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