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1 // =========================
2 //  SVQC Monster Properties
3 // =========================
4
5
6 void M_Item_Touch ()
7 {
8         if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
9         {
10                 Item_Touch();
11                 self.think = SUB_Remove;
12                 self.nextthink = time + 0.1;
13         }
14 }
15
16 void monster_item_spawn()
17 {
18         if(self.monster_loot)
19                 self.monster_loot();
20         
21         self.gravity = 1;
22         self.velocity = randomvec() * 175 + '0 0 325';
23         self.touch = M_Item_Touch;
24         
25         SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
26 }
27
28 void monster_dropitem()
29 {
30         if(!self.candrop || !self.monster_loot)
31                 return;
32
33         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
34         entity e = spawn();
35         
36         setorigin(e, org);
37         
38         e.monster_loot = self.monster_loot;
39         
40         other = e;
41         MUTATOR_CALLHOOK(MonsterDropItem);
42         e = other;
43         
44         e.think = monster_item_spawn;
45         e.nextthink = time + 0.3;
46 }
47
48 void monsters_setframe(float _frame)
49 {
50         if(self.frame == _frame)
51                 return;
52                 
53         self.anim_start_time = time;
54         self.frame = _frame;
55         self.SendFlags |= MSF_ANIM;
56 }
57
58 float monster_isvalidtarget (entity targ, entity ent)
59 {
60         if(!targ || !ent)
61                 return FALSE; // someone doesn't exist
62                 
63         if(targ == ent)
64                 return FALSE; // don't attack ourselves
65                 
66         traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
67                 
68         if(trace_ent != targ)
69         if(trace_ent)
70                 targ = trace_ent;
71         else
72                 return FALSE;
73                 
74         if(targ.vehicle_flags & VHF_ISVEHICLE)
75         if not((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED)
76                 return FALSE; // melee attacks are useless against vehicles
77                 
78         if(time < game_starttime)
79                 return FALSE; // monsters do nothing before the match has started
80         
81         if(vlen(targ.origin - ent.origin) >= ent.target_range)
82                 return FALSE; // enemy is too far away
83                 
84         if(targ.takedamage == DAMAGE_NO)
85                 return FALSE; // enemy can't be damaged
86                 
87         if(targ.items & IT_INVISIBILITY)
88                 return FALSE; // enemy is invisible
89                 
90         if(substring(targ.classname, 0, 10) == "onslaught_")
91                 return FALSE; // don't attack onslaught targets
92         
93         if(IS_SPEC(targ) || IS_OBSERVER(targ))
94                 return FALSE; // enemy is a spectator
95         
96         if not(targ.vehicle_flags & VHF_ISVEHICLE)
97         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
98                 return FALSE; // enemy/self is dead
99                 
100         if(ent.monster_owner == targ)
101                 return FALSE; // don't attack our master
102                 
103         if(targ.monster_owner == ent)
104                 return FALSE; // don't attack our pet
105         
106         if not(targ.vehicle_flags & VHF_ISVEHICLE)
107         if(targ.flags & FL_NOTARGET)
108                 return FALSE; // enemy can't be targeted
109         
110         if not(autocvar_g_monsters_typefrag)
111         if(targ.BUTTON_CHAT)
112                 return FALSE; // no typefragging!
