else
589                                 return targ_origin;
590                 }
591
592                 /*makevectors(this.angles);
593                 this.monster_movestate = MONSTER_MOVE_ENEMY;
594                 this.last_trace = time + 1.2;
595                 return this.enemy.origin; */
596         }
597
598         switch(this.monster_moveflags)
599         {
600                 case MONSTER_MOVE_FOLLOW:
601                 {
602                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
603                         this.last_trace = time + 0.3;
604                         return (this.monster_follow) ? this.monster_follow.origin : this.origin;
605                 }
606                 case MONSTER_MOVE_SPAWNLOC:
607                 {
608                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
609                         this.last_trace = time + 2;
610                         return this.pos1;
611                 }
612                 case MONSTER_MOVE_NOMOVE:
613                 {
614                         if(this.monster_moveto)
615                         {
616                                 this.last_trace = time + 0.5;
617                                 return this.monster_moveto;
618                         }
619                         else
620                         {
621                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
622                                 this.last_trace = time + 2;
623                         }
624                         return this.origin;
625                 }
626                 default:
627                 case MONSTER_MOVE_WANDER:
628                 {
629                         vector pos;
630                         this.monster_movestate = MONSTER_MOVE_WANDER;
631
632                         if(this.monster_moveto)
633                         {
634                                 this.last_trace = time + 0.5;
635                                 pos = this.monster_moveto;
636                         }
637                         else if(targ)
638                         {
639                                 this.last_trace = time + 0.5;
640                                 pos = targ.origin;
641                         }
642                         else
643                         {
644                                 this.last_trace = time + this.wander_delay;
645
646                                 this.angles_y = rint(random() * 500);
647                                 makevectors(this.angles);
648                                 pos = this.origin + v_forward * this.wander_distance;
649
650                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
651                                 {
652                                         pos.z = random() * 200;
653                                         if(random() >= 0.5)
654                                                 pos.z *= -1;
655                                 }
656                         }
657
658                         return pos;
659                 }
660         }
661 }
662
663 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
664 {
665         //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
666         //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
667         //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
668         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
669
670         vector targpos = to;
671 #if 0
672         if(current_height) // make sure we can actually do this arcing path
673         {
674                 targpos = (to + ('0 0 1' * current_height));
675                 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
676                 if(trace_fraction < 1)
677                 {
678                         //print("normal arc line failed, trying to find new pos...");
679                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
680                         targpos = (trace_endpos + '0 0 -10');
681                         WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
682                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
683                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
684                 }
685         }
686         else { targpos = to; }
687 #endif
688
689         //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
690
691         vector desired_direction = normalize(targpos - from);
692         if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
693         else { this.velocity = (desired_direction * movespeed); }
694
695         //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
696         //this.angles = vectoangles(this.velocity);
697 }
698
699 .entity draggedby;
700
701 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
702 {
703         // update goal entity if lost
704         if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
705                 this.goalentity = find(NULL, targetname, this.target2);
706
707         if(STAT(FROZEN, this))
708         {
709                 movelib_brake_simple(this, stpspeed);
710                 setanim(this, this.anim_idle, true, false, false);
711                 return; // no physics while frozen!
