]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/monsters/sv_monsters.qc
Merge branch 'master' into terencehill/menu_hudskin_selector
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 #if defined(CSQC)
2 #elif defined(MENUQC)
3 #elif defined(SVQC)
4     #include "../../lib/warpzone/common.qh"
5     #include "../constants.qh"
6     #include "../teams.qh"
7     #include "../util.qh"
8     #include "all.qh"
9     #include "sv_monsters.qh"
10     #include "../weapons/all.qh"
11     #include "../../server/autocvars.qh"
12     #include "../../server/defs.qh"
13     #include "../deathtypes/all.qh"
14     #include "../../server/mutators/all.qh"
15         #include "../../server/steerlib.qh"
16         #include "../turrets/sv_turrets.qh"
17         #include "../turrets/util.qh"
18     #include "../vehicles/all.qh"
19     #include "../../server/campaign.qh"
20     #include "../../server/command/common.qh"
21     #include "../../server/command/cmd.qh"
22         #include "../triggers/triggers.qh"
23     #include "../../lib/csqcmodel/sv_model.qh"
24     #include "../../server/round_handler.qh"
25 #endif
26
27 void monsters_setstatus()
28 {SELFPARAM();
29         self.stat_monsters_total = monsters_total;
30         self.stat_monsters_killed = monsters_killed;
31 }
32
33 void monster_dropitem()
34 {SELFPARAM();
35         if(!self.candrop || !self.monster_loot)
36                 return;
37
38         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
39         entity e = new(droppedweapon); // use weapon handling to remove it on touch
40         e.spawnfunc_checked = true;
41
42         e.monster_loot = self.monster_loot;
43
44         MUTATOR_CALLHOOK(MonsterDropItem, e);
45         e = other;
46
47         if(e && e.monster_loot)
48         {
49                 setself(e);
50                 e.noalign = true;
51                 e.monster_loot(e);
52                 e.gravity = 1;
53                 e.movetype = MOVETYPE_TOSS;
54                 e.reset = SUB_Remove;
55                 setorigin(e, org);
56                 e.velocity = randomvec() * 175 + '0 0 325';
57                 e.item_spawnshieldtime = time + 0.7;
58                 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
59                 setself(this);
60         }
61 }
62
63 void monster_makevectors(entity e)
64 {SELFPARAM();
65         if(IS_MONSTER(self))
66         {
67                 vector v;
68
69                 v = e.origin + (e.mins + e.maxs) * 0.5;
70                 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
71                 self.v_angle_x = -self.v_angle_x;
72         }
73
74         makevectors(self.v_angle);
75 }
76
77 // ===============
78 // Target handling
79 // ===============
80
81 bool Monster_ValidTarget(entity mon, entity player)
82 {SELFPARAM();
83         // ensure we're not checking nonexistent monster/target
84         if(!mon || !player) { return false; }
85
86         if((player == mon)
87         || (autocvar_g_monsters_lineofsight && !checkpvs(mon.origin + mon.view_ofs, player)) // enemy cannot be seen
88         || (IS_VEHICLE(player) && !((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
89         || (time < game_starttime) // monsters do nothing before match has started
90         || (player.takedamage == DAMAGE_NO)
91         || (player.items & IT_INVISIBILITY)
92         || (IS_SPEC(player) || IS_OBSERVER(player)) // don't attack spectators
93         || (!IS_VEHICLE(player) && (player.deadflag != DEAD_NO || mon.deadflag != DEAD_NO || player.health <= 0 || mon.health <= 0))
94         || (mon.monster_follow == player || player.monster_follow == mon)
95         || (!IS_VEHICLE(player) && (player.flags & FL_NOTARGET))
96         || (!autocvar_g_monsters_typefrag && player.BUTTON_CHAT)
97         || (SAME_TEAM(player, mon))
98         || (player.frozen)
99         || (player.alpha != 0 && player.alpha < 0.5)
100         )
101         {
102                 // if any of the above checks fail, target is not valid
103                 return false;
104         }
105
106         traceline(mon.origin + self.view_ofs, player.origin, 0, mon);
107
108         if((trace_fraction < 1) && (trace_ent != player))
109                 return false;
110
111         if(autocvar_g_monsters_target_infront || (mon.spawnflags & MONSTERFLAG_INFRONT))
112         if(mon.enemy != player)
113         {
114                 float dot;
115
116                 makevectors (mon.angles);
117                 dot = normalize (player.origin - mon.origin) * v_forward;
118
119                 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
120         }
121
122         return true; // this target is valid!