113         
114         if not(IsDifferentTeam(targ, ent))
115                 return FALSE; // enemy is on our team
116                 
117         if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT)
118         if(ent.enemy != targ)
119         {
120                 float dot;
121
122                 makevectors (ent.angles);
123                 dot = normalize (targ.origin - ent.origin) * v_forward;
124                 
125                 if(dot <= 0.3)
126                         return FALSE;
127         }
128         
129         return TRUE;
130 }
131
132 entity FindTarget (entity ent) 
133 {
134         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
135         
136         entity head, closest_target = world;
137         head = findradius(ent.origin, ent.target_range);
138                         
139         while(head) // find the closest acceptable target to pass to
140         {
141                 if(monster_isvalidtarget(head, ent))
142                 {
143                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) 
144                         vector head_center = CENTER_OR_VIEWOFS(head);
145                         vector ent_center = CENTER_OR_VIEWOFS(ent);
146                                         
147                         //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
148                         if(closest_target)
149                         {
150                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
151                                 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
152                                         { closest_target = head; }
153                         }
154                         else { closest_target = head; }
155                 }
156                 
157                 head = head.chain;
158         }
159         
160         return closest_target;
161 }
162
163 void MonsterTouch ()
164 {
165         if(other == world)
166                 return;
167                 
168         if(self.enemy != other)
169         if not(other.flags & FL_MONSTER)
170         if(monster_isvalidtarget(other, self))
171                 self.enemy = other;
172 }
173
174 string get_monster_model_datafilename(string m, float sk, string fil)
175 {
176         if(m)
177                 m = strcat(m, "_");
178         else
179                 m = "models/monsters/*_";
180         if(sk >= 0)
181                 m = strcat(m, ftos(sk));
182         else
183                 m = strcat(m, "*");
184         return strcat(m, ".", fil);
185 }
186
187 void PrecacheMonsterSounds(string f)
188 {
189         float fh;
190         string s;
191         fh = fopen(f, FILE_READ);
192         if(fh < 0)
193                 return;
194         while((s = fgets(fh)))
195         {
196                 if(tokenize_console(s) != 3)
197                 {
198                         dprint("Invalid sound info line: ", s, "\n");
199                         continue;
200                 }
201                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
202         }
203         fclose(fh);
204 }
205
206 void precache_monstersounds()
207 {
208         string m = (get_monsterinfo(self.monsterid)).model;
209         float globhandle, n, i;
210         string f;
211         
212         globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
213         if (globhandle < 0)
214                 return;
215         n = search_getsize(globhandle);
216         for (i = 0; i < n; ++i)
217         {
218                 //print(search_getfilename(globhandle, i), "\n");
219                 f = search_getfilename(globhandle, i);
220                 PrecacheMonsterSounds(f);
221         }
222         search_end(globhandle);
223 }
224
225 void ClearMonsterSounds()
226 {
227 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
228         ALLMONSTERSOUNDS
229 #undef _MSOUND
230 }
231
232 .string GetMonsterSoundSampleField(string type)
233 {
234         GetMonsterSoundSampleField_notFound = 0;
235         switch(type)
236         {
237 #define _MSOUND(m) case #m: return monstersound_##m;
238                 ALLMONSTERSOUNDS
239 #undef _MSOUND
240         }
241         GetMonsterSoundSampleField_notFound = 1;
242         return string_null;
243 }
244
245 float LoadMonsterSounds(string f, float first)
246 {
247         float fh;
248         string s;
249         var .string field;
250         fh = fopen(f, FILE_READ);
251         if(fh < 0)
252         {
253                 dprint("Monster sound file not found: ", f, "\n");
254                 return 0;
255         }
256         while((s = fgets(fh)))
257         {
258                 if(tokenize_console(s) != 3)
259                         continue;
260                 field = GetMonsterSoundSampleField(argv(0));
261                 if(GetMonsterSoundSampleField_notFound)
262                         continue;
263                 if(self.field)
264                         strunzone(self.field);
265                 self.field = strzone(strcat(argv(1), " ", argv(2)));
266         }
267         fclose(fh);
268         return 1;
269 }
270
271 .float skin_for_monstersound;
272 void UpdateMonsterSounds()
273 {
274         entity mon = get_monsterinfo(self.monsterid);
275         
276         if(self.skin == self.skin_for_monstersound)
277                 return;
278         self.skin_for_monstersound = self.skin;
279         ClearMonsterSounds();
280         //LoadMonsterSounds("sound/monsters/default.sounds", 1);
281         if(!autocvar_g_debug_defaultsounds)
282         if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
283                 LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
284 }
285
286 void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
287 {
288         if(delaytoo && time < self.msound_delay)
289                 return; // too early
290         GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
291         
292         self.msound_delay = time + sound_delay;
293 }
294
295 void monster_makevectors(entity e)
296 {
297         vector v;
298                 
299         v = CENTER_OR_VIEWOFS(e);
300         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
301         self.v_angle_x = -self.v_angle_x;
302         
303         makevectors(self.v_angle);
304 }
305
306 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
307 {
308         float rdmg = damg * random();
309
310         if (self.health <= 0)
311                 return FALSE; // attacking while dead?!