712         }
713
714         if(this.flags & FL_SWIM)
715         {
716                 if(this.waterlevel < WATERLEVEL_WETFEET)
717                 {
718                         if(time >= this.last_trace)
719                         {
720                                 this.last_trace = time + 0.4;
721
722                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
723                                 this.angles = '90 90 0';
724                                 if(random() < 0.5)
725                                 {
726                                         this.velocity_y += random() * 50;
727                                         this.velocity_x -= random() * 50;
728                                 }
729                                 else
730                                 {
731                                         this.velocity_y -= random() * 50;
732                                         this.velocity_x += random() * 50;
733                                 }
734                                 this.velocity_z += random() * 150;
735                         }
736
737
738                         set_movetype(this, MOVETYPE_BOUNCE);
739                         //this.velocity_z = -200;
740
741                         return;
742                 }
743                 else if(this.move_movetype == MOVETYPE_BOUNCE)
744                 {
745                         this.angles_x = 0;
746                         set_movetype(this, MOVETYPE_WALK);
747                 }
748         }
749
750         entity targ = this.goalentity;
751
752         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
753                 || game_stopped
754                 || this.draggedby != NULL
755                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
756                 || time < game_starttime
757                 || (autocvar_g_campaign && !campaign_bots_may_start)
758                 || time < this.spawn_time)
759         {
760                 runspeed = walkspeed = 0;
761                 if(time >= this.spawn_time)
762                         setanim(this, this.anim_idle, true, false, false);
763                 movelib_brake_simple(this, stpspeed);
764                 return;
765         }
766
767         targ = M_ARGV(3, entity);
768         runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
769         walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
770
771         if(teamplay && autocvar_g_monsters_teams)
772         if(DIFF_TEAM(this.monster_follow, this))
773                 this.monster_follow = NULL;
774
775         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
776         {
777                 this.state = 0;
778                 settouch(this, Monster_Touch);
779         }
780
781         if(this.state && time >= this.attack_finished_single[0])
782                 this.state = 0; // attack is over
783
784         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
785         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
786                 this.moveto = Monster_Move_Target(this, targ);
787
788         if(!this.enemy)
789                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
790
791         if(this.state == MONSTER_ATTACK_MELEE)
792                 this.moveto = this.origin;
793
794         if(this.enemy && this.enemy.vehicle)
795                 runspeed = 0;
796
797         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
798                 this.moveto_z = this.origin_z;
799
800         if(vdist(this.origin - this.moveto, >, 100))
801         {
802                 bool do_run = (this.enemy || this.monster_moveto);
803                 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
804                         Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
805
806                 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
807                 if(!this.state)
808                 {
809                         if(vdist(this.velocity, >, 10))
810                                 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
811                         else
812                                 setanim(this, this.anim_idle, true, false, false);
813                 }
814         }
815         else
816         {
817                 entity e = this.goalentity; //find(NULL, targetname, this.target2);
818                 if(e.target2 && e.target2 != "")
819                         this.target2 = e.target2;
820                 else if(e.target && e.target != "") // compatibility
821                         this.target2 = e.target;
822
823                 movelib_brake_simple(this, stpspeed);
824                 if(time > this.anim_finished && time > this.pain_finished)
825                 if(!this.state)
826                 if(vdist(this.velocity, <=, 30))
827                         setanim(this, this.anim_idle, true, false, false);
828         }
829
830         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
831
832         vector real_angle = vectoangles(this.steerto) - this.angles;
833         float turny = 25;
834         if(this.state == MONSTER_ATTACK_MELEE)
835                 turny = 0;
836         if(turny)
837         {
838                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
839                 this.angles_y += turny;
840         }
841 }
842
843 void Monster_Remove(entity this)
844 {
845         if(IS_CLIENT(this))
846                 return; // don't remove it?
847
848         if(!this) { return; }
849
850         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
851                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
852
853         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
854         {
855                 .entity weaponentity = weaponentities[slot];
856                 if(this.(weaponentity))
857                         delete(this.(weaponentity));
858         }
859         if(this.iceblock) { delete(this.iceblock); }
860         WaypointSprite_Kill(this.sprite);
861         delete(this);
862 }
863
864 void Monster_Dead_Think(entity this)
865 {
866         this.nextthink = time + this.ticrate;
867
868         if(this.monster_lifetime != 0)
869         if(time >= this.monster_lifetime)
870         {
871                 Monster_Dead_Fade(this);
872                 return;
873         }
874 }
875
876 void Monster_Appear(entity this, entity actor, entity trigger)
877 {
878         this.enemy = actor;
879         Monster_Spawn(this, false, this.monsterid);
880 }
881
882 bool Monster_Appear_Check(entity this, int monster_id)
883 {
884         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
885                 return false;
886
887         setthink(this, func_null);
888         this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
889         this.nextthink = 0;
890         this.use = Monster_Appear;
891         this.flags = FL_MONSTER; // set so this monster can get butchered
892
893         return true;
894 }
895
896 void Monster_Reset(entity this)
897 {
898         setorigin(this, this.pos1);
899         this.angles = this.pos2;
900
901         Unfreeze(this, false); // remove any icy remains
902
903         SetResourceExplicit(this, RES_HEALTH, this.max_health);
904         this.velocity = '0 0 0';
905         this.enemy = NULL;
906         this.goalentity = NULL;
907         this.attack_finished_single[0] = 0;
908         this.moveto = this.origin;
909 }
910
911 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
912 {
913         TakeResource(this, RES_HEALTH, damage);
914
915         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
916
917         if(GetResource(this, RES_HEALTH) <= -50) // 100 health until gone?