123 }
124
125 entity Monster_FindTarget(entity mon)
126 {
127         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
128
129         entity head, closest_target = world;
130         head = findradius(mon.origin, mon.target_range);
131
132         while(head) // find the closest acceptable target to pass to
133         {
134                 if(head.monster_attack)
135                 if(Monster_ValidTarget(mon, head))
136                 {
137                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
138                         vector head_center = CENTER_OR_VIEWOFS(head);
139                         vector ent_center = CENTER_OR_VIEWOFS(mon);
140
141                         if(closest_target)
142                         {
143                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
144                                 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
145                                         { closest_target = head; }
146                         }
147                         else { closest_target = head; }
148                 }
149
150                 head = head.chain;
151         }
152
153         return closest_target;
154 }
155
156 void monster_setupcolors(entity mon)
157 {
158         if(IS_PLAYER(mon.realowner))
159                 mon.colormap = mon.realowner.colormap;
160         else if(teamplay && mon.team)
161                 mon.colormap = 1024 + (mon.team - 1) * 17;
162         else
163         {
164                 if(mon.monster_skill <= MONSTER_SKILL_EASY)
165                         mon.colormap = 1029;
166                 else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
167                         mon.colormap = 1027;
168                 else if(mon.monster_skill <= MONSTER_SKILL_HARD)
169                         mon.colormap = 1038;
170                 else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
171                         mon.colormap = 1028;
172                 else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
173                         mon.colormap = 1032;
174                 else
175                         mon.colormap = 1024;
176         }
177 }
178
179 void monster_changeteam(entity ent, float newteam)
180 {
181         if(!teamplay) { return; }
182
183         ent.team = newteam;
184         ent.monster_attack = true; // new team, activate attacking
185         monster_setupcolors(ent);
186
187         if(ent.sprite)
188         {
189                 WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
190
191                 ent.sprite.team = newteam;
192                 ent.sprite.SendFlags |= 1;
193         }
194 }
195
196 void Monster_Delay_Action()
197 {SELFPARAM();
198         entity oldself = self;
199         setself(self.owner);
200         if(Monster_ValidTarget(self, self.enemy)) { oldself.use(); }
201
202         if(oldself.cnt > 0)
203         {
204                 oldself.cnt -= 1;
205                 oldself.think = Monster_Delay_Action;
206                 oldself.nextthink = time + oldself.respawn_time;
207         }
208         else
209         {
210                 oldself.think = SUB_Remove_self;
211                 oldself.nextthink = time;
212         }
213 }
214
215 void Monster_Delay(float repeat_count, float repeat_defer, float defer_amnt, void() func)
216 {SELFPARAM();
217         // deferred attacking, checks if monster is still alive and target is still valid before attacking
218         entity e = spawn();
219
220         e.think = Monster_Delay_Action;
221         e.nextthink = time + defer_amnt;
222         e.count = defer_amnt;
223         e.owner = self;
224         e.use = func;
225         e.cnt = repeat_count;
226         e.respawn_time = repeat_defer;
227 }
228
229
230 // ==============
231 // Monster sounds
232 // ==============
233
234 string get_monster_model_datafilename(string m, float sk, string fil)
235 {
236         if(m)
237                 m = strcat(m, "_");
238         else
239                 m = "models/monsters/*_";
240         if(sk >= 0)
241                 m = strcat(m, ftos(sk));
242         else
243                 m = strcat(m, "*");
244         return strcat(m, ".", fil);
245 }
246
247 void Monster_Sound_Precache(string f)
248 {
249         float fh;
250         string s;
251         fh = fopen(f, FILE_READ);
252         if(fh < 0)
253                 return;
254         while((s = fgets(fh)))
255         {
256                 if(tokenize_console(s) != 3)
257                 {
258                         LOG_TRACE("Invalid sound info line: ", s, "\n");
259                         continue;
260                 }
261                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
262         }
263         fclose(fh);
264 }
265
266 void Monster_Sounds_Precache()
267 {SELFPARAM();
268         string m = (get_monsterinfo(self.monsterid)).m_model.model_str();
269         float globhandle, n, i;
270         string f;
271
272         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
273         if (globhandle < 0)
274                 return;
275         n = search_getsize(globhandle);
276         for (i = 0; i < n; ++i)
277         {
278                 //print(search_getfilename(globhandle, i), "\n");
279                 f = search_getfilename(globhandle, i);
280                 Monster_Sound_Precache(f);
281         }
282         search_end(globhandle);
283 }
284
285 void Monster_Sounds_Clear()
286 {SELFPARAM();
287 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
288         ALLMONSTERSOUNDS
289 #undef _MSOUND
290 }
291
292 .string Monster_Sound_SampleField(string type)
293 {
294         GetMonsterSoundSampleField_notFound = 0;
295         switch(type)
296         {
297 #define _MSOUND(m) case #m: return monstersound_##m;
298                 ALLMONSTERSOUNDS
299 #undef _MSOUND
300         }
301         GetMonsterSoundSampleField_notFound = 1;
302         return string_null;
303 }
304
305 bool Monster_Sounds_Load(string f, int first)
306 {SELFPARAM();
307         float fh;
308         string s;
309         var .string field;
310         fh = fopen(f, FILE_READ);
311         if(fh < 0)
312         {
313                 LOG_TRACE("Monster sound file not found: ", f, "\n");
314                 return false;
315         }
316         while((s = fgets(fh)))
317         {
318                 if(tokenize_console(s) != 3)
319                         continue;
320                 field = Monster_Sound_SampleField(argv(0));
321                 if(GetMonsterSoundSampleField_notFound)
322                         continue;
323                 if (self.(field))
324                         strunzone(self.(field));
325                 self.(field) = strzone(strcat(argv(1), " ", argv(2)));
326         }
327         fclose(fh);
328         return true;
329 }
330
331 .int skin_for_monstersound;
332 void Monster_Sounds_Update()
333 {SELFPARAM();
334         if(self.skin == self.skin_for_monstersound) { return; }
335
336         self.skin_for_monstersound = self.skin;
337         Monster_Sounds_Clear();
338         if(!Monster_Sounds_Load(get_monster_model_datafilename(self.model, self.skin, "sounds"), 0))
339                 Monster_Sounds_Load(get_monster_model_datafilename(self.model, 0, "sounds"), 0);
340 }
341
342 void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float chan)
343 {SELFPARAM();
344         if(!autocvar_g_monsters_sounds) { return; }
345
346         if(delaytoo)
347         if(time < self.msound_delay)
348                 return; // too early
349         GlobalSound_string(self, self.(samplefield), chan, VOICETYPE_PLAYERSOUND);
350
351         self.msound_delay = time + sound_delay;
352 }
353
354
355 // =======================
356 // Monster attack handlers
357 // =======================
358
359 float Monster_Attack_Melee(entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop)
360 {SELFPARAM();
361         if(dostop && (self.flags & FL_MONSTER)) { self.state = MONSTER_ATTACK_MELEE; }
362
363         setanim(self, anim, false, true, false);
364
365         if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
366                 self.attack_finished_single[0] = self.anim_finished = self.animstate_endtime;
367         else
368                 self.attack_finished_single[0] = self.anim_finished = time + animtime;
369
370         monster_makevectors(targ);
371
372         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
373
374         if(trace_ent.takedamage)
375                 Damage(trace_ent, self, self, damg * MONSTER_SKILLMOD(self), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
376
377         return true;
378 }
379
380 float Monster_Attack_Leap_Check(vector vel)
381 {SELFPARAM();
382         if(self.state && (self.flags & FL_MONSTER))
383                 return false; // already attacking
384         if(!(self.flags & FL_ONGROUND))
385                 return false; // not on the ground
386         if(self.health <= 0)
387                 return false; // called when dead?