312                 
313         if(dostop)
314         {
315                 self.velocity_x = 0;
316                 self.velocity_y = 0;
317                 self.state = MONSTER_STATE_ATTACK_MELEE;
318                 self.SendFlags |= MSF_MOVE;
319         }
320         
321         monsters_setframe(anim);
322         
323         if(anim_finished != 0)
324                 self.attack_finished_single = time + anim_finished;
325
326         monster_makevectors(targ);
327         
328         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
329         
330         if(trace_ent.takedamage)
331                 Damage(trace_ent, self, self, rdmg * monster_skill, deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
332                 
333         return TRUE;
334 }
335
336 void Monster_CheckMinibossFlag ()
337 {
338         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
339                 return;
340                 
341         float chance = random() * 100;
342
343         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
344         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
345         {
346                 self.health += autocvar_g_monsters_miniboss_healthboost;
347                 if not(self.weapon)
348                         self.weapon = WEP_NEX;
349         }
350 }
351
352 float Monster_CanRespawn(entity ent)
353 {
354         other = ent;
355         if(MUTATOR_CALLHOOK(MonsterRespawn))
356                 return TRUE; // enabled by a mutator
357                 
358         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
359                 return FALSE;
360                 
361         if not(autocvar_g_monsters_respawn)
362                 return FALSE;
363                 
364         return TRUE;
365 }
366
367 void Monster_Fade ()
368 {
369         if(Monster_CanRespawn(self))
370         {
371                 self.monster_respawned = TRUE;
372                 self.think = self.monster_spawnfunc;
373                 self.nextthink = time + self.respawntime;
374                 self.deadflag = DEAD_RESPAWNING;
375                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
376                 {
377                         self.pos1 = self.origin;
378                         self.pos2 = self.angles;
379                 }
380                 self.event_damage = func_null;
381                 self.takedamage = DAMAGE_NO;
382                 setorigin(self, self.pos1);
383                 self.angles = self.pos2;
384                 self.health = self.max_health;
385                 
386                 self.SendFlags |= MSF_MOVE;
387                 self.SendFlags |= MSF_STATUS;
388         }
389         else
390                 SUB_SetFade(self, time + 3, 1);
391 }
392
393 float Monster_CanJump (vector vel)
394 {
395         if(self.state)
396                 return FALSE; // already attacking
397         if not(self.flags & FL_ONGROUND)
398                 return FALSE; // not on the ground
399         if(self.health <= 0)
400                 return FALSE; // called when dead?
401         if(time < self.attack_finished_single)
402                 return FALSE; // still attacking
403
404         vector old = self.velocity;
405         
406         self.velocity = vel;
407         tracetoss(self, self);
408         self.velocity = old;
409         if (trace_ent != self.enemy)
410                 return FALSE;
411
412         return TRUE;
413 }
414
415 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
416 {
417         if(!Monster_CanJump(vel))
418                 return FALSE;
419                 
420         monsters_setframe(anm);
421         self.state = MONSTER_STATE_ATTACK_LEAP;
422         self.touch = touchfunc;
423         self.origin_z += 1;
424         self.velocity = vel;
425         self.flags &= ~FL_ONGROUND;
426                 
427         self.attack_finished_single = time + anim_finished;
428         
429         return TRUE;
430 }
431
432 void monster_checkattack(entity e, entity targ)
433 {
434         if(e == world)
435                 return;
436         if(targ == world)
437                 return;
438                 
439         if not(e.monster_attackfunc)
440                 return;
441         
442         if(time < e.attack_finished_single)
443                 return;
444                 
445         if(vlen(targ.origin - e.origin) <= e.attack_range)
