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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 #include "sv_monsters.qh"
2
3 #include <server/g_subs.qh>
4 #include <lib/warpzone/common.qh>
5 #include "../constants.qh"
6 #include "../teams.qh"
7 #include "../util.qh"
8 #include "all.qh"
9 #include "../physics/movelib.qh"
10 #include "../weapons/_mod.qh"
11 #include <server/autocvars.qh>
12 #include <server/defs.qh>
13 #include "../deathtypes/all.qh"
14 #include <server/mutators/_mod.qh>
15 #include <server/steerlib.qh>
16 #include "../turrets/sv_turrets.qh"
17 #include "../turrets/util.qh"
18 #include "../vehicles/all.qh"
19 #include <server/campaign.qh>
20 #include <server/command/_mod.qh>
21 #include "../triggers/triggers.qh"
22 #include <lib/csqcmodel/sv_model.qh>
23 #include <server/round_handler.qh>
24 #include <server/weapons/_mod.qh>
25
26 void monsters_setstatus(entity this)
27 {
28         this.stat_monsters_total = monsters_total;
29         this.stat_monsters_killed = monsters_killed;
30 }
31
32 void monster_dropitem(entity this, entity attacker)
33 {
34         if(!this.candrop || !this.monster_loot)
35                 return;
36
37         vector org = this.origin + ((this.mins + this.maxs) * 0.5);
38         entity e = new(droppedweapon); // use weapon handling to remove it on touch
39         e.spawnfunc_checked = true;
40
41         e.monster_loot = this.monster_loot;
42
43         MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
44         e = M_ARGV(1, entity);
45
46         if(e && e.monster_loot)
47         {
48                 e.noalign = true;
49                 e.monster_loot(e);
50                 e.gravity = 1;
51                 set_movetype(e, MOVETYPE_TOSS);
52                 e.reset = SUB_Remove;
53                 setorigin(e, org);
54                 e.velocity = randomvec() * 175 + '0 0 325';
55                 e.item_spawnshieldtime = time + 0.7;
56                 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
57         }
58 }
59
60 void monster_makevectors(entity this, entity targ)
61 {
62         if(IS_MONSTER(this))
63         {
64                 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
65                 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
66                 this.v_angle_x = -this.v_angle_x;
67         }
68
69         makevectors(this.v_angle);
70 }
71
72 // ===============
73 // Target handling
74 // ===============
75
76 bool Monster_ValidTarget(entity this, entity targ)
77 {
78         // ensure we're not checking nonexistent monster/target
79         if(!this || !targ) { return false; }
80
81         if((targ == this)
82         || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
83         || (IS_VEHICLE(targ) && !((get_monsterinfo(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
84         || (time < game_starttime) // monsters do nothing before match has started
85         || (targ.takedamage == DAMAGE_NO)
86         || (targ.items & IT_INVISIBILITY)
87         || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
88         || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
89         || (this.monster_follow == targ || targ.monster_follow == this)
90         || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
91         || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
92         || (SAME_TEAM(targ, this))
93         || (STAT(FROZEN, targ))
94         || (targ.alpha != 0 && targ.alpha < 0.5)
95         || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
96         )
97         {
98                 // if any of the above checks fail, target is not valid
99                 return false;
100         }
101
102         traceline(this.origin + this.view_ofs, targ.origin, MOVE_NOMONSTERS, this);
103
104         if(trace_fraction < 1)
105                 return false; // solid
106
107         if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
108         if(this.enemy != targ)
109         {
110                 float dot;
111
112                 makevectors (this.angles);
113                 dot = normalize (targ.origin - this.origin) * v_forward;
114
115                 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
116         }
117
118         return true; // this target is valid!