918         {
919                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
920
921                 // number of monsters spawned with mobspawn command
922                 totalspawned -= 1;
923
924                 setthink(this, SUB_Remove);
925                 this.nextthink = time + 0.1;
926                 this.event_damage = func_null;
927         }
928 }
929
930 void Monster_Dead(entity this, entity attacker, float gibbed)
931 {
932         setthink(this, Monster_Dead_Think);
933         this.nextthink = time;
934         this.monster_lifetime = time + 5;
935
936         if(STAT(FROZEN, this))
937                 Unfreeze(this, false); // remove any icy remains
938
939         monster_dropitem(this, attacker);
940
941         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
942
943         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
944                 monsters_killed += 1;
945
946         if(IS_PLAYER(attacker))
947         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
948                 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
949
950         if(gibbed)
951         {
952                 // number of monsters spawned with mobspawn command
953                 totalspawned -= 1;
954         }
955
956         if(!gibbed && this.mdl_dead && this.mdl_dead != "")
957                 _setmodel(this, this.mdl_dead);
958
959         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
960         this.event_heal         = func_null;
961         this.solid                      = SOLID_CORPSE;
962         this.takedamage         = DAMAGE_AIM;
963         this.deadflag           = DEAD_DEAD;
964         this.enemy                      = NULL;
965         set_movetype(this, MOVETYPE_TOSS);
966         this.moveto                     = this.origin;
967         settouch(this, Monster_Touch); // reset incase monster was pouncing
968         this.reset                      = func_null;
969         this.state                      = 0;
970         this.attack_finished_single[0] = 0;
971         this.effects = 0;
972
973         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
974                 this.velocity = '0 0 0';
975
976         CSQCModel_UnlinkEntity(this);
977
978         Monster mon = Monsters_from(this.monsterid);
979         mon.mr_death(mon, this);
980
981         if(this.candrop && this.weapon)
982         {
983                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
984                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
985         }
986 }
987
988 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
989 {
990         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
991                 return;
992
993         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
994                 return;
995
996         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
997                 //return;
998
999         if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1000                 return;
1001
1002         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1003                 return;
1004
1005         vector v = healtharmor_applydamage(100, GetResource(this, RES_ARMOR) / 100, deathtype, damage);
1006         float take = v.x;
1007         //float save = v.y;
1008
1009         Monster mon = Monsters_from(this.monsterid);
1010         take = mon.mr_pain(mon, this, take, attacker, deathtype);
1011
1012         if(take)
1013         {
1014                 TakeResource(this, RES_HEALTH, take);
1015                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1016         }
1017
1018         if(this.sprite)
1019                 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1020
1021         this.dmg_time = time;
1022
1023         if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1024                 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1025
1026         this.velocity += force * this.damageforcescale;
1027
1028         if(deathtype != DEATH_DROWN.m_id && take)
1029         {
1030                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1031                 if (take > 50)
1032                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1033                 if (take > 100)
1034                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1035         }
1036
1037         if(GetResource(this, RES_HEALTH) <= 0)
1038         {
1039                 if(deathtype == DEATH_KILL.m_id)
1040                         this.candrop = false; // killed by mobkill command
1041
1042                 // TODO: fix this?