446         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
447         {
448                 //monster_sound(e.msound_attack_melee, 0, FALSE);
449                 MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
450                 return;
451         }
452         
453         if(vlen(targ.origin - e.origin) > e.attack_range)
454         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
455         {
456                 //monster_sound(e.msound_attack_ranged, 0, FALSE);
457                 MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
458                 return;
459         }
460 }
461
462 void monster_use ()
463 {
464         if not(self.enemy)
465         if(self.health > 0)
466         if(monster_isvalidtarget(activator, self))
467                 self.enemy = activator;
468 }
469
470 .float last_trace;
471 .float last_enemycheck; // for checking enemy
472 vector monster_pickmovetarget(entity targ)
473 {
474         // enemy is always preferred target
475         if(self.enemy)
476         {
477                 makevectors(self.angles);
478                 self.monster_movestate = MONSTER_MOVE_ENEMY;
479                 self.last_trace = time + 1.2;
480                 return self.enemy.origin;
481         }
482         
483         switch(self.monster_moveflags)
484         {
485                 case MONSTER_MOVE_OWNER:
486                 {
487                         self.monster_movestate = MONSTER_MOVE_OWNER;
488                         self.last_trace = time + 0.3;
489                         return (self.monster_owner) ? self.monster_owner.origin : self.origin;
490                 }
491                 case MONSTER_MOVE_SPAWNLOC:
492                 {
493                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
494                         self.last_trace = time + 2;
495                         return self.pos1;
496                 }
497                 case MONSTER_MOVE_NOMOVE:
498                 {
499                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
500                         self.last_trace = time + 2;
501                         return self.origin;
502                 }
503                 default:
504                 case MONSTER_MOVE_WANDER:
505                 {
506                         vector pos;
507                         self.monster_movestate = MONSTER_MOVE_WANDER;
508                         self.last_trace = time + 2;
509                                 
510                         self.angles_y = rint(random() * 500);
511                         makevectors(self.angles);
512                         pos = self.origin + v_forward * 600;
513                         
514                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
515                         if(self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
516                         {
517                                 pos_z = random() * 200;
518                                 if(random() >= 0.5)
519                                         pos_z *= -1;
520                         }
521                         
522                         if(targ)
523                         {
524                                 self.last_trace = time + 0.5;
525                                 pos = targ.origin;
526                         }
527                         
528                         return pos;
529                 }
530         }
531 }
532
533 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
534 {
535         fixedmakevectors(self.angles);
536
537         if(self.target2)
538                 self.goalentity = find(world, targetname, self.target2);
539                 
540         entity targ;
541
542         if(self.frozen)
543         {
544                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
545                 self.health = max(1, self.max_health * self.revive_progress);
546                 
547                 self.SendFlags |= MSF_STATUS;
548                         
549                 movelib_beak_simple(stopspeed);
550                         
551                 self.velocity = '0 0 0';
552                 self.enemy = world;
553                 self.nextthink = time + 0.1;
554                 
555                 if(self.revive_progress >= 1)
556                         Unfreeze(self); // wait for next think before attacking
557                         
558                 // don't bother updating angles here?