119 }
120
121 entity Monster_FindTarget(entity mon)
122 {
123         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
124
125         entity closest_target = NULL;
126
127         // find the closest acceptable target to pass to
128         FOREACH_ENTITY_RADIUS(mon.origin, mon.target_range, it.monster_attack,
129         {
130                 if(Monster_ValidTarget(mon, it))
131                 {
132                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
133                         vector head_center = CENTER_OR_VIEWOFS(it);
134                         vector ent_center = CENTER_OR_VIEWOFS(mon);
135
136                         if(closest_target)
137                         {
138                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
139                                 if(vlen2(ent_center - head_center) < vlen2(ent_center - closest_target_center))
140                                         { closest_target = it; }
141                         }
142                         else { closest_target = it; }
143                 }
144         });
145
146         return closest_target;
147 }
148
149 void monster_setupcolors(entity mon)
150 {
151         if(IS_PLAYER(mon.realowner))
152                 mon.colormap = mon.realowner.colormap;
153         else if(teamplay && mon.team)
154                 mon.colormap = 1024 + (mon.team - 1) * 17;
155         else
156         {
157                 if(mon.monster_skill <= MONSTER_SKILL_EASY)
158                         mon.colormap = 1029;
159                 else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
160                         mon.colormap = 1027;
161                 else if(mon.monster_skill <= MONSTER_SKILL_HARD)
162                         mon.colormap = 1038;
163                 else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
164                         mon.colormap = 1028;
165                 else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
166                         mon.colormap = 1032;
167                 else
168                         mon.colormap = 1024;
169         }
170 }
171
172 void monster_changeteam(entity ent, float newteam)
173 {
174         if(!teamplay) { return; }
175
176         ent.team = newteam;
177         ent.monster_attack = true; // new team, activate attacking
178         monster_setupcolors(ent);
179
180         if(ent.sprite)
181         {
182                 WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
183
184                 ent.sprite.team = newteam;
185                 ent.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_TRACE("Invalid sound info line: ", s);
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) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
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         float fh;
299         string s;
300         var .string field;
301         fh = fopen(f, FILE_READ);
302         if(fh < 0)
303         {
304                 LOG_TRACE("Monster sound file not found: ", f);
305                 return false;
306         }
307         while((s = fgets(fh)))
308         {
309                 if(tokenize_console(s) != 3)
310                         continue;
311                 field = Monster_Sound_SampleField(argv(0));
312                 if(GetMonsterSoundSampleField_notFound)
313                         continue;
314                 if (this.(field))
315                         strunzone(this.(field));
316                 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
317         }
318         fclose(fh);
319         return true;
320 }
321
322 .int skin_for_monstersound;
323 void Monster_Sounds_Update(entity this)
324 {
325         if(this.skin == this.skin_for_monstersound) { return; }
326
327         this.skin_for_monstersound = this.skin;
328         Monster_Sounds_Clear(this);
329         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
330                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
331 }
332
333 void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan)
334 {
335         if(!autocvar_g_monsters_sounds) { return; }
336
337         if(delaytoo)
338         if(time < this.msound_delay)
339                 return; // too early
340         GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
341
342         this.msound_delay = time + sound_delay;
343 }
344
345
346 // =======================
347 // Monster attack handlers
348 // =======================
349
350 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
351 {
352         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
353
354         setanim(this, anim, false, true, false);
355
356         if(this.animstate_endtime > time && IS_MONSTER(this))
357                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
358         else
359                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
360
361         monster_makevectors(this, targ);
362
363         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
364
365         if(trace_ent.takedamage)
366                 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
367
368         return true;
369 }
370
371 bool Monster_Attack_Leap_Check(entity this, vector vel)
372 {
373         if(this.state && IS_MONSTER(this))
374                 return false; // already attacking
375         if(!IS_ONGROUND(this))
376                 return false; // not on the ground
377         if(this.health <= 0 || IS_DEAD(this))
378                 return false; // called when dead?
