]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/monsters/sv_monsters.qc
Merge branch 'master' into Mario/tweaks
[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, entity attacker)
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, this, e, attacker);
46         e = M_ARGV(1, entity);
47
48         if(e && e.monster_loot)
49         {
50                 e.noalign = true;
51                 e.monster_loot(e);
52                 e.gravity = 1;
53                 set_movetype(e, 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 && PHYS_INPUT_BUTTON_CHAT(targ))
94         || (SAME_TEAM(targ, this))
95         || (STAT(FROZEN, targ))
96         || (targ.alpha != 0 && targ.alpha < 0.5)
97         || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
98         )
99         {
100                 // if any of the above checks fail, target is not valid
101                 return false;
102         }
103
104         traceline(this.origin + this.view_ofs, targ.origin, 0, this);
105
106         if((trace_fraction < 1) && (trace_ent != targ))
107                 return false;
108
109         if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
110         if(this.enemy != targ)
111         {
112                 float dot;
113
114                 makevectors (this.angles);
115                 dot = normalize (targ.origin - this.origin) * v_forward;
116
117                 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
118         }
119
120         return true; // this target is valid!
121 }
122
123 entity Monster_FindTarget(entity mon)
124 {
125         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
126
127         entity closest_target = NULL;
128
129         // find the closest acceptable target to pass to
130         FOREACH_ENTITY_RADIUS(mon.origin, mon.target_range, it.monster_attack,
131         {
132                 if(Monster_ValidTarget(mon, it))
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(it);
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(vlen2(ent_center - head_center) < vlen2(ent_center - closest_target_center))
142                                         { closest_target = it; }
143                         }
144                         else { closest_target = it; }
145                 }
146         });
147
148         return closest_target;
149 }
150
151 void monster_setupcolors(entity mon)
152 {
153         if(IS_PLAYER(mon.realowner))
154                 mon.colormap = mon.realowner.colormap;
155         else if(teamplay && mon.team)
156                 mon.colormap = 1024 + (mon.team - 1) * 17;
157         else
158         {
159                 if(mon.monster_skill <= MONSTER_SKILL_EASY)
160                         mon.colormap = 1029;
161                 else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
162                         mon.colormap = 1027;
163                 else if(mon.monster_skill <= MONSTER_SKILL_HARD)
164                         mon.colormap = 1038;
165                 else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
166                         mon.colormap = 1028;
167                 else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
168                         mon.colormap = 1032;
169                 else
170                         mon.colormap = 1024;
171         }
172 }
173
174 void monster_changeteam(entity ent, float newteam)
175 {
176         if(!teamplay) { return; }
177
178         ent.team = newteam;
179         ent.monster_attack = true; // new team, activate attacking
180         monster_setupcolors(ent);
181
182         if(ent.sprite)
183         {
184                 WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
185
186                 ent.sprite.team = newteam;
187                 ent.sprite.SendFlags |= 1;
188         }
189 }
190
191 .void(entity) monster_delayedfunc;
192 void Monster_Delay_Action(entity this)
193 {
194         if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
195
196         if(this.cnt > 1)
197         {
198                 this.cnt -= 1;
199                 setthink(this, Monster_Delay_Action);
200                 this.nextthink = time + this.count;
201         }
202         else
203         {
204                 setthink(this, SUB_Remove);
205                 this.nextthink = time;
206         }
207 }
208
209 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
210 {
211         // deferred attacking, checks if monster is still alive and target is still valid before attacking
212         entity e = spawn();
213
214         setthink(e, Monster_Delay_Action);
215         e.nextthink = time + defer_amnt;
216         e.count = defer_amnt;
217         e.owner = this;
218         e.monster_delayedfunc = func;
219         e.cnt = repeat_count;
220 }
221
222
223 // ==============
224 // Monster sounds
225 // ==============
226