559                 if(self.origin != self.oldorigin)
560                 {
561                         self.oldorigin = self.origin;
562                         self.SendFlags |= MSF_MOVE;
563                 }
564                         
565                 return; // no moving while frozen
566         }
567         
568         if(self.flags & FL_SWIM)
569         {
570                 if(self.waterlevel < WATERLEVEL_WETFEET)
571                 {
572                         if(time >= self.last_trace)
573                         {
574                                 self.fish_wasdrowning = TRUE;
575                                 self.last_trace = time + 0.4;
576                                 
577                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
578                                 self.angles = '90 90 0';
579                                 if(random() < 0.5)
580                                 {
581                                         self.velocity_y += random() * 50;
582                                         self.velocity_x -= random() * 50;
583                                 }
584                                 else
585                                 {
586                                         self.velocity_y -= random() * 50;
587                                         self.velocity_x += random() * 50;
588                                 }
589                                 self.velocity_z += random() * 150;
590                         }
591                                 
592                         
593                         self.movetype = MOVETYPE_BOUNCE;
594                         //self.velocity_z = -200;
595                                 
596                         self.SendFlags |= MSF_MOVE | MSF_ANG;
597                         
598                         return;
599                 }
600                 else if(self.fish_wasdrowning)
601                 {
602                         self.fish_wasdrowning = FALSE;
603                         self.angles_x = 0;
604                         self.movetype = MOVETYPE_WALK;
605                 }
606         }
607         
608         targ = self.goalentity;
609         
610         monster_target = targ;
611         monster_speed_run = runspeed;
612         monster_speed_walk = walkspeed;
613         
614         if(MUTATOR_CALLHOOK(MonsterMove) || gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
615         {
616                 runspeed = walkspeed = 0;
617                 if(time >= self.spawn_time)
618                         monsters_setframe(manim_idle);
619                 movelib_beak_simple(stopspeed);
620                 if(self.oldorigin != self.origin)
621                 {
622                         self.oldorigin = self.origin;
623                         self.SendFlags |= MSF_MOVE;
624                 }
625                 return;
626         }
627         
628         targ = monster_target;
629         runspeed = monster_speed_run;
630         walkspeed = monster_speed_walk;
631         
632         if(teamplay)
633         if(autocvar_g_monsters_teams)
634         if(IsDifferentTeam(self.monster_owner, self))
635                 self.monster_owner = world;
636         
637         if(self.enemy && self.enemy.health < 1)
638                 self.enemy = world; // enough!
639                 
640         if(time >= self.last_enemycheck)
641         {
642                 if not(monster_isvalidtarget(self.enemy, self))
643                         self.enemy = world;
644                         
645                 if not(self.enemy)
646                 {
647                         self.enemy = FindTarget(self);
648                         if(self.enemy)
649                                 MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
650                                 //monster_sound(self.msound_sight, 0, FALSE);
651                 }
652                 
653                 self.last_enemycheck = time + 0.5;
654         }
655         
656         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
657                 self.state = 0;
658                 
659         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
660         if(time >= self.last_trace || self.enemy) // update enemy instantly
661                 self.moveto = monster_pickmovetarget(targ);
662
663         if not(self.enemy)
664                 MonsterSound(monstersound_idle, 5, TRUE, CH_VOICE);
665                 //monster_sound(self.msound_idle, 5, TRUE);
666         
667         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
668                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
669         
670         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
671         {
672                 self.state = 0;
673                 self.touch = MonsterTouch;
674         }
675         
676         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
677         
678         float turny = 0;
679         vector real_angle = vectoangles(self.steerto) - self.angles;
680         
681         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
682                 turny = 20;
683                 
684         if(self.flags & FL_SWIM)
685                 turny = vlen(self.angles - self.moveto);
686         
687         if(turny)
688         {
689                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
690                 self.angles_y += turny;
691         }
692         
693         if(self.state == MONSTER_STATE_ATTACK_MELEE)
694                 self.moveto = self.origin;
695                 
696         if(self.enemy && self.enemy.vehicle)
697                 runspeed = 0;
698         
699         if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
700                 v_forward = normalize(self.moveto - self.origin);
701         else
702                 self.moveto_z = self.origin_z; 
703
704         if(vlen(self.origin - self.moveto) > 64)
705         {