388         if(time < self.attack_finished_single[0])
389                 return false; // still attacking
390
391         vector old = self.velocity;
392
393         self.velocity = vel;
394         tracetoss(self, self);
395         self.velocity = old;
396         if (trace_ent != self.enemy)
397                 return false;
398
399         return true;
400 }
401
402 bool Monster_Attack_Leap(vector anm, void() touchfunc, vector vel, float animtime)
403 {SELFPARAM();
404         if(!Monster_Attack_Leap_Check(vel))
405                 return false;
406
407         setanim(self, anm, false, true, false);
408
409         if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
410                 self.attack_finished_single[0] = self.anim_finished = self.animstate_endtime;
411         else
412                 self.attack_finished_single[0] = self.anim_finished = time + animtime;
413
414         if(self.flags & FL_MONSTER)
415                 self.state = MONSTER_ATTACK_RANGED;
416         self.touch = touchfunc;
417         self.origin_z += 1;
418         self.velocity = vel;
419         self.flags &= ~FL_ONGROUND;
420
421         return true;
422 }
423
424 void Monster_Attack_Check(entity e, entity targ)
425 {
426         if((e == world || targ == world)
427         || (!e.monster_attackfunc)
428         || (time < e.attack_finished_single[0])
429         ) { return; }
430
431         float targ_vlen = vlen(targ.origin - e.origin);
432
433         if(targ_vlen <= e.attack_range)
434         {
435                 float attack_success = e.monster_attackfunc(MONSTER_ATTACK_MELEE, targ);
436                 if(attack_success == 1)
437                         Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
438                 else if(attack_success > 0)
439                         return;
440         }
441
442         if(targ_vlen > e.attack_range)
443         {
444                 float attack_success = e.monster_attackfunc(MONSTER_ATTACK_RANGED, targ);
445                 if(attack_success == 1)
446                         Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
447                 else if(attack_success > 0)
448                         return;
449         }
450 }
451
452
453 // ======================
454 // Main monster functions
455 // ======================
456
457 void Monster_UpdateModel()
458 {SELFPARAM();
459         // assume some defaults
460         /*self.anim_idle   = animfixfps(self, '0 1 0.01', '0 0 0');
461         self.anim_walk   = animfixfps(self, '1 1 0.01', '0 0 0');
462         self.anim_run    = animfixfps(self, '2 1 0.01', '0 0 0');
463         self.anim_fire1  = animfixfps(self, '3 1 0.01', '0 0 0');
464         self.anim_fire2  = animfixfps(self, '4 1 0.01', '0 0 0');
465         self.anim_melee  = animfixfps(self, '5 1 0.01', '0 0 0');
466         self.anim_pain1  = animfixfps(self, '6 1 0.01', '0 0 0');
467         self.anim_pain2  = animfixfps(self, '7 1 0.01', '0 0 0');
468         self.anim_die1   = animfixfps(self, '8 1 0.01', '0 0 0');
469         self.anim_die2   = animfixfps(self, '9 1 0.01', '0 0 0');*/
470
471         // then get the real values
472         Monster mon = get_monsterinfo(self.monsterid);
473         mon.mr_anim(mon);
474 }
475
476 void Monster_Touch()
477 {SELFPARAM();
478         if(other == world) { return; }
479
480         if(other.monster_attack)
481         if(self.enemy != other)
482         if(!IS_MONSTER(other))
483         if(Monster_ValidTarget(self, other))
484                 self.enemy = other;
485 }
486
487 void Monster_Miniboss_Check()
488 {SELFPARAM();
489         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
490                 return;
491
492         float chance = random() * 100;
493
494         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
495         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
496         {
497                 self.health += autocvar_g_monsters_miniboss_healthboost;
498                 self.effects |= EF_RED;
499                 if(!self.weapon)
500                         self.weapon = WEP_VORTEX.m_id;
501         }
502 }
503
504 bool Monster_Respawn_Check()
505 {SELFPARAM();
506         if(self.deadflag == DEAD_DEAD) // don't call when monster isn't dead
507         if(MUTATOR_CALLHOOK(MonsterRespawn, self))
508                 return true; // enabled by a mutator
509
510         if(self.spawnflags & MONSTERFLAG_NORESPAWN)
511                 return false;
512
513         if(!autocvar_g_monsters_respawn)
514                 return false;
515
516         return true;
517 }
518
519 void Monster_Respawn() { SELFPARAM(); Monster_Spawn(self.monsterid); }
520
521 void Monster_Dead_Fade()
522 {SELFPARAM();
523         if(Monster_Respawn_Check())
524         {
525                 self.spawnflags |= MONSTERFLAG_RESPAWNED;
526                 self.think = Monster_Respawn;
527                 self.nextthink = time + self.respawntime;
528                 self.monster_lifetime = 0;
529                 self.deadflag = DEAD_RESPAWNING;
530                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
531                 {
532                         self.pos1 = self.origin;
533                         self.pos2 = self.angles;
534                 }
535                 self.event_damage = func_null;
536                 self.takedamage = DAMAGE_NO;
537                 setorigin(self, self.pos1);
538                 self.angles = self.pos2;
539                 self.health = self.max_health;
540                 setmodel(self, MDL_Null);
541         }
542         else
543         {
544                 // number of monsters spawned with mobspawn command
545                 totalspawned -= 1;
546
547                 SUB_SetFade(self, time + 3, 1);
548         }
549 }
550
551 void Monster_Use()
552 {SELFPARAM();
553         if(Monster_ValidTarget(self, activator)) { self.enemy = activator; }
554 }
555
556 vector Monster_Move_Target(entity targ)
557 {SELFPARAM();
558         // enemy is always preferred target
559         if(self.enemy)
560         {
561                 vector targ_origin = ((self.enemy.absmin + self.enemy.absmax) * 0.5);
562                 targ_origin = WarpZone_RefSys_TransformOrigin(self.enemy, self, targ_origin); // origin of target as seen by the monster (us)
563                 WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
564
565                 if((self.enemy == world)
566                         || (self.enemy.deadflag != DEAD_NO || self.enemy.health < 1)
567                         || (self.enemy.frozen)
568                         || (self.enemy.flags & FL_NOTARGET)
569                         || (self.enemy.alpha < 0.5 && self.enemy.alpha != 0)
570                         || (self.enemy.takedamage == DAMAGE_NO)