227 string get_monster_model_datafilename(string m, float sk, string fil)
228 {
229         if(m)
230                 m = strcat(m, "_");
231         else
232                 m = "models/monsters/*_";
233         if(sk >= 0)
234                 m = strcat(m, ftos(sk));
235         else
236                 m = strcat(m, "*");
237         return strcat(m, ".", fil);
238 }
239
240 void Monster_Sound_Precache(string f)
241 {
242         float fh;
243         string s;
244         fh = fopen(f, FILE_READ);
245         if(fh < 0)
246                 return;
247         while((s = fgets(fh)))
248         {
249                 if(tokenize_console(s) != 3)
250                 {
251                         LOG_TRACE("Invalid sound info line: ", s);
252                         continue;
253                 }
254                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
255         }
256         fclose(fh);
257 }
258
259 void Monster_Sounds_Precache(entity this)
260 {
261         string m = (Monsters_from(this.monsterid)).m_model.model_str();
262         float globhandle, n, i;
263         string f;
264
265         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
266         if (globhandle < 0)
267                 return;
268         n = search_getsize(globhandle);
269         for (i = 0; i < n; ++i)
270         {
271                 //print(search_getfilename(globhandle, i), "\n");
272                 f = search_getfilename(globhandle, i);
273                 Monster_Sound_Precache(f);
274         }
275         search_end(globhandle);
276 }
277
278 void Monster_Sounds_Clear(entity this)
279 {
280 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
281         ALLMONSTERSOUNDS
282 #undef _MSOUND
283 }
284
285 .string Monster_Sound_SampleField(string type)
286 {
287         GetMonsterSoundSampleField_notFound = 0;
288         switch(type)
289         {
290 #define _MSOUND(m) case #m: return monstersound_##m;
291                 ALLMONSTERSOUNDS
292 #undef _MSOUND
293         }
294         GetMonsterSoundSampleField_notFound = 1;
295         return string_null;
296 }
297
298 bool Monster_Sounds_Load(entity this, string f, int first)
299 {
300         float fh;
301         string s;
302         var .string field;
303         fh = fopen(f, FILE_READ);
304         if(fh < 0)
305         {
306                 LOG_TRACE("Monster sound file not found: ", f);
307                 return false;
308         }
309         while((s = fgets(fh)))
310         {
311                 if(tokenize_console(s) != 3)
312                         continue;
313                 field = Monster_Sound_SampleField(argv(0));
314                 if(GetMonsterSoundSampleField_notFound)
315                         continue;
316                 if (this.(field))
317                         strunzone(this.(field));
318                 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
319         }
320         fclose(fh);
321         return true;
322 }
323
324 .int skin_for_monstersound;
325 void Monster_Sounds_Update(entity this)
326 {
327         if(this.skin == this.skin_for_monstersound) { return; }
328
329         this.skin_for_monstersound = this.skin;
330         Monster_Sounds_Clear(this);
331         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
332                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
333 }
334
335 void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan)
336 {
337         if(!autocvar_g_monsters_sounds) { return; }
338
339         if(delaytoo)
340         if(time < this.msound_delay)
341                 return; // too early
342         GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
343
344         this.msound_delay = time + sound_delay;
345 }
346
347
348 // =======================
349 // Monster attack handlers
350 // =======================
351
352 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
353 {
354         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
355
356         setanim(this, anim, false, true, false);
357
358         if(this.animstate_endtime > time && IS_MONSTER(this))
359                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
360         else
361                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
362
363         monster_makevectors(this, targ);
364
365         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
366
367         if(trace_ent.takedamage)
368                 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
369
370         return true;
371 }
372
373 bool Monster_Attack_Leap_Check(entity this, vector vel)
374 {
375         if(this.state && IS_MONSTER(this))
376                 return false; // already attacking
377         if(!IS_ONGROUND(this))
378                 return false; // not on the ground
379         if(this.health <= 0 || IS_DEAD(this))
380                 return false; // called when dead?