379         if(time < this.attack_finished_single[0])
380                 return false; // still attacking
381
382         vector old = this.velocity;
383
384         this.velocity = vel;
385         tracetoss(this, this);
386         this.velocity = old;
387         if (trace_ent != this.enemy)
388                 return false;
389
390         return true;
391 }
392
393 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
394 {
395         if(!Monster_Attack_Leap_Check(this, vel))
396                 return false;
397
398         setanim(this, anm, false, true, false);
399
400         if(this.animstate_endtime > time && (this.flags & FL_MONSTER))
401                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
402         else
403                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
404
405         if(this.flags & FL_MONSTER)
406                 this.state = MONSTER_ATTACK_RANGED;
407         settouch(this, touchfunc);
408         this.origin_z += 1;
409         this.velocity = vel;
410         UNSET_ONGROUND(this);
411
412         return true;
413 }
414
415 void Monster_Attack_Check(entity this, entity targ)
416 {
417         if((this == NULL || targ == NULL)
418         || (!this.monster_attackfunc)
419         || (time < this.attack_finished_single[0])
420         ) { return; }
421
422         if(vdist(targ.origin - this.origin, <=, this.attack_range))
423         {
424                 bool attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ);
425                 if(attack_success == 1)
426                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
427                 else if(attack_success > 0)
428                         return;
429         }
430
431         if(vdist(targ.origin - this.origin, >, this.attack_range))
432         {
433                 float attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ);
434                 if(attack_success == 1)
435                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
436                 else if(attack_success > 0)
437                         return;
438         }
439 }
440
441
442 // ======================
443 // Main monster functions
444 // ======================
445
446 void Monster_UpdateModel(entity this)
447 {
448         // assume some defaults
449         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
450         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
451         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
452         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
453         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
454         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
455         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
456         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
457         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
458         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
459
460         // then get the real values
461         Monster mon = get_monsterinfo(this.monsterid);
462         mon.mr_anim(mon, this);
463 }
464
465 void Monster_Touch(entity this, entity toucher)
466 {
467         if(toucher == NULL) { return; }
468
469         if(toucher.monster_attack)
470         if(this.enemy != toucher)
471         if(!IS_MONSTER(toucher))
472         if(Monster_ValidTarget(this, toucher))
473                 this.enemy = toucher;
474 }
475
476 void Monster_Miniboss_Check(entity this)
477 {
478         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
479                 return;
480
481         float chance = random() * 100;
482
483         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
484         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
485         {
486                 this.health += autocvar_g_monsters_miniboss_healthboost;
487                 this.effects |= EF_RED;
488                 if(!this.weapon)
489                         this.weapon = WEP_VORTEX.m_id;
490         }
491 }
492
493 bool Monster_Respawn_Check(entity this)
494 {
495         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
496         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
497                 return true; // enabled by a mutator
498
499         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
500                 return false;
501
502         if(!autocvar_g_monsters_respawn)
503                 return false;
504
505         return true;
506 }
507
508 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
509
510 .vector pos1, pos2;
511
512 void Monster_Dead_Fade(entity this)
513 {
514         if(Monster_Respawn_Check(this))
515         {
516                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
517                 setthink(this, Monster_Respawn);
518                 this.nextthink = time + this.respawntime;
519                 this.monster_lifetime = 0;
520                 this.deadflag = DEAD_RESPAWNING;
521                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
522                 {
523                         this.pos1 = this.origin;
524                         this.pos2 = this.angles;
525                 }
526                 this.event_damage = func_null;
527                 this.takedamage = DAMAGE_NO;
528                 setorigin(this, this.pos1);
529                 this.angles = this.pos2;
530                 this.health = this.max_health;
531                 setmodel(this, MDL_Null);
532         }
533         else
534         {
535                 // number of monsters spawned with mobspawn command
536                 totalspawned -= 1;
537
538                 SUB_SetFade(this, time + 3, 1);
539         }
540 }
541
542 void Monster_Use(entity this, entity actor, entity trigger)
543 {
544         if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
545 }
546
547 .float pass_distance;
548 vector Monster_Move_Target(entity this, entity targ)
549 {
550         // enemy is always preferred target
551         if(this.enemy)
552         {
553                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
554                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
555                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
556
557                 if((this.enemy == NULL)
558                         || (IS_DEAD(this.enemy) || this.enemy.health < 1)
559                         || (STAT(FROZEN, this.enemy))
560                         || (this.enemy.flags & FL_NOTARGET)
561                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
562                         || (this.enemy.takedamage == DAMAGE_NO)
563                         || (vdist(this.origin - targ_origin, >, this.target_range))
564                         || ((trace_fraction < 1) && (trace_ent != this.enemy)))
565                 {
566                         this.enemy = NULL;
567                         this.pass_distance = 0;
568                 }
569
570                 if(this.enemy)
571                 {