706                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
707                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
708                 else
709                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
710                         
711                 if(time > self.pain_finished)
712                 if(time > self.attack_finished_single)
713                 if(vlen(self.velocity) > 10)
714                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
715                 else
716                         monsters_setframe(manim_idle);
717         }
718         else
719         {
720                 entity e = find(world, targetname, self.target2);
721                 if(e.target2)
722                         self.target2 = e.target2;
723                 else if(e.target)
724                         self.target2 = e.target;
725                 
726                 movelib_beak_simple(stopspeed);
727                 if(time > self.attack_finished_single)
728                 if(time > self.pain_finished)
729                 if (vlen(self.velocity) <= 30)
730                         monsters_setframe(manim_idle);
731         }
732         
733         monster_checkattack(self, self.enemy);
734         
735         if(self.angles != self.oldangles)
736         {
737                 self.oldangles = self.angles;
738                 self.SendFlags |= MSF_ANG;
739         }
740         
741         if(self.origin != self.oldorigin)
742         {
743                 self.oldorigin = self.origin;
744                 self.SendFlags |= MSF_MOVE;
745         }
746 }
747
748 void monster_dead_think()
749 {
750         self.think = monster_dead_think;
751         self.nextthink = time + self.ticrate;
752         
753         self.deadflag = DEAD_DEAD;
754         
755         if(self.ltime != 0)
756         if(time >= self.ltime)
757         {
758                 Monster_Fade();
759                 return;
760         }
761         
762         if(self.oldorigin != self.origin)
763         {
764                 self.oldorigin = self.origin;
765                 self.SendFlags |= MSF_MOVE;
766         }
767 }
768
769 void monsters_setstatus()
770 {
771         self.stat_monsters_total = monsters_total;
772         self.stat_monsters_killed = monsters_killed;
773 }
774
775 void Monster_Appear()
776 {
777         self.enemy = activator;
778         self.spawnflags &= ~MONSTERFLAG_APPEAR;
779         self.monster_spawnfunc();
780 }
781
782 float Monster_CheckAppearFlags(entity ent)
783 {
784         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
785                 return FALSE;
786         
787         ent.think = func_null;
788         ent.nextthink = 0;
789         ent.use = Monster_Appear;
790         ent.flags = FL_MONSTER; // set so this monster can get butchered
791         
792         return TRUE;
793 }
794
795 void monsters_reset()
796 {
797         setorigin(self, self.pos1);
798         self.angles = self.pos2;
799         
800         self.health = self.max_health;
801         self.velocity = '0 0 0';
802         self.enemy = world;
803         self.goalentity = world;
804         self.attack_finished_single = 0;
805         self.moveto = self.origin;
806         
807         self.SendFlags |= MSF_STATUS;
808 }
809
810 float monster_send(entity to, float sf)
811 {
812         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
813         WriteByte(MSG_ENTITY, sf);
814         if(sf & MSF_SETUP)
815         {
816                 WriteByte(MSG_ENTITY, self.monsterid);
817                 
818                 WriteCoord(MSG_ENTITY, self.origin_x);
819                 WriteCoord(MSG_ENTITY, self.origin_y);
820                 WriteCoord(MSG_ENTITY, self.origin_z);
821                 
822                 WriteAngle(MSG_ENTITY, self.angles_x);
823                 WriteAngle(MSG_ENTITY, self.angles_y);
824                 
825                 WriteByte(MSG_ENTITY, self.skin);
826                 WriteByte(MSG_ENTITY, self.team);
827         }
828         
829         if(sf & MSF_ANG)
830         {
831                 WriteShort(MSG_ENTITY, rint(self.angles_x));
832                 WriteShort(MSG_ENTITY, rint(self.angles_y));
833         }
834         
835         if(sf & MSF_MOVE)
836         {
837                 WriteShort(MSG_ENTITY, rint(self.origin_x));
838                 WriteShort(MSG_ENTITY, rint(self.origin_y));
839                 WriteShort(MSG_ENTITY, rint(self.origin_z));
840                 
841                 WriteShort(MSG_ENTITY, rint(self.velocity_x));
842                 WriteShort(MSG_ENTITY, rint(self.velocity_y));
843                 WriteShort(MSG_ENTITY, rint(self.velocity_z));
844                 
845                 WriteShort(MSG_ENTITY, rint(self.angles_y));
846         }
847         
848         if(sf & MSF_ANIM)
849         {
850                 WriteCoord(MSG_ENTITY, self.anim_start_time);
851                 WriteByte(MSG_ENTITY, self.frame);
852         }
853         
854         if(sf & MSF_STATUS)
855         {
856                 WriteByte(MSG_ENTITY, self.skin);
857                 
858                 WriteByte(MSG_ENTITY, self.team);
859                 
860                 WriteByte(MSG_ENTITY, self.deadflag);
861                 
862                 if(self.health <= 0)
863                         WriteByte(MSG_ENTITY, 0);
864                 else
865                         WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
866         }
867         
868         return TRUE;
869 }
870
871 void monster_link(void() spawnproc)
872 {
873         Net_LinkEntity(self, TRUE, 0, monster_send);
874         self.think        = spawnproc;
875         self.nextthink  = time;
876 }
877
878 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
879 {
880         self.health -= damage;
881                 
882         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
883                 
884         if(self.health <= -100) // 100 health until gone?