1043                 SUB_UseTargets(this, attacker, this.enemy);
1044                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1045
1046                 Monster_Dead(this, attacker, (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id));
1047
1048                 WaypointSprite_Kill(this.sprite);
1049
1050                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1051
1052                 if(GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1053                 {
1054                         Violence_GibSplash(this, 1, 0.5, attacker);
1055
1056                         setthink(this, SUB_Remove);
1057                         this.nextthink = time + 0.1;
1058                 }
1059         }
1060 }
1061
1062 bool Monster_Heal(entity targ, entity inflictor, float amount, float limit)
1063 {
1064         float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
1065         if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
1066                 return false;
1067
1068         GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
1069         if(targ.sprite)
1070                 WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH));
1071         return true;
1072 }
1073
1074 // don't check for enemies, just keep walking in a straight line
1075 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1076 {
1077         if(game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1078         {
1079                 mspeed = 0;
1080                 if(time >= this.spawn_time)
1081                         setanim(this, this.anim_idle, true, false, false);
1082                 movelib_brake_simple(this, 0.6);
1083                 return;
1084         }
1085
1086         makevectors(this.angles);
1087         vector a = CENTER_OR_VIEWOFS(this);
1088         vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1089
1090         traceline(a, b, MOVE_NORMAL, this);
1091
1092         bool reverse = false;
1093         if(trace_fraction != 1.0)
1094                 reverse = true;
1095         if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1096                 reverse = false;
1097         if(trace_ent && IS_MONSTER(trace_ent))
1098                 reverse = true;
1099
1100         if(!allow_jumpoff && IS_ONGROUND(this))
1101         {
1102                 traceline(b, b - '0 0 32', MOVE_NORMAL, this);
1103                 if(trace_fraction == 1.0)
1104                         reverse = true;
1105         }
1106
1107         if(reverse)
1108         {
1109                 this.angles_y = anglemods(this.angles_y - 180);
1110                 makevectors(this.angles);
1111         }
1112
1113         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1114
1115         if(time > this.pain_finished && time > this.attack_finished_single[0])
1116         {
1117                 if(vdist(this.velocity, >, 10))
1118                         setanim(this, this.anim_walk, true, false, false);
1119                 else
1120                         setanim(this, this.anim_idle, true, false, false);
1121         }
1122 }
1123
1124 void Monster_Anim(entity this)
1125 {
1126         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1127         if(IS_DEAD(this))
1128         {
1129                 if (!deadbits)
1130                 {
1131                         // Decide on which death animation to use.
1132                         if(random() < 0.5)
1133                                 deadbits = ANIMSTATE_DEAD1;
1134                         else
1135                                 deadbits = ANIMSTATE_DEAD2;
1136                 }
1137         }
1138         else
1139         {
1140                 // Clear a previous death animation.
1141                 deadbits = 0;
1142         }
1143         int animbits = deadbits;
1144         if(STAT(FROZEN, this))
1145                 animbits |= ANIMSTATE_FROZEN;
1146         if(this.crouch)
1147                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1148         animdecide_setstate(this, animbits, false);
1149         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1150
1151         /* // weapon entities for monsters?
1152         if (this.weaponentity)
1153         {
1154                 updateanim(this.weaponentity);
1155                 if (!this.weaponentity.animstate_override)
1156                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1157         }
1158         */
1159 }
1160
1161 void Monster_Frozen_Think(entity this)
1162 {
1163         if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
1164         {
1165                 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1);
1166                 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health));
1167                 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
1168
1169                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1170                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1171
1172                 if(STAT(REVIVE_PROGRESS, this) >= 1)
1173                         Unfreeze(this, false);
1174         }
1175         else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
1176         {
1177                 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - this.ticrate * this.revive_speed, 1);
1178                 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
1179
1180                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1181                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1182
1183                 if(GetResource(this, RES_HEALTH) < 1)
1184                 {
1185                         Unfreeze(this, false);
1186                         if(this.event_damage)
1187                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
1188                 }
1189                 else if ( STAT(REVIVE_PROGRESS, this) <= 0 )
1190                         Unfreeze(this, false);
1191         }
1192         // otherwise, no revival!