572                         /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
573                         print("Trace origin: ", vtos(targ_origin), "\n");
574                         print("Target origin: ", vtos(this.enemy.origin), "\n");
575                         print("My origin: ", vtos(this.origin), "\n"); */
576
577                         this.monster_movestate = MONSTER_MOVE_ENEMY;
578                         this.last_trace = time + 1.2;
579                         if(this.monster_moveto)
580                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
581                         else
582                                 return targ_origin;
583                 }
584
585                 /*makevectors(this.angles);
586                 this.monster_movestate = MONSTER_MOVE_ENEMY;
587                 this.last_trace = time + 1.2;
588                 return this.enemy.origin; */
589         }
590
591         switch(this.monster_moveflags)
592         {
593                 case MONSTER_MOVE_FOLLOW:
594                 {
595                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
596                         this.last_trace = time + 0.3;
597                         return (this.monster_follow) ? this.monster_follow.origin : this.origin;
598                 }
599                 case MONSTER_MOVE_SPAWNLOC:
600                 {
601                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
602                         this.last_trace = time + 2;
603                         return this.pos1;
604                 }
605                 case MONSTER_MOVE_NOMOVE:
606                 {
607                         if(this.monster_moveto)
608                         {
609                                 this.last_trace = time + 0.5;
610                                 return this.monster_moveto;
611                         }
612                         else
613                         {
614                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
615                                 this.last_trace = time + 2;
616                         }
617                         return this.origin;
618                 }
619                 default:
620                 case MONSTER_MOVE_WANDER:
621                 {
622                         vector pos;
623                         this.monster_movestate = MONSTER_MOVE_WANDER;
624
625                         if(this.monster_moveto)
626                         {
627                                 this.last_trace = time + 0.5;
628                                 pos = this.monster_moveto;
629                         }
630                         else if(targ)
631                         {
632                                 this.last_trace = time + 0.5;
633                                 pos = targ.origin;
634                         }
635                         else
636                         {
637                                 this.last_trace = time + this.wander_delay;
638
639                                 this.angles_y = rint(random() * 500);
640                                 makevectors(this.angles);
641                                 pos = this.origin + v_forward * this.wander_distance;
642
643                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
644                                 {
645                                         pos.z = random() * 200;
646                                         if(random() >= 0.5)
647                                                 pos.z *= -1;
648                                 }
649                         }
650
651                         return pos;
652                 }
653         }
654 }
655
656 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
657 {
658         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
659         float initial_height = 0; //min(50, (targ_distance * tanh(20)));
660         float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
661         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
662
663         vector targpos;
664         if(current_height) // make sure we can actually do this arcing path
665         {
666                 targpos = (to + ('0 0 1' * current_height));
667                 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
668                 if(trace_fraction < 1)
669                 {
670                         //print("normal arc line failed, trying to find new pos...");
671                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
672                         targpos = (trace_endpos + '0 0 -10');
673                         WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
674                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
675                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
676                 }
677         }
678         else { targpos = to; }
679
680         //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
681
682         vector desired_direction = normalize(targpos - from);
683         if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
684         else { this.velocity = (desired_direction * movespeed); }
685
686         //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
687         //this.angles = vectoangles(this.velocity);
688 }
689
690 .entity draggedby;
691 .entity target2;
692
693 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
694 {
695         // update goal entity if lost
696         if(this.target2 && this.goalentity.targetname != this.target2) { this.goalentity = find(NULL, targetname, this.target2); }
697
698         entity targ;
699
700         if(STAT(FROZEN, this) == 2)
701         {
702                 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
703                 this.health = max(1, this.revive_progress * this.max_health);
704                 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
705
706                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
707                         WaypointSprite_UpdateHealth(this.sprite, this.health);
708
709                 movelib_brake_simple(this, stpspeed);
710                 setanim(this, this.anim_idle, true, false, false);
711
712                 this.enemy = NULL;
713                 this.nextthink = time + this.ticrate;
714
715                 if(this.revive_progress >= 1)
716                         Unfreeze(this);
717
718                 return;
719         }
720         else if(STAT(FROZEN, this) == 3)
721         {
722                 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
723                 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
724
725                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
726                         WaypointSprite_UpdateHealth(this.sprite, this.health);
727
728                 movelib_brake_simple(this, stpspeed);
729                 setanim(this, this.anim_idle, true, false, false);
730
731                 this.enemy = NULL;