885         {
886                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
887                 
888                 self.think = SUB_Remove;
889                 self.nextthink = time + 0.1;
890         }
891 }
892
893 void monster_die()
894 {
895         self.think = monster_dead_think;
896         self.nextthink = self.ticrate;
897         self.ltime = time + 5;
898         
899         monster_dropitem();
900         
901         MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
902         //monster_sound(self.msound_death, 0, FALSE);
903                 
904         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
905                 monsters_killed += 1;
906                 
907         if(self.candrop && self.weapon)
908                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
909                 
910         if(IS_CLIENT(self.realowner))
911                 self.realowner.monstercount -= 1;
912                 
913         self.event_damage       = monsters_corpse_damage;
914         self.solid                      = SOLID_CORPSE;
915         self.takedamage         = DAMAGE_AIM;
916         self.enemy                      = world;
917         self.movetype           = MOVETYPE_TOSS;
918         self.moveto                     = self.origin;
919         self.touch                      = MonsterTouch; // reset incase monster was pouncing
920         
921         if not(self.flags & FL_FLY)
922                 self.velocity = '0 0 0';
923         
924         self.SendFlags |= MSF_MOVE;
925         
926         // number of monsters spawned with mobspawn command
927         totalspawned -= 1;
928         
929         MON_ACTION(self.monsterid, MR_DEATH);
930 }
931
932 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
933 {
934         if(self.frozen && deathtype != DEATH_KILL)
935                 return;
936                 
937         if(time < self.pain_finished && deathtype != DEATH_KILL)
938                 return;
939                 
940         if(time < self.spawnshieldtime)
941                 return;
942                 
943         vector v;
944         float take, save;
945                 
946         v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, damage);
947         take = v_x;
948         save = v_y;
949                 
950         self.health -= take;
951                 
952         self.dmg_time = time;
953
954         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
955                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
956         
957         self.velocity += force * self.damageforcescale;
958                 
959         if(deathtype != DEATH_DROWN)
960         {
961                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
962                 if (take > 50)
963                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
964                 if (take > 100)
965                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
966         }
967                 
968         if(self.health <= 0)
969         {
970                 if(deathtype == DEATH_KILL)
971                         self.candrop = FALSE; // killed by mobkill command
972                         
973                 // TODO: fix this?
974                 activator = attacker;
975                 other = self.enemy;
976                 SUB_UseTargets();
977                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
978         
979                 monster_die();
980                 
981                 frag_attacker = attacker;
982                 frag_target = self;
983                 MUTATOR_CALLHOOK(MonsterDies);
984                 
985                 if(self.health <= -100) // check if we're already gibbed
986                 {
987                         Violence_GibSplash(self, 1, 0.5, attacker);
988                 
989                         self.think = SUB_Remove;
990                         self.nextthink = time + 0.1;
991                 }
992         }
993         
994         self.SendFlags |= MSF_STATUS;
995 }
996
997 void monster_think()
998 {
999         self.think = monster_think;
1000         self.nextthink = self.ticrate;
1001         
1002         MON_ACTION(self.monsterid, MR_THINK);
1003 }
1004
1005 void monster_spawn()
1006 {
1007         MON_ACTION(self.monsterid, MR_SETUP);
1008
1009         if not(self.monster_respawned)
1010                 Monster_CheckMinibossFlag();
1011         
1012         self.max_health = self.health;
1013         self.pain_finished = self.nextthink;
1014         self.anim_start_time = time;
1015         
1016         if not(self.noalign)
1017         {
1018                 setorigin(self, self.origin + '0 0 20');
1019                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1020                 setorigin(self, trace_endpos);
1021         }
1022         
1023         if not(self.monster_respawned)
1024         if not(self.skin)
1025                 self.skin = rint(random() * 4);