571                         || (vlen(self.origin - targ_origin) > self.target_range)
572                         || ((trace_fraction < 1) && (trace_ent != self.enemy)))
573                 {
574                         self.enemy = world;
575                         self.pass_distance = 0;
576                 }
577
578                 if(self.enemy)
579                 {
580                         /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), self.origin, targ_origin);
581                         print("Trace origin: ", vtos(targ_origin), "\n");
582                         print("Target origin: ", vtos(self.enemy.origin), "\n");
583                         print("My origin: ", vtos(self.origin), "\n"); */
584
585                         self.monster_movestate = MONSTER_MOVE_ENEMY;
586                         self.last_trace = time + 1.2;
587                         if(self.monster_moveto)
588                                 return self.monster_moveto; // assumes code is properly setting this when monster has an enemy
589                         else
590                                 return targ_origin;
591                 }
592
593                 /*makevectors(self.angles);
594                 self.monster_movestate = MONSTER_MOVE_ENEMY;
595                 self.last_trace = time + 1.2;
596                 return self.enemy.origin; */
597         }
598
599         switch(self.monster_moveflags)
600         {
601                 case MONSTER_MOVE_FOLLOW:
602                 {
603                         self.monster_movestate = MONSTER_MOVE_FOLLOW;
604                         self.last_trace = time + 0.3;
605                         return (self.monster_follow) ? self.monster_follow.origin : self.origin;
606                 }
607                 case MONSTER_MOVE_SPAWNLOC:
608                 {
609                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
610                         self.last_trace = time + 2;
611                         return self.pos1;
612                 }
613                 case MONSTER_MOVE_NOMOVE:
614                 {
615                         if(self.monster_moveto)
616                         {
617                                 self.last_trace = time + 0.5;
618                                 return self.monster_moveto;
619                         }
620                         else
621                         {
622                                 self.monster_movestate = MONSTER_MOVE_NOMOVE;
623                                 self.last_trace = time + 2;
624                         }
625                         return self.origin;
626                 }
627                 default:
628                 case MONSTER_MOVE_WANDER:
629                 {
630                         vector pos;
631                         self.monster_movestate = MONSTER_MOVE_WANDER;
632
633                         if(self.monster_moveto)
634                         {
635                                 self.last_trace = time + 0.5;
636                                 pos = self.monster_moveto;
637                         }
638                         else if(targ)
639                         {
640                                 self.last_trace = time + 0.5;
641                                 pos = targ.origin;
642                         }
643                         else
644                         {
645                                 self.last_trace = time + self.wander_delay;
646
647                                 self.angles_y = rint(random() * 500);
648                                 makevectors(self.angles);
649                                 pos = self.origin + v_forward * self.wander_distance;
650
651                                 if(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM))
652                                 {
653                                         pos.z = random() * 200;
654                                         if(random() >= 0.5)
655                                                 pos.z *= -1;
656                                 }
657                         }
658
659                         return pos;
660                 }
661         }
662 }
663
664 void Monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed)
665 {SELFPARAM();
666         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
667         float initial_height = 0; //min(50, (targ_distance * tanh(20)));
668         float current_height = (initial_height * min(1, (self.pass_distance) ? (current_distance / self.pass_distance) : current_distance));
669         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
670
671         vector targpos;
672         if(current_height) // make sure we can actually do this arcing path
673         {
674                 targpos = (to + ('0 0 1' * current_height));
675                 WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
676                 if(trace_fraction < 1)
677                 {
678                         //print("normal arc line failed, trying to find new pos...");
679                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, mon);
680                         targpos = (trace_endpos + '0 0 -10');
681                         WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
682                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
683                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
684                 }
685         }
686         else { targpos = to; }
687
688         //mon.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
689
690         vector desired_direction = normalize(targpos - from);
691         if(turnrate) { mon.velocity = (normalize(normalize(mon.velocity) + (desired_direction * 50)) * movespeed); }
692         else { mon.velocity = (desired_direction * movespeed); }
693
694         //mon.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
695         //mon.angles = vectoangles(mon.velocity);
696 }
697
698 void Monster_Move(float runspeed, float walkspeed, float stpspeed)
699 {SELFPARAM();
700         if(self.target2) { self.goalentity = find(world, targetname, self.target2); }
701
702         entity targ;
703
704         if(self.frozen == 2)
705         {
706                 self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
707                 self.health = max(1, self.revive_progress * self.max_health);
708                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
709
710                 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
711                         WaypointSprite_UpdateHealth(self.sprite, self.health);
712
713                 movelib_beak_simple(stpspeed);
714                 setanim(self, self.anim_idle, true, false, false);
715