381         if(time < this.attack_finished_single[0])
382                 return false; // still attacking
383
384         vector old = this.velocity;
385
386         this.velocity = vel;
387         tracetoss(this, this);
388         this.velocity = old;
389         if (trace_ent != this.enemy)
390                 return false;
391
392         return true;
393 }
394
395 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
396 {
397         if(!Monster_Attack_Leap_Check(this, vel))
398                 return false;
399
400         setanim(this, anm, false, true, false);
401
402         if(this.animstate_endtime > time && (this.flags & FL_MONSTER))
403                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
404         else
405                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
406
407         if(this.flags & FL_MONSTER)
408                 this.state = MONSTER_ATTACK_RANGED;
409         settouch(this, touchfunc);
410         this.origin_z += 1;
411         this.velocity = vel;
412         UNSET_ONGROUND(this);
413
414         return true;
415 }
416
417 void Monster_Attack_Check(entity this, entity targ)
418 {
419         if((this == NULL || targ == NULL)
420         || (!this.monster_attackfunc)
421         || (time < this.attack_finished_single[0])
422         ) { return; }
423
424         if(vdist(targ.origin - this.origin, <=, this.attack_range))
425         {
426                 bool attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ);
427                 if(attack_success == 1)
428                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
429                 else if(attack_success > 0)
430                         return;
431         }
432
433         if(vdist(targ.origin - this.origin, >, this.attack_range))
434         {
435                 float attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ);
436                 if(attack_success == 1)
437                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
438                 else if(attack_success > 0)
439                         return;
440         }
441 }
442
443
444 // ======================
445 // Main monster functions
446 // ======================
447
448 void Monster_UpdateModel(entity this)
449 {
450         // assume some defaults
451         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
452         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
453         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
454         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
455         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
456         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
457         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
458         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
459         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
460         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
461
462         // then get the real values
463         Monster mon = get_monsterinfo(this.monsterid);
464         mon.mr_anim(mon, this);
465 }
466
467 void Monster_Touch(entity this, entity toucher)
468 {
469         if(toucher == NULL) { return; }
470
471         if(toucher.monster_attack)
472         if(this.enemy != toucher)
473         if(!IS_MONSTER(toucher))
474         if(Monster_ValidTarget(this, toucher))
475                 this.enemy = toucher;
476 }
477
478 void Monster_Miniboss_Check(entity this)
479 {
480         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
481                 return;
482
483         float chance = random() * 100;
484
485         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
486         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
487         {
488                 this.health += autocvar_g_monsters_miniboss_healthboost;
489                 this.effects |= EF_RED;
490                 if(!this.weapon)
491                         this.weapon = WEP_VORTEX.m_id;
492         }
493 }
494
495 bool Monster_Respawn_Check(entity this)
496 {
497         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
498         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
499                 return true; // enabled by a mutator
500
501         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
502                 return false;
503
504         if(!autocvar_g_monsters_respawn)
505                 return false;
506
507         return true;
508 }
509
510 void Monster_Respawn(entity this) { Monster_Spawn(this, this.monsterid); }
511
512 void Monster_Dead_Fade(entity this)
513 {
514         if(Monster_Respawn_Check(this))
515         {
516                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
517                 setthink(this, Monster_Respawn);
518                 this.nextthink = time + this.respawntime;
519                 this.monster_lifetime = 0;
520                 this.deadflag = DEAD_RESPAWNING;
521                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
522                 {
523                         this.pos1 = this.origin;
524                         this.pos2 = this.angles;
525                 }
526                 this.event_damage = func_null;
527                 this.takedamage = DAMAGE_NO;
528                 setorigin(this, this.pos1);
529                 this.angles = this.pos2;
530                 this.health = this.max_health;
531                 setmodel(this, MDL_Null);
532         }
533         else
534         {
535                 // number of monsters spawned with mobspawn command
536                 totalspawned -= 1;
537
538                 SUB_SetFade(this, time + 3, 1);
539         }
540 }
541
542 void Monster_Use(entity this, entity actor, entity trigger)
543 {
544         if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
545 }
546
547 vector Monster_Move_Target(entity this, entity targ)
548 {
549         // enemy is always preferred target
550         if(this.enemy)
551         {
552                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
553                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
554                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
555
556                 if((this.enemy == NULL)
557                         || (IS_DEAD(this.enemy) || this.enemy.health < 1)
558                         || (STAT(FROZEN, this.enemy))
559                         || (this.enemy.flags & FL_NOTARGET)
560                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
561                         || (this.enemy.takedamage == DAMAGE_NO)
562                         || (vdist(this.origin - targ_origin, >, this.target_range))
563                         || ((trace_fraction < 1) && (trace_ent != this.enemy)))
564                 {
565                         this.enemy = NULL;
566                         this.pass_distance = 0;
567                 }
568
569                 if(this.enemy)