1193
1194         this.enemy = NULL; // TODO: save enemy, and attack when revived?
1195 }
1196
1197 void Monster_Enemy_Check(entity this)
1198 {
1199         if(!this.enemy)
1200         {
1201                 this.enemy = Monster_FindTarget(this);
1202                 if(this.enemy)
1203                 {
1204                         WarpZone_RefSys_Copy(this.enemy, this);
1205                         WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1206                         // update move target immediately?
1207                         this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1208                         this.monster_moveto = '0 0 0';
1209                         this.monster_face = '0 0 0';
1210
1211                         //this.pass_distance = vlen((('1 0 0' * this.enemy.origin_x) + ('0 1 0' * this.enemy.origin_y)) - (('1 0 0' *  this.origin_x) + ('0 1 0' *  this.origin_y)));
1212                         Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1213                 }
1214         }
1215 }
1216
1217 void Monster_Think(entity this)
1218 {
1219         setthink(this, Monster_Think);
1220         this.nextthink = time + this.ticrate;
1221
1222         if(this.monster_lifetime && time >= this.monster_lifetime)
1223         {
1224                 Damage(this, this, this, GetResource(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin);
1225                 return;
1226         }
1227
1228         if(STAT(FROZEN, this))
1229                 Monster_Frozen_Think(this);
1230         else if(time >= this.last_enemycheck)
1231         {
1232                 Monster_Enemy_Check(this);
1233                 this.last_enemycheck = time + 1; // check for enemies every second
1234         }
1235
1236         Monster mon = Monsters_from(this.monsterid);
1237         if(mon.mr_think(mon, this))
1238         {
1239                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1240
1241                 .entity weaponentity = weaponentities[0]; // TODO?
1242                 Monster_Attack_Check(this, this.enemy, weaponentity);
1243         }
1244
1245         Monster_Anim(this);
1246
1247         CSQCMODEL_AUTOUPDATE(this);
1248 }
1249
1250 bool Monster_Spawn_Setup(entity this)
1251 {
1252         Monster mon = Monsters_from(this.monsterid);
1253         mon.mr_setup(mon, this);
1254
1255         // ensure some basic needs are met
1256         if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 100); }
1257         if(!GetResource(this, RES_ARMOR)) { SetResourceExplicit(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); }
1258         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1259         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1260         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1261         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1262         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1263
1264         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1265         {
1266                 Monster_Miniboss_Check(this);
1267                 SetResourceExplicit(this, RES_HEALTH, GetResource(this, RES_HEALTH) * MONSTER_SKILLMOD(this));
1268
1269                 if(!this.skin)
1270                         this.skin = rint(random() * 4);
1271         }
1272
1273         this.max_health = GetResource(this, RES_HEALTH);
1274         this.pain_finished = this.nextthink;
1275
1276         if(IS_PLAYER(this.monster_follow))
1277                 this.effects |= EF_DIMLIGHT;
1278
1279         if(!this.wander_delay) { this.wander_delay = 2; }
1280         if(!this.wander_distance) { this.wander_distance = 600; }
1281
1282         Monster_Sounds_Precache(this);
1283         Monster_Sounds_Update(this);
1284
1285         if(teamplay)
1286         {
1287                 if(!this.monster_attack)
1288                         IL_PUSH(g_monster_targets, this);
1289                 this.monster_attack = true; // we can have monster enemies in team games
1290         }
1291
1292         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1293
1294         if(autocvar_g_monsters_healthbars)
1295         {
1296                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1297                 wp.wp_extra = this.monsterid;
1298                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1299                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1300                 {
1301                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1302                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1303                 }
1304         }
1305
1306         setthink(this, Monster_Think);
1307         this.nextthink = time + this.ticrate;
1308
1309         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1310                 return false;
1311
1312         return true;
1313 }
1314
1315 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1316 {
1317         // setup the basic required properties for a monster
1318         entity mon = Monsters_from(mon_id);
1319         if(!mon.monsterid) { return false; } // invalid monster
1320
1321         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1322
1323         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED) && !(this.flags & FL_MONSTER))