716                 self.enemy = world;
717                 self.nextthink = time + self.ticrate;
718
719                 if(self.revive_progress >= 1)
720                         Unfreeze(self);
721
722                 return;
723         }
724         else if(self.frozen == 3)
725         {
726                 self.revive_progress = bound(0, self.revive_progress - self.ticrate * self.revive_speed, 1);
727                 self.health = max(0, autocvar_g_nades_ice_health + (self.max_health-autocvar_g_nades_ice_health) * self.revive_progress );
728
729                 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
730                         WaypointSprite_UpdateHealth(self.sprite, self.health);
731
732                 movelib_beak_simple(stpspeed);
733                 setanim(self, self.anim_idle, true, false, false);
734
735                 self.enemy = world;
736                 self.nextthink = time + self.ticrate;
737
738                 if(self.health < 1)
739                 {
740                         Unfreeze(self);
741                         self.health = 0;
742                         if(self.event_damage)
743                                 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
744                 }
745
746                 else if ( self.revive_progress <= 0 )
747                         Unfreeze(self);
748
749                 return;
750         }
751
752         if(self.flags & FL_SWIM)
753         {
754                 if(self.waterlevel < WATERLEVEL_WETFEET)
755                 {
756                         if(time >= self.last_trace)
757                         {
758                                 self.last_trace = time + 0.4;
759
760                                 Damage (self, world, world, 2, DEATH_DROWN.m_id, self.origin, '0 0 0');
761                                 self.angles = '90 90 0';
762                                 if(random() < 0.5)
763                                 {
764                                         self.velocity_y += random() * 50;
765                                         self.velocity_x -= random() * 50;
766                                 }
767                                 else
768                                 {
769                                         self.velocity_y -= random() * 50;
770                                         self.velocity_x += random() * 50;
771                                 }
772                                 self.velocity_z += random() * 150;
773                         }
774
775
776                         self.movetype = MOVETYPE_BOUNCE;
777                         //self.velocity_z = -200;
778
779                         return;
780                 }
781                 else if(self.movetype == MOVETYPE_BOUNCE)
782                 {
783                         self.angles_x = 0;
784                         self.movetype = MOVETYPE_WALK;
785                 }
786         }
787
788         targ = self.goalentity;
789
790         if (MUTATOR_CALLHOOK(MonsterMove, runspeed, walkspeed, targ)
791                 || gameover
792                 || self.draggedby != world
793                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
794                 || time < game_starttime
795                 || (autocvar_g_campaign && !campaign_bots_may_start)
796                 || time < self.spawn_time)
797         {
798                 runspeed = walkspeed = 0;
799                 if(time >= self.spawn_time)
800                         setanim(self, self.anim_idle, true, false, false);
801                 movelib_beak_simple(stpspeed);
802                 return;
803         }
804
805         targ = monster_target;
806         runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(self), runspeed * 2.5); // limit maxspeed to prevent craziness
807         walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(self), walkspeed * 2.5); // limit maxspeed to prevent craziness
808
809         if(teamplay)
810         if(autocvar_g_monsters_teams)
811         if(DIFF_TEAM(self.monster_follow, self))
812                 self.monster_follow = world;
813
814         if(time >= self.last_enemycheck)
815         {
816                 if(!self.enemy)
817                 {
818                         self.enemy = Monster_FindTarget(self);
819                         if(self.enemy)
820                         {
821                                 WarpZone_RefSys_Copy(self.enemy, self);
822                                 WarpZone_RefSys_AddInverse(self.enemy, self); // wz1^-1 ... wzn^-1 receiver
823                                 self.moveto = WarpZone_RefSys_TransformOrigin(self.enemy, self, (0.5 * (self.enemy.absmin + self.enemy.absmax)));
824                                 self.monster_moveto = '0 0 0';
825                                 self.monster_face = '0 0 0';
826
827                                 self.pass_distance = vlen((('1 0 0' * self.enemy.origin_x) + ('0 1 0' * self.enemy.origin_y)) - (('1 0 0' *  self.origin_x) + ('0 1 0' *  self.origin_y)));
828                                 Monster_Sound(monstersound_sight, 0, false, CH_VOICE);
829                         }
830                 }
831
832                 self.last_enemycheck = time + 1; // check for enemies every second
833         }
834
835         if(self.state == MONSTER_ATTACK_RANGED && (self.flags & FL_ONGROUND))
836         {
837                 self.state = 0;
838                 self.touch = Monster_Touch;
839         }
840
841         if(self.state && time >= self.attack_finished_single[0])
842                 self.state = 0; // attack is over
843
844         if(self.state != MONSTER_ATTACK_MELEE) // don't move if set
845         if(time >= self.last_trace || self.enemy) // update enemy or rider instantly
846                 self.moveto = Monster_Move_Target(targ);
847
848         if(!self.enemy)
849                 Monster_Sound(monstersound_idle, 7, true, CH_VOICE);
850
851         if(self.state == MONSTER_ATTACK_MELEE)
852                 self.moveto = self.origin;
853
854         if(self.enemy && self.enemy.vehicle)
855                 runspeed = 0;
856
857         if(!(self.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(self.flags & FL_SWIM))
858                 self.moveto_z = self.origin_z;
859
860         if(vlen(self.origin - self.moveto) > 100)
861         {
862                 float do_run = (self.enemy || self.monster_moveto);
863                 if((self.flags & FL_ONGROUND) || ((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
864                         Monster_CalculateVelocity(self, self.moveto, self.origin, true, ((do_run) ? runspeed : walkspeed));
865
866                 if(time > self.pain_finished) // TODO: use anim_finished instead!