570                 {
571                         /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
572                         print("Trace origin: ", vtos(targ_origin), "\n");
573                         print("Target origin: ", vtos(this.enemy.origin), "\n");
574                         print("My origin: ", vtos(this.origin), "\n"); */
575
576                         this.monster_movestate = MONSTER_MOVE_ENEMY;
577                         this.last_trace = time + 1.2;
578                         if(this.monster_moveto)
579                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
580                         else
581                                 return targ_origin;
582                 }
583
584                 /*makevectors(this.angles);
585                 this.monster_movestate = MONSTER_MOVE_ENEMY;
586                 this.last_trace = time + 1.2;
587                 return this.enemy.origin; */
588         }
589
590         switch(this.monster_moveflags)
591         {
592                 case MONSTER_MOVE_FOLLOW:
593                 {
594                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
595                         this.last_trace = time + 0.3;
596                         return (this.monster_follow) ? this.monster_follow.origin : this.origin;
597                 }
598                 case MONSTER_MOVE_SPAWNLOC:
599                 {
600                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
601                         this.last_trace = time + 2;
602                         return this.pos1;
603                 }
604                 case MONSTER_MOVE_NOMOVE:
605                 {
606                         if(this.monster_moveto)
607                         {
608                                 this.last_trace = time + 0.5;
609                                 return this.monster_moveto;
610                         }
611                         else
612                         {
613                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
614                                 this.last_trace = time + 2;
615                         }
616                         return this.origin;
617                 }
618                 default:
619                 case MONSTER_MOVE_WANDER:
620                 {
621                         vector pos;
622                         this.monster_movestate = MONSTER_MOVE_WANDER;
623
624                         if(this.monster_moveto)
625                         {
626                                 this.last_trace = time + 0.5;
627                                 pos = this.monster_moveto;
628                         }
629                         else if(targ)
630                         {
631                                 this.last_trace = time + 0.5;
632                                 pos = targ.origin;
633                         }
634                         else
635                         {
636                                 this.last_trace = time + this.wander_delay;
637
638                                 this.angles_y = rint(random() * 500);
639                                 makevectors(this.angles);
640                                 pos = this.origin + v_forward * this.wander_distance;
641
642                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
643                                 {
644                                         pos.z = random() * 200;
645                                         if(random() >= 0.5)
646                                                 pos.z *= -1;
647                                 }
648                         }
649
650                         return pos;
651                 }
652         }
653 }
654
655 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
656 {
657         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
658         float initial_height = 0; //min(50, (targ_distance * tanh(20)));
659         float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
660         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
661
662         vector targpos;
663         if(current_height) // make sure we can actually do this arcing path
664         {
665                 targpos = (to + ('0 0 1' * current_height));
666                 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
667                 if(trace_fraction < 1)
668                 {
669                         //print("normal arc line failed, trying to find new pos...");
670                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
671                         targpos = (trace_endpos + '0 0 -10');
672                         WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
673                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
674                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
675                 }
676         }
677         else { targpos = to; }
678
679         //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
680
681         vector desired_direction = normalize(targpos - from);
682         if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
683         else { this.velocity = (desired_direction * movespeed); }
684
685         //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
686         //this.angles = vectoangles(this.velocity);
687 }
688
689 .entity draggedby;
690
691 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
692 {
693         if(this.target2) { this.goalentity = find(NULL, targetname, this.target2); }
694
695         entity targ;
696
697         if(STAT(FROZEN, this) == 2)
698         {
699                 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
700                 this.health = max(1, this.revive_progress * this.max_health);
701                 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
702
703                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
704                         WaypointSprite_UpdateHealth(this.sprite, this.health);
705
706                 movelib_brake_simple(this, stpspeed);
707                 setanim(this, this.anim_idle, true, false, false);
708
709                 this.enemy = NULL;
710                 this.nextthink = time + this.ticrate;
711
712                 if(this.revive_progress >= 1)
713                         Unfreeze(this);
714
715                 return;
716         }
717         else if(STAT(FROZEN, this) == 3)
718         {
719                 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
720                 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
721
722                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
723                         WaypointSprite_UpdateHealth(this.sprite, this.health);
724
725                 movelib_brake_simple(this, stpspeed);
726                 setanim(this, this.anim_idle, true, false, false);
727
728                 this.enemy = NULL;