732                 this.nextthink = time + this.ticrate;
733
734                 if(this.health < 1)
735                 {
736                         Unfreeze(this);
737                         this.health = 0;
738                         if(this.event_damage)
739                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
740                 }
741
742                 else if ( this.revive_progress <= 0 )
743                         Unfreeze(this);
744
745                 return;
746         }
747
748         if(this.flags & FL_SWIM)
749         {
750                 if(this.waterlevel < WATERLEVEL_WETFEET)
751                 {
752                         if(time >= this.last_trace)
753                         {
754                                 this.last_trace = time + 0.4;
755
756                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
757                                 this.angles = '90 90 0';
758                                 if(random() < 0.5)
759                                 {
760                                         this.velocity_y += random() * 50;
761                                         this.velocity_x -= random() * 50;
762                                 }
763                                 else
764                                 {
765                                         this.velocity_y -= random() * 50;
766                                         this.velocity_x += random() * 50;
767                                 }
768                                 this.velocity_z += random() * 150;
769                         }
770
771
772                         set_movetype(this, MOVETYPE_BOUNCE);
773                         //this.velocity_z = -200;
774
775                         return;
776                 }
777                 else if(this.move_movetype == MOVETYPE_BOUNCE)
778                 {
779                         this.angles_x = 0;
780                         set_movetype(this, MOVETYPE_WALK);
781                 }
782         }
783
784         targ = this.goalentity;
785
786         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
787                 || gameover
788                 || this.draggedby != NULL
789                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
790                 || time < game_starttime
791                 || (autocvar_g_campaign && !campaign_bots_may_start)
792                 || time < this.spawn_time)
793         {
794                 runspeed = walkspeed = 0;
795                 if(time >= this.spawn_time)
796                         setanim(this, this.anim_idle, true, false, false);
797                 movelib_brake_simple(this, stpspeed);
798                 return;
799         }
800
801         targ = M_ARGV(3, entity);
802         runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
803         walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
804
805         if(teamplay)
806         if(autocvar_g_monsters_teams)
807         if(DIFF_TEAM(this.monster_follow, this))
808                 this.monster_follow = NULL;
809
810         if(time >= this.last_enemycheck)
811         {
812                 if(!this.enemy)
813                 {
814                         this.enemy = Monster_FindTarget(this);
815                         if(this.enemy)
816                         {
817                                 WarpZone_RefSys_Copy(this.enemy, this);
818                                 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
819                                 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
820                                 this.monster_moveto = '0 0 0';
821                                 this.monster_face = '0 0 0';
822
823                                 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)));
824                                 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
825                         }
826                 }
827
828                 this.last_enemycheck = time + 1; // check for enemies every second
829         }
830
831         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
832         {
833                 this.state = 0;
834                 settouch(this, Monster_Touch);
835         }
836
837         if(this.state && time >= this.attack_finished_single[0])
838                 this.state = 0; // attack is over
839
840         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
841         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
842                 this.moveto = Monster_Move_Target(this, targ);
843
844         if(!this.enemy)
845                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
846
847         if(this.state == MONSTER_ATTACK_MELEE)
848                 this.moveto = this.origin;
849
850         if(this.enemy && this.enemy.vehicle)
851                 runspeed = 0;
852
853         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
854                 this.moveto_z = this.origin_z;
855
856         if(vdist(this.origin - this.moveto, >, 100))
857         {
858                 float do_run = (this.enemy || this.monster_moveto);
859                 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
860                         Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
861
862                 if(time > this.pain_finished) // TODO: use anim_finished instead!
863                 if(!this.state)
864                 if(time > this.anim_finished)
865                 if(vdist(this.velocity, >, 10))
866                         setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
867                 else
868                         setanim(this, this.anim_idle, true, false, false);
869         }
870         else
871         {
872                 entity e = this.goalentity; //find(NULL, targetname, this.target2);
873                 if(e.target2)
874                         this.target2 = e.target2;
875                 else if(e.target) // compatibility
876                         this.target2 = e.target;
877
878                 movelib_brake_simple(this, stpspeed);
879                 if(time > this.anim_finished)
880                 if(time > this.pain_finished)
881                 if(!this.state)
882                 if(vdist(this.velocity, <=, 30))
883                         setanim(this, this.anim_idle, true, false, false);
884         }
885
886         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
887
888         vector real_angle = vectoangles(this.steerto) - this.angles;
889         float turny = 25;
890         if(this.state == MONSTER_ATTACK_MELEE)
891                 turny = 0;
892         if(turny)
893         {
894                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
895                 this.angles_y += turny;
896         }
897
898         Monster_Attack_Check(this, this.enemy);
899 }
900
901 void Monster_Remove(entity this)
902 {
903         if(IS_CLIENT(this))
904                 return; // don't remove it?
