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