729                 this.nextthink = time + this.ticrate;
730
731                 if(this.health < 1)
732                 {
733                         Unfreeze(this);
734                         this.health = 0;
735                         if(this.event_damage)
736                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
737                 }
738
739                 else if ( this.revive_progress <= 0 )
740                         Unfreeze(this);
741
742                 return;
743         }
744
745         if(this.flags & FL_SWIM)
746         {
747                 if(this.waterlevel < WATERLEVEL_WETFEET)
748                 {
749                         if(time >= this.last_trace)
750                         {
751                                 this.last_trace = time + 0.4;
752
753                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
754                                 this.angles = '90 90 0';
755                                 if(random() < 0.5)
756                                 {
757                                         this.velocity_y += random() * 50;
758                                         this.velocity_x -= random() * 50;
759                                 }
760                                 else
761                                 {
762                                         this.velocity_y -= random() * 50;
763                                         this.velocity_x += random() * 50;
764                                 }
765                                 this.velocity_z += random() * 150;
766                         }
767
768
769                         set_movetype(this, MOVETYPE_BOUNCE);
770                         //this.velocity_z = -200;
771
772                         return;
773                 }
774                 else if(this.move_movetype == MOVETYPE_BOUNCE)
775                 {
776                         this.angles_x = 0;
777                         set_movetype(this, MOVETYPE_WALK);
778                 }
779         }
780
781         targ = this.goalentity;
782
783         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
784                 || gameover
785                 || this.draggedby != NULL
786                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
787                 || time < game_starttime
788                 || (autocvar_g_campaign && !campaign_bots_may_start)
789                 || time < this.spawn_time)
790         {
791                 runspeed = walkspeed = 0;
792                 if(time >= this.spawn_time)
793                         setanim(this, this.anim_idle, true, false, false);
794                 movelib_brake_simple(this, stpspeed);
795                 return;
796         }
797
798         targ = M_ARGV(3, entity);
799         runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
800         walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
801
802         if(teamplay)
803         if(autocvar_g_monsters_teams)
804         if(DIFF_TEAM(this.monster_follow, this))
805                 this.monster_follow = NULL;
806
807         if(time >= this.last_enemycheck)
808         {
809                 if(!this.enemy)
810                 {
811                         this.enemy = Monster_FindTarget(this);
812                         if(this.enemy)
813                         {
814                                 WarpZone_RefSys_Copy(this.enemy, this);
815                                 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
816                                 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
817                                 this.monster_moveto = '0 0 0';
818                                 this.monster_face = '0 0 0';
819
820                                 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)));
821                                 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
822                         }
823                 }
824
825                 this.last_enemycheck = time + 1; // check for enemies every second
826         }
827
828         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
829         {
830                 this.state = 0;
831                 settouch(this, Monster_Touch);
832         }
833
834         if(this.state && time >= this.attack_finished_single[0])
835                 this.state = 0; // attack is over
836
837         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
838         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
839                 this.moveto = Monster_Move_Target(this, targ);
840
841         if(!this.enemy)
842                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
843
844         if(this.state == MONSTER_ATTACK_MELEE)
845                 this.moveto = this.origin;
846
847         if(this.enemy && this.enemy.vehicle)
848                 runspeed = 0;
849
850         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
851                 this.moveto_z = this.origin_z;
852
853         if(vdist(this.origin - this.moveto, >, 100))
854         {
855                 float do_run = (this.enemy || this.monster_moveto);
856                 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
857                         Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
858
859                 if(time > this.pain_finished) // TODO: use anim_finished instead!
860                 if(!this.state)
861                 if(time > this.anim_finished)
862                 if(vdist(this.velocity, >, 10))
863                         setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
864                 else
865                         setanim(this, this.anim_idle, true, false, false);
866         }
867         else
868         {
869                 entity e = find(NULL, targetname, this.target2);
870                 if(e.target2)
871                         this.target2 = e.target2;
872                 else if(e.target)
873                         this.target2 = e.target;
874
875                 movelib_brake_simple(this, stpspeed);
876                 if(time > this.anim_finished)
877                 if(time > this.pain_finished)
878                 if(!this.state)
879                 if(vdist(this.velocity, <=, 30))
880                         setanim(this, this.anim_idle, true, false, false);
881         }
882
883         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
884
885         vector real_angle = vectoangles(this.steerto) - this.angles;
886         float turny = 25;
887         if(this.state == MONSTER_ATTACK_MELEE)
888                 turny = 0;
889         if(turny)
890         {
891                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
892                 this.angles_y += turny;
893         }
894
895         Monster_Attack_Check(this, this.enemy);
896 }
897
898 void Monster_Remove(entity this)
899 {
900         if(IS_CLIENT(this))
901                 return; // don't remove it?