1324         {
1325                 IL_PUSH(g_monsters, this);
1326                 if(this.mdl && this.mdl != "")
1327                         precache_model(this.mdl);
1328                 if(this.mdl_dead && this.mdl_dead != "")
1329                         precache_model(this.mdl_dead);
1330         }
1331
1332         if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1333
1334         if(!this.monster_skill)
1335                 this.monster_skill = cvar("g_monsters_skill");
1336
1337         // support for quake style removing monsters based on skill
1338         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1339         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1340         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1341
1342         if(this.team && !teamplay)
1343                 this.team = 0;
1344
1345         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1346         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1347                 monsters_total += 1;
1348
1349         if(this.mdl && this.mdl != "")
1350                 _setmodel(this, this.mdl);
1351         else
1352                 setmodel(this, mon.m_model);
1353
1354         this.flags                              = FL_MONSTER;
1355         this.classname                  = "monster";
1356         this.takedamage                 = DAMAGE_AIM;
1357         if(!this.bot_attack)
1358                 IL_PUSH(g_bot_targets, this);
1359         this.bot_attack                 = true;
1360         this.iscreature                 = true;
1361         this.teleportable               = true;
1362         if(!this.damagedbycontents)
1363                 IL_PUSH(g_damagedbycontents, this);
1364         this.damagedbycontents  = true;
1365         this.monsterid                  = mon_id;
1366         this.event_damage               = Monster_Damage;
1367         this.event_heal                 = Monster_Heal;
1368         settouch(this, Monster_Touch);
1369         this.use                                = Monster_Use;
1370         this.solid                              = SOLID_BBOX;
1371         set_movetype(this, MOVETYPE_WALK);
1372         this.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1373         this.enemy                              = NULL;
1374         this.velocity                   = '0 0 0';
1375         this.moveto                             = this.origin;
1376         this.pos1                               = this.origin;
1377         this.pos2                               = this.angles;
1378         this.reset                              = Monster_Reset;
1379         this.netname                    = mon.netname;
1380         this.monster_attackfunc = mon.monster_attackfunc;
1381         this.monster_name               = mon.monster_name;
1382         this.candrop                    = true;
1383         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1384         this.oldtarget2                 = this.target2;
1385         //this.pass_distance            = 0;
1386         this.deadflag                   = DEAD_NO;
1387         this.spawn_time                 = time;
1388         this.gravity                    = 1;
1389         this.monster_moveto             = '0 0 0';
1390         this.monster_face               = '0 0 0';
1391         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1392
1393         if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1394         if(!this.scale) { this.scale = 1; }
1395         if(autocvar_g_monsters_edit) { this.grab = 1; }
1396         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1397         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1398         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1399
1400         if(autocvar_g_playerclip_collisions)
1401                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1402
1403         if(mon.spawnflags & MONSTER_TYPE_FLY)
1404         {
1405                 this.flags |= FL_FLY;
1406                 set_movetype(this, MOVETYPE_FLY);
1407         }
1408
1409         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1410         {
1411                 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1412                         this.scale *= 1.3;
1413
1414                 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1415                 if(autocvar_g_monsters_quake_resize)
1416                         this.scale *= 1.3;
1417         }
1418
1419         setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1420
1421         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1422
1423         Monster_UpdateModel(this);
1424
1425         if(!Monster_Spawn_Setup(this))
1426         {
1427                 Monster_Remove(this);
1428                 return false;
1429         }
1430
1431         if(!this.noalign)
1432         {
1433                 setorigin(this, this.origin + '0 0 20');
1434                 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1435                 setorigin(this, trace_endpos);
1436         }
1437
1438         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1439                 monster_setupcolors(this);
1440
1441         CSQCMODEL_AUTOINIT(this);
1442
1443         return true;
1444 }