867                 if(!self.state)
868                 if(time > self.anim_finished)
869                 if(vlen(self.velocity) > 10)
870                         setanim(self, ((do_run) ? self.anim_run : self.anim_walk), true, false, false);
871                 else
872                         setanim(self, self.anim_idle, true, false, false);
873         }
874         else
875         {
876                 entity e = find(world, targetname, self.target2);
877                 if(e.target2)
878                         self.target2 = e.target2;
879                 else if(e.target)
880                         self.target2 = e.target;
881
882                 movelib_beak_simple(stpspeed);
883                 if(time > self.anim_finished)
884                 if(time > self.pain_finished)
885                 if(!self.state)
886                 if(vlen(self.velocity) <= 30)
887                         setanim(self, self.anim_idle, true, false, false);
888         }
889
890         self.steerto = steerlib_attract2(((self.monster_face) ? self.monster_face : self.moveto), 0.5, 500, 0.95);
891
892         vector real_angle = vectoangles(self.steerto) - self.angles;
893         float turny = 25;
894         if(self.state == MONSTER_ATTACK_MELEE)
895                 turny = 0;
896         if(turny)
897         {
898                 turny = bound(turny * -1, shortangle_f(real_angle.y, self.angles.y), turny);
899                 self.angles_y += turny;
900         }
901
902         Monster_Attack_Check(self, self.enemy);
903 }
904
905 void Monster_Remove(entity mon)
906 {
907         .entity weaponentity = weaponentities[0];
908         if(!mon) { return; }
909
910         if(!MUTATOR_CALLHOOK(MonsterRemove, mon))
911                 Send_Effect(EFFECT_ITEM_PICKUP, mon.origin, '0 0 0', 1);
912
913         if(mon.(weaponentity)) { remove(mon.(weaponentity)); }
914         if(mon.iceblock) { remove(mon.iceblock); }
915         WaypointSprite_Kill(mon.sprite);
916         remove(mon);
917 }
918
919 void Monster_Dead_Think()
920 {SELFPARAM();
921         self.nextthink = time + self.ticrate;
922
923         if(self.monster_lifetime != 0)
924         if(time >= self.monster_lifetime)
925         {
926                 Monster_Dead_Fade();
927                 return;
928         }
929 }
930
931 void Monster_Appear()
932 {SELFPARAM();
933         self.enemy = activator;
934         self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
935         Monster_Spawn(self.monsterid);
936 }
937
938 float Monster_Appear_Check(entity ent, float monster_id)
939 {
940         if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
941                 return false;
942
943         ent.think = func_null;
944         ent.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
945         ent.nextthink = 0;
946         ent.use = Monster_Appear;
947         ent.flags = FL_MONSTER; // set so this monster can get butchered
948
949         return true;
950 }
951
952 void Monster_Reset(entity this)
953 {
954         setorigin(this, this.pos1);
955         this.angles = this.pos2;
956
957         Unfreeze(this); // remove any icy remains
958
959         this.health = this.max_health;
960         this.velocity = '0 0 0';
961         this.enemy = world;
962         this.goalentity = world;
963         this.attack_finished_single[0] = 0;
964         this.moveto = this.origin;
965 }
966
967 void Monster_Dead_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
968 {SELFPARAM();
969         self.health -= damage;
970
971         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
972
973         if(self.health <= -100) // 100 health until gone?
974         {
975                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
976
977                 // number of monsters spawned with mobspawn command
978                 totalspawned -= 1;
979
980                 self.think = SUB_Remove_self;
981                 self.nextthink = time + 0.1;
982                 self.event_damage = func_null;
983         }
984 }
985
986 void Monster_Dead(entity attacker, float gibbed)
987 {SELFPARAM();
988         self.think = Monster_Dead_Think;
989         self.nextthink = time;
990         self.monster_lifetime = time + 5;
991
992         if(self.frozen)
993         {
994                 Unfreeze(self); // remove any icy remains
995                 self.health = 0; // reset by Unfreeze
996         }
997
998         monster_dropitem();
999
1000         Monster_Sound(monstersound_death, 0, false, CH_VOICE);
1001
1002         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED))
1003                 monsters_killed += 1;
1004
1005         if(IS_PLAYER(attacker))
1006         if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED)))
1007                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1008
1009         if(gibbed)
1010         {
1011                 // number of monsters spawned with mobspawn command
1012                 totalspawned -= 1;
1013         }
1014
1015         self.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
1016         self.solid                      = SOLID_CORPSE;
1017         self.takedamage         = DAMAGE_AIM;
1018         self.deadflag           = DEAD_DEAD;
1019         self.enemy                      = world;
1020         self.movetype           = MOVETYPE_TOSS;
1021         self.moveto                     = self.origin;
1022         self.touch                      = Monster_Touch; // reset incase monster was pouncing
1023         self.reset                      = func_null;
1024         self.state                      = 0;
1025         self.attack_finished_single[0] = 0;
1026         self.effects = 0;
1027
1028         if(!((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
1029                 self.velocity = '0 0 0';
1030
1031         CSQCModel_UnlinkEntity(self);
1032
1033         Monster mon = get_monsterinfo(self.monsterid);
1034         mon.mr_death(mon);
1035
1036         if(self.candrop && self.weapon)
1037                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
1038 }
1039
1040 void Monster_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1041 {SELFPARAM();
1042         if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1043                 return;
1044
1045         if(self.frozen && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1046                 return;
1047
1048         //if(time < self.pain_finished && deathtype != DEATH_KILL.m_id)
1049                 //return;
1050
1051         if(time < self.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1052                 return;
1053
1054         if(deathtype == DEATH_FALL.m_id && self.draggedby != world)
1055                 return;
1056
1057         vector v;
1058         float take, save;
1059
1060         v = healtharmor_applydamage(100, self.armorvalue / 100, deathtype, damage);
1061         take = v_x;
1062         save = v_y;
1063
1064         damage_take = take;
1065         frag_attacker = attacker;
1066         frag_deathtype = deathtype;
1067         Monster mon = get_monsterinfo(self.monsterid);
1068         mon.mr_pain(mon);
1069         take = damage_take;
1070
1071         if(take)
1072         {
1073                 self.health -= take;
1074                 Monster_Sound(monstersound_pain, 1.2, true, CH_PAIN);
1075         }
1076
1077         if(self.sprite)
1078                 WaypointSprite_UpdateHealth(self.sprite, self.health);
1079
1080         self.dmg_time = time;
1081
1082         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
1083                 spamsound (self, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1084
1085         self.velocity += force * self.damageforcescale;
1086
1087         if(deathtype != DEATH_DROWN.m_id && take)
1088         {
1089                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
1090                 if (take > 50)
1091                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
1092                 if (take > 100)
1093                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
1094         }
1095
1096         if(self.health <= 0)
1097         {
1098                 if(deathtype == DEATH_KILL.m_id)
1099                         self.candrop = false; // killed by mobkill command
1100
1101                 // TODO: fix this?