902
903         if(!this) { return; }
904
905         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
906                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
907
908         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
909         {
910                 .entity weaponentity = weaponentities[slot];
911                 if(this.(weaponentity))
912                         delete(this.(weaponentity));
913         }
914         if(this.iceblock) { delete(this.iceblock); }
915         WaypointSprite_Kill(this.sprite);
916         delete(this);
917 }
918
919 void Monster_Dead_Think(entity this)
920 {
921         this.nextthink = time + this.ticrate;
922
923         if(this.monster_lifetime != 0)
924         if(time >= this.monster_lifetime)
925         {
926                 Monster_Dead_Fade(this);
927                 return;
928         }
929 }
930
931 void Monster_Appear(entity this, entity actor, entity trigger)
932 {
933         this.enemy = actor;
934         this.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
935         Monster_Spawn(this, this.monsterid);
936 }
937
938 bool Monster_Appear_Check(entity this, int monster_id)
939 {
940         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
941                 return false;
942
943         setthink(this, func_null);
944         this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
945         this.nextthink = 0;
946         this.use = Monster_Appear;
947         this.flags = FL_MONSTER; // set so this monster can get butchered
948
949         return true;
950 }
951
952 void Monster_Reset(entity this)
953 {
954         setorigin(this, this.pos1);
955         this.angles = this.pos2;
956
957         Unfreeze(this); // remove any icy remains
958
959         this.health = this.max_health;
960         this.velocity = '0 0 0';
961         this.enemy = NULL;
962         this.goalentity = NULL;
963         this.attack_finished_single[0] = 0;
964         this.moveto = this.origin;
965 }
966
967 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
968 {
969         this.health -= damage;
970
971         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
972
973         if(this.health <= -50) // 100 health until gone?
974         {
975                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
976
977                 // number of monsters spawned with mobspawn command
978                 totalspawned -= 1;
979
980                 setthink(this, SUB_Remove);
981                 this.nextthink = time + 0.1;
982                 this.event_damage = func_null;
983         }
984 }
985
986 void Monster_Dead(entity this, entity attacker, float gibbed)
987 {
988         setthink(this, Monster_Dead_Think);
989         this.nextthink = time;
990         this.monster_lifetime = time + 5;
991
992         if(STAT(FROZEN, this))
993         {
994                 Unfreeze(this); // remove any icy remains
995                 this.health = 0; // reset by Unfreeze
996         }
997
998         monster_dropitem(this, attacker);
999
1000         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
1001
1002         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1003                 monsters_killed += 1;
1004
1005         if(IS_PLAYER(attacker))
1006         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
1007                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1008
1009         if(gibbed)
1010         {
1011                 // number of monsters spawned with mobspawn command
1012                 totalspawned -= 1;
1013         }
1014
1015         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
1016         this.solid                      = SOLID_CORPSE;
1017         this.takedamage         = DAMAGE_AIM;
1018         this.deadflag           = DEAD_DEAD;
1019         this.enemy                      = NULL;
1020         set_movetype(this, MOVETYPE_TOSS);
1021         this.moveto                     = this.origin;
1022         settouch(this, Monster_Touch); // reset incase monster was pouncing
1023         this.reset                      = func_null;
1024         this.state                      = 0;
1025         this.attack_finished_single[0] = 0;
1026         this.effects = 0;
1027
1028         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
1029                 this.velocity = '0 0 0';
1030
1031         CSQCModel_UnlinkEntity(this);
1032
1033         Monster mon = get_monsterinfo(this.monsterid);
1034         mon.mr_death(mon, this);
1035
1036         if(this.candrop && this.weapon)
1037                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325');
1038 }
1039
1040 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1041 {
1042         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1043                 return;
1044
1045         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1046                 return;
1047
1048         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1049                 //return;
1050
1051         if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1052                 return;
1053
1054         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1055                 return;
1056
1057         vector v;
1058         float take, save;
1059
1060         v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1061         take = v_x;
1062         save = v_y;
1063
1064         Monster mon = get_monsterinfo(this.monsterid);
1065         take = mon.mr_pain(mon, this, take, attacker, deathtype);
1066
1067         if(take)
1068         {
1069                 this.health -= take;
1070                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1071         }
1072
1073         if(this.sprite)
1074                 WaypointSprite_UpdateHealth(this.sprite, this.health);
1075
1076         this.dmg_time = time;
1077
1078         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
1079                 spamsound (this, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1080
1081         this.velocity += force * this.damageforcescale;
1082
1083         if(deathtype != DEATH_DROWN.m_id && take)
1084         {
1085                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1086                 if (take > 50)
1087                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1088                 if (take > 100)
1