905
906         if(!this) { return; }
907
908         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
909                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
910
911         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
912         {
913                 .entity weaponentity = weaponentities[slot];
914                 if(this.(weaponentity))
915                         delete(this.(weaponentity));
916         }
917         if(this.iceblock) { delete(this.iceblock); }
918         WaypointSprite_Kill(this.sprite);
919         delete(this);
920 }
921
922 void Monster_Dead_Think(entity this)
923 {
924         this.nextthink = time + this.ticrate;
925
926         if(this.monster_lifetime != 0)
927         if(time >= this.monster_lifetime)
928         {
929                 Monster_Dead_Fade(this);
930                 return;
931         }
932 }
933
934 void Monster_Appear(entity this, entity actor, entity trigger)
935 {
936         this.enemy = actor;
937         Monster_Spawn(this, false, this.monsterid);
938 }
939
940 bool Monster_Appear_Check(entity this, int monster_id)
941 {
942         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
943                 return false;
944
945         setthink(this, func_null);
946         this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
947         this.nextthink = 0;
948         this.use = Monster_Appear;
949         this.flags = FL_MONSTER; // set so this monster can get butchered
950
951         return true;
952 }
953
954 void Monster_Reset(entity this)
955 {
956         setorigin(this, this.pos1);
957         this.angles = this.pos2;
958
959         Unfreeze(this); // remove any icy remains
960
961         this.health = this.max_health;
962         this.velocity = '0 0 0';
963         this.enemy = NULL;
964         this.goalentity = NULL;
965         this.attack_finished_single[0] = 0;
966         this.moveto = this.origin;
967 }
968
969 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
970 {
971         this.health -= damage;
972
973         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
974
975         if(this.health <= -50) // 100 health until gone?
976         {
977                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
978
979                 // number of monsters spawned with mobspawn command
980                 totalspawned -= 1;
981
982                 setthink(this, SUB_Remove);
983                 this.nextthink = time + 0.1;
984                 this.event_damage = func_null;
985         }
986 }
987
988 void Monster_Dead(entity this, entity attacker, float gibbed)
989 {
990         setthink(this, Monster_Dead_Think);
991         this.nextthink = time;
992         this.monster_lifetime = time + 5;
993
994         if(STAT(FROZEN, this))
995         {
996                 Unfreeze(this); // remove any icy remains
997                 this.health = 0; // reset by Unfreeze
998         }
999
1000         monster_dropitem(this, attacker);
1001
1002         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
1003
1004         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1005                 monsters_killed += 1;
1006
1007         if(IS_PLAYER(attacker))
1008         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
1009                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1010
1011         if(gibbed)
1012         {
1013                 // number of monsters spawned with mobspawn command
1014                 totalspawned -= 1;
1015         }
1016
1017         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
1018         this.solid                      = SOLID_CORPSE;
1019         this.takedamage         = DAMAGE_AIM;
1020         this.deadflag           = DEAD_DEAD;
1021         this.enemy                      = NULL;
1022         set_movetype(this, MOVETYPE_TOSS);
1023         this.moveto                     = this.origin;
1024         settouch(this, Monster_Touch); // reset incase monster was pouncing
1025         this.reset                      = func_null;
1026         this.state                      = 0;
1027         this.attack_finished_single[0] = 0;
1028         this.effects = 0;
1029
1030         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
1031                 this.velocity = '0 0 0';
1032
1033         CSQCModel_UnlinkEntity(this);
1034
1035         Monster mon = get_monsterinfo(this.monsterid);
1036         mon.mr_death(mon, this);
1037
1038         if(this.candrop && this.weapon)
1039                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325');
1040 }
1041
1042 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1043 {
1044         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1045                 return;
1046
1047         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1048                 return;
1049
1050         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1051                 //return;
1052
1053         if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1054                 return;
1055
1056         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1057                 return;
1058
1059         vector v;
1060         float take, save;
1061
1062         v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1063         take = v_x;
1064         save = v_y;
1065
1066         Monster mon = get_monsterinfo(this.monsterid);
1067         take = mon.mr_pain(mon, this, take, attacker, deathtype);
1068
1069         if(take)
1070         {
1071                 this.health -= take;
1072                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1073         }
1074
1075         if(this.sprite)
1076                 WaypointSprite_UpdateHealth(this.sprite, this.health);
1077
1078         this.dmg_time = time;
1079
1080         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
1081                 spamsound (this, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1082
1083         this.velocity += force * this.damageforcescale;
1084
1085         if(deathtype != DEATH_DROWN.m_id && take)
1086         {
1087                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1088                 if (take > 50)
1089                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1090                 if (take > 100)
1091                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1092         }
1093
1094         if(this.health <= 0)
1095         {
1096                 if(deathtype == DEATH_KILL.m_id)
1097                         this.candrop = false; // killed by mobkill command
1098
1099                 // TODO: fix this?