1102                 activator = attacker;
1103                 other = self.enemy;
1104                 SUB_UseTargets();
1105                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
1106
1107                 Monster_Dead(attacker, (self.health <= -100 || deathtype == DEATH_KILL.m_id));
1108
1109                 WaypointSprite_Kill(self.sprite);
1110
1111                 frag_target = self;
1112                 MUTATOR_CALLHOOK(MonsterDies, attacker);
1113
1114                 if(self.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1115                 {
1116                         Violence_GibSplash(self, 1, 0.5, attacker);
1117
1118                         self.think = SUB_Remove_self;
1119                         self.nextthink = time + 0.1;
1120                 }
1121         }
1122 }
1123
1124 // don't check for enemies, just keep walking in a straight line
1125 void Monster_Move_2D(float mspeed, float allow_jumpoff)
1126 {SELFPARAM();
1127         if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || self.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
1128         {
1129                 mspeed = 0;
1130                 if(time >= self.spawn_time)
1131                         setanim(self, self.anim_idle, true, false, false);
1132                 movelib_beak_simple(0.6);
1133                 return;
1134         }
1135
1136         float reverse = FALSE;
1137         vector a, b;
1138
1139         makevectors(self.angles);
1140         a = self.origin + '0 0 16';
1141         b = self.origin + '0 0 16' + v_forward * 32;
1142
1143         traceline(a, b, MOVE_NORMAL, self);
1144
1145         if(trace_fraction != 1.0)
1146         {
1147                 reverse = TRUE;
1148
1149                 if(trace_ent)
1150                 if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH))
1151                         reverse = FALSE;
1152         }
1153
1154         // TODO: fix this... tracing is broken if the floor is thin
1155         /*
1156         if(!allow_jumpoff)
1157         {
1158                 a = b - '0 0 32';
1159                 traceline(b, a, MOVE_WORLDONLY, self);
1160                 if(trace_fraction == 1.0)
1161                         reverse = TRUE;
1162         } */
1163
1164         if(reverse)
1165         {
1166                 self.angles_y = anglemods(self.angles_y - 180);
1167                 makevectors(self.angles);
1168         }
1169
1170         movelib_move_simple_gravity(v_forward, mspeed, 1);
1171
1172         if(time > self.pain_finished)
1173         if(time > self.attack_finished_single[0])
1174         if(vlen(self.velocity) > 10)
1175                 setanim(self, self.anim_walk, true, false, false);
1176         else
1177                 setanim(self, self.anim_idle, true, false, false);
1178 }
1179
1180 void Monster_Anim()
1181 {SELFPARAM();
1182         int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1183         if(self.deadflag)
1184         {
1185                 if (!deadbits)
1186                 {
1187                         // Decide on which death animation to use.
1188                         if(random() < 0.5)
1189                                 deadbits = ANIMSTATE_DEAD1;
1190                         else
1191                                 deadbits = ANIMSTATE_DEAD2;
1192                 }
1193         }
1194         else
1195         {
1196                 // Clear a previous death animation.
1197                 deadbits = 0;
1198         }
1199         int animbits = deadbits;
1200         if(self.frozen)
1201                 animbits |= ANIMSTATE_FROZEN;
1202         if(self.crouch)
1203                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1204         animdecide_setstate(self, animbits, false);
1205         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
1206
1207         /* // weapon entities for monsters?