1026                 
1027         if not(self.attack_range)
1028                 self.attack_range = autocvar_g_monsters_attack_range;
1029         
1030         self.pos1 = self.origin;
1031         
1032         //monster_setupsounds(self.netname);
1033         precache_monstersounds();
1034         UpdateMonsterSounds();
1035         //monster_precachesounds(self);
1036         
1037         if(teamplay)
1038                 self.monster_attack = TRUE; // we can have monster enemies in team games
1039         
1040         //monster_sound(self.msound_spawn, 0, FALSE);
1041         MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
1042         
1043         self.think = monster_think;
1044         self.nextthink = time + self.ticrate;
1045         
1046         self.SendFlags |= MSF_SETUP;
1047         
1048         MUTATOR_CALLHOOK(MonsterSpawn);
1049 }
1050
1051 float monster_initialize(float mon_id, float nodrop)
1052 {
1053         if not(autocvar_g_monsters)
1054                 return FALSE;
1055         
1056         entity mon = get_monsterinfo(mon_id);
1057         
1058         // support for quake style removing monsters based on skill
1059         switch(monster_skill)
1060         {
1061                 case 0:
1062                 case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY)              return FALSE; break;
1063                 case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM)    return FALSE; break;
1064                 default:
1065                 case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD)              return FALSE; break;
1066         }
1067         
1068         if(self.team && !teamplay)
1069                 self.team = 0;
1070         
1071         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
1072         if not(self.monster_respawned)
1073                 monsters_total += 1;
1074         
1075         setsize(self, mon.mins, mon.maxs);
1076         self.flags                              = FL_MONSTER;
1077         self.takedamage                 = DAMAGE_AIM;
1078         self.bot_attack                 = TRUE;
1079         self.iscreature                 = TRUE;
1080         self.teleportable               = TRUE;
1081         self.damagedbycontents  = TRUE;
1082         self.monsterid                  = mon_id;
1083         self.damageforcescale   = 0;
1084         self.event_damage               = monsters_damage;
1085         self.touch                              = MonsterTouch;
1086         self.use                                = monster_use;
1087         self.solid                              = SOLID_BBOX;
1088         self.movetype                   = MOVETYPE_WALK;
1089         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1090         self.enemy                              = world;
1091         self.velocity                   = '0 0 0';
1092         self.moveto                             = self.origin;
1093         self.pos2                               = self.angles;
1094         self.reset                              = monsters_reset;
1095         self.netname                    = mon.netname;
1096         self.monster_name               = M_NAME(mon_id);
1097         self.candrop                    = TRUE;
1098         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1099         self.oldtarget2                 = self.target2;
1100         self.deadflag                   = DEAD_NO;
1101         self.scale                              = 1;
1102         self.noalign                    = nodrop;
1103         self.spawn_time                 = time;
1104         self.gravity                    = 1;
1105         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1106         
1107         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1108                 self.flags |= FL_SWIM;
1109                 
1110         if(mon.spawnflags & MONSTER_TYPE_FLY)
1111         {
1112                 self.flags |= FL_FLY;
1113                 self.movetype = MOVETYPE_FLY;
1114         }
1115                 
1116         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1117                 self.scale = 1.3;
1118         
1119         if not(self.ticrate)
1120                 self.ticrate = autocvar_g_monsters_think_delay;
1121                 
1122         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1123         
1124         if not(self.m_armor_blockpercent)
1125                 self.m_armor_blockpercent = 0.5;
1126         
1127         if not(self.target_range)
1128                 self.target_range = autocvar_g_monsters_target_range;
1129         
1130         if not(self.respawntime)
1131                 self.respawntime = autocvar_g_monsters_respawn_delay;
1132         
1133         if not(self.monster_moveflags)
1134                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1135         
1136         monster_link(monster_spawn);
1137
1138         return TRUE;
1139 }