1100                 SUB_UseTargets(this, attacker, this.enemy);
1101                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1102
1103                 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1104
1105                 WaypointSprite_Kill(this.sprite);
1106
1107                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1108
1109                 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1110                 {
1111                         Violence_GibSplash(this, 1, 0.5, attacker);
1112
1113                         setthink(this, SUB_Remove);
1114                         this.nextthink = time + 0.1;
1115                 }
1116         }
1117 }
1118
1119 // don't check for enemies, just keep walking in a straight line
1120 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1121 {
1122         if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1123         {
1124                 mspeed = 0;
1125                 if(time >= this.spawn_time)
1126                         setanim(this, this.anim_idle, true, false, false);
1127                 movelib_brake_simple(this, 0.6);
1128                 return;
1129         }
1130
1131         makevectors(this.angles);
1132         vector a = CENTER_OR_VIEWOFS(this);
1133         vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1134
1135         traceline(a, b, MOVE_NORMAL, this);
1136
1137         bool reverse = false;
1138         if(trace_fraction != 1.0)
1139                 reverse = true;
1140         if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1141                 reverse = false;
1142         if(trace_ent && IS_MONSTER(trace_ent))
1143                 reverse = true;
1144
1145         // TODO: fix this... tracing is broken if the floor is thin
1146         /*
1147         if(!allow_jumpoff)
1148         {
1149                 a = b - '0 0 32';
1150                 traceline(b, a, MOVE_WORLDONLY, this);
1151                 if(trace_fraction == 1.0)
1152                         reverse = true;
1153         } */
1154
1155         if(reverse)
1156         {
1157                 this.angles_y = anglemods(this.angles_y - 180);
1158                 makevectors(this.angles);
1159         }
1160
1161         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1162
1163         if(time > this.pain_finished)
1164         if(time > this.attack_finished_single[0])
1165         if(vdist(this.velocity, >, 10))
1166                 setanim(this, this.anim_walk, true, false, false);
1167         else
1168                 setanim(this, this.anim_idle, true, false, false);
1169 }
1170
1171 void Monster_Anim(entity this)
1172 {
1173         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1174         if(IS_DEAD(this))
1175         {
1176                 if (!deadbits)
1177                 {
1178                         // Decide on which death animation to use.
1179                         if(random() < 0.5)
1180                                 deadbits = ANIMSTATE_DEAD1;
1181                         else
1182                                 deadbits = ANIMSTATE_DEAD2;
1183                 }
1184         }
1185         else
1186         {
1187                 // Clear a previous death animation.
1188                 deadbits = 0;
1189         }
1190         int animbits = deadbits;
1191         if(STAT(FROZEN, this))
1192                 animbits |= ANIMSTATE_FROZEN;
1193         if(this.crouch)
1194                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1195         animdecide_setstate(this, animbits, false);
1196         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1197
1198         /* // weapon entities for monsters?
1199         if (this.weaponentity)
1200         {
1201                 updateanim(this.weaponentity);
1202                 if (!this.weaponentity.animstate_override)
1203                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1204         }
1205         */
1206 }
1207
1208 void Monster_Think(entity this)
1209 {
1210         setthink(this, Monster_Think);
1211         this.nextthink = time + this.ticrate;
1212
1213         if(this.monster_lifetime)
1214         if(time >= this.monster_lifetime)
1215         {
1216                 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1217                 return;
1218         }
1219
1220         Monster mon = get_monsterinfo(this.monsterid);
1221         if(mon.mr_think(mon, this))
1222                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1223
1224         Monster_Anim(this);
1225
1226         CSQCMODEL_AUTOUPDATE(this);
1227 }
1228
1229 bool Monster_Spawn_Setup(entity this)
1230 {
1231         Monster mon = Monsters_from(this.monsterid);
1232         mon.mr_setup(mon, this);
1233
1234         // ensure some basic needs are met
1235         if(!this.health) { this.health = 100; }
1236         if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1237         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1238         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1239         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1240         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1241         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1242
1243         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1244         {
1245                 Monster_Miniboss_Check(this);
1246                 this.health *= MONSTER_SKILLMOD(this);
1247
1248                 if(!this.skin)
1249                         this.skin = rint(random() * 4);
1250         }
1251
1252         this.max_health = this.health;
1253         this.pain_finished = this.nextthink;
1254
1255         if(IS_PLAYER(this.monster_follow))
1256                 this.effects |= EF_DIMLIGHT;
1257
1258         if(!this.wander_delay) { this.wander_delay = 2; }
1259         if(!this.wander_distance) { this.wander_distance = 600; }
1260
1261         Monster_Sounds_Precache(this);
1262         Monster_Sounds_Update(this);
1263
1264         if(teamplay)
1265                 this.monster_attack = true; // we can have monster enemies in team games