1208         if (self.weaponentity)
1209         {
1210                 updateanim(self.weaponentity);
1211                 if (!self.weaponentity.animstate_override)
1212                         setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
1213         }
1214         */
1215 }
1216
1217 void Monster_Think()
1218 {SELFPARAM();
1219         self.think = Monster_Think;
1220         self.nextthink = self.ticrate;
1221
1222         if(self.monster_lifetime)
1223         if(time >= self.monster_lifetime)
1224         {
1225                 Damage(self, self, self, self.health + self.max_health, DEATH_KILL.m_id, self.origin, self.origin);
1226                 return;
1227         }
1228
1229         Monster mon = get_monsterinfo(self.monsterid);
1230         if(mon.mr_think(mon))
1231                 Monster_Move(self.speed2, self.speed, self.stopspeed);
1232
1233         Monster_Anim();
1234
1235         CSQCMODEL_AUTOUPDATE(self);
1236 }
1237
1238 float Monster_Spawn_Setup()
1239 {SELFPARAM();
1240         Monster mon = get_monsterinfo(self.monsterid);
1241         mon.mr_setup(mon);
1242
1243         // ensure some basic needs are met
1244         if(!self.health) { self.health = 100; }
1245         if(!self.armorvalue) { self.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(self), 0.9); }
1246         if(!self.target_range) { self.target_range = autocvar_g_monsters_target_range; }
1247         if(!self.respawntime) { self.respawntime = autocvar_g_monsters_respawn_delay; }
1248         if(!self.monster_moveflags) { self.monster_moveflags = MONSTER_MOVE_WANDER; }
1249         if(!self.attack_range) { self.attack_range = autocvar_g_monsters_attack_range; }
1250         if(!self.damageforcescale) { self.damageforcescale = autocvar_g_monsters_damageforcescale; }
1251
1252         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1253         {
1254                 Monster_Miniboss_Check();
1255                 self.health *= MONSTER_SKILLMOD(self);
1256
1257                 if(!self.skin)
1258                         self.skin = rint(random() * 4);
1259         }
1260
1261         self.max_health = self.health;
1262         self.pain_finished = self.nextthink;
1263
1264         if(IS_PLAYER(self.monster_follow))
1265                 self.effects |= EF_DIMLIGHT;
1266
1267         if(!self.wander_delay) { self.wander_delay = 2; }
1268         if(!self.wander_distance) { self.wander_distance = 600; }
1269
1270         Monster_Sounds_Precache();
1271         Monster_Sounds_Update();
1272
1273         if(teamplay)
1274                 self.monster_attack = true; // we can have monster enemies in team games
1275
1276         Monster_Sound(monstersound_spawn, 0, false, CH_VOICE);
1277
1278         if(autocvar_g_monsters_healthbars)
1279         {
1280                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, self, '0 0 1' * (self.maxs.z + 15), world, self.team, self, sprite, true, RADARICON_DANGER);
1281                 wp.wp_extra = self.monsterid;
1282                 wp.colormod = ((self.team) ? Team_ColorRGB(self.team) : '1 0 0');
1283                 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE))
1284                 {
1285                         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
1286                         WaypointSprite_UpdateHealth(self.sprite, self.health);
1287                 }
1288         }
1289
1290         self.think = Monster_Think;
1291         self.nextthink = time + self.ticrate;
1292
1293         if(MUTATOR_CALLHOOK(MonsterSpawn))
1294                 return false;
1295
1296         return true;
1297 }
1298
1299 bool Monster_Spawn(int mon_id)
1300 {SELFPARAM();
1301         // setup the basic required properties for a monster
1302         entity mon = get_monsterinfo(mon_id);
1303         if(!mon.monsterid) { return false; } // invalid monster
1304
1305         if(!autocvar_g_monsters) { Monster_Remove(self); return false; }
1306
1307         if(Monster_Appear_Check(self, mon_id)) { return true; } // return true so the monster isn't removed
1308
1309         if(!self.monster_skill)
1310                 self.monster_skill = cvar("g_monsters_skill");
1311
1312         // support for quake style removing monsters based on skill
1313         if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(self); return false; }
1314         if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(self); return false; }
1315         if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(self); return false; }
1316
1317         if(self.team && !teamplay)
1318                 self.team = 0;
1319
1320         if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1321         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1322                 monsters_total += 1;
1323
1324         setmodel(self, mon.m_model);
1325         self.flags                              = FL_MONSTER;
1326         self.classname                  = "monster";
1327         self.takedamage                 = DAMAGE_AIM;
1328         self.bot_attack                 = true;
1329         self.iscreature                 = true;
1330         self.teleportable               = true;
1331         self.damagedbycontents  = true;
1332         self.monsterid                  = mon_id;
1333         self.event_damage               = Monster_Damage;
1334         self.touch                              = Monster_Touch;
1335         self.use                                = Monster_Use;
1336         self.solid                              = SOLID_BBOX;
1337         self.movetype                   = MOVETYPE_WALK;
1338         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1339         self.enemy                              = world;
1340         self.velocity                   = '0 0 0';
1341         self.moveto                             = self.origin;
1342         self.pos1                               = self.origin;
1343         self.pos2                               = self.angles;
1344         self.reset                              = Monster_Reset;
1345         self.netname                    = mon.netname;
1346         self.monster_attackfunc = mon.monster_attackfunc;
1347         self.monster_name               = mon.monster_name;
1348         self.candrop                    = true;
1349         self.view_ofs                   = '0 0 0.7' * (self.maxs_z * 0.5);
1350         self.oldtarget2                 = self.target2;
1351         self.pass_distance              = 0;
1352         self.deadflag                   = DEAD_NO;
1353         self.noalign                    = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
1354         self.spawn_time                 = time;
1355         self.gravity                    = 1;
1356         self.monster_moveto             = '0 0 0';
1357         self.monster_face               = '0 0 0';
1358         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1359
1360         if(!self.scale) { self.scale = 1; }
1361         if(autocvar_g_monsters_edit) { self.grab = 1; }
1362         if(autocvar_g_fullbrightplayers) { self.effects |= EF_FULLBRIGHT; }
1363         if(autocvar_g_nodepthtestplayers) { self.effects |= EF_NODEPTHTEST; }
1364         if(mon.spawnflags & MONSTER_TYPE_SWIM) { self.flags |= FL_SWIM; }
1365
1366         if(mon.spawnflags & MONSTER_TYPE_FLY)
1367         {
1368                 self.flags |= FL_FLY;
1369                 self.movetype = MOVETYPE_FLY;
1370         }
1371
1372         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1373         {
1374                 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1375                         self.scale *= 1.3;
1376
1377                 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1378                 if(autocvar_g_monsters_quake_resize)
1379                         self.scale *= 1.3;
1380         }
1381
1382         setsize(self, mon.mins * self.scale, mon.maxs * self.scale);
1383
1384         self.ticrate = bound(sys_frametime, ((!self.ticrate) ? autocvar_g_monsters_think_delay : self.ticrate), 60);
1385
1386         Monster_UpdateModel();
1387
1388         if(!Monster_Spawn_Setup())
1389         {
1390                 Monster_Remove(self);
1391                 return false;
1392         }
1393
1394         if(!self.noalign)
1395         {
1396                 setorigin(self, self.origin + '0 0 20');
1397                 tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1398                 setorigin(self, trace_endpos);
1399         }
1400
1401         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1402                 monster_setupcolors(self);
1403
1404         CSQCMODEL_AUTOINIT(self);
1405
1406         return true;
1407 }