1266
1267         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1268
1269         if(autocvar_g_monsters_healthbars)
1270         {
1271                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1272                 wp.wp_extra = this.monsterid;
1273                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1274                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1275                 {
1276                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1277                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1278                 }
1279         }
1280
1281         setthink(this, Monster_Think);
1282         this.nextthink = time + this.ticrate;
1283
1284         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1285                 return false;
1286
1287         return true;
1288 }
1289
1290 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1291 {
1292         // setup the basic required properties for a monster
1293         entity mon = Monsters_from(mon_id);
1294         if(!mon.monsterid) { return false; } // invalid monster
1295
1296         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1297
1298         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1299                 IL_PUSH(g_monsters, this);
1300
1301         if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1302
1303         if(!this.monster_skill)
1304                 this.monster_skill = cvar("g_monsters_skill");
1305
1306         // support for quake style removing monsters based on skill
1307         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1308         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1309         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1310
1311         if(this.team && !teamplay)
1312                 this.team = 0;
1313
1314         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1315         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1316                 monsters_total += 1;
1317
1318         setmodel(this, mon.m_model);
1319         this.flags                              = FL_MONSTER;
1320         this.classname                  = "monster";
1321         this.takedamage                 = DAMAGE_AIM;
1322         if(!this.bot_attack)
1323                 IL_PUSH(g_bot_targets, this);
1324         this.bot_attack                 = true;
1325         this.iscreature                 = true;
1326         this.teleportable               = true;
1327         if(!this.damagedbycontents)
1328                 IL_PUSH(g_damagedbycontents, this);
1329         this.damagedbycontents  = true;
1330         this.monsterid                  = mon_id;
1331         this.event_damage               = Monster_Damage;
1332         settouch(this, Monster_Touch);
1333         this.use                                = Monster_Use;
1334         this.solid                              = SOLID_BBOX;
1335         set_movetype(this, MOVETYPE_WALK);
1336         this.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1337         this.enemy                              = NULL;
1338         this.velocity                   = '0 0 0';
1339         this.moveto                             = this.origin;
1340         this.pos1                               = this.origin;
1341         this.pos2                               = this.angles;
1342         this.reset                              = Monster_Reset;
1343         this.netname                    = mon.netname;
1344         this.monster_attackfunc = mon.monster_attackfunc;
1345         this.monster_name               = mon.monster_name;
1346         this.candrop                    = true;
1347         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1348         this.oldtarget2                 = this.target2;
1349         this.pass_distance              = 0;
1350         this.deadflag                   = DEAD_NO;
1351         this.spawn_time                 = time;
1352         this.gravity                    = 1;
1353         this.monster_moveto             = '0 0 0';
1354         this.monster_face               = '0 0 0';
1355         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1356
1357         if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1358         if(!this.scale) { this.scale = 1; }
1359         if(autocvar_g_monsters_edit) { this.grab = 1; }
1360         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1361         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1362         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1363
1364         if(autocvar_g_playerclip_collisions)
1365                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1366
1367         if(mon.spawnflags & MONSTER_TYPE_FLY)
1368         {
1369                 this.flags |= FL_FLY;
1370                 set_movetype(this, MOVETYPE_FLY);
1371         }
1372
1373         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1374         {
1375                 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1376                         this.scale *= 1.3;
1377
1378                 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1379                 if(autocvar_g_monsters_quake_resize)
1380                         this.scale *= 1.3;
1381         }
1382
1383         setsize(this, mon.mins * this.scale, mon.maxs * this.scale);
1384
1385         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1386
1387         Monster_UpdateModel(this);
1388
1389         if(!Monster_Spawn_Setup(this))
1390         {
1391                 Monster_Remove(this);
1392                 return false;
1393         }
1394
1395         if(!this.noalign)
1396         {
1397                 setorigin(this, this.origin + '0 0 20');
1398                 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1399                 setorigin(this, trace_endpos);
1400         }
1401
1402         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1403                 monster_setupcolors(this);
1404
1405         CSQCMODEL_AUTOINIT(this);
1406
1407         return true;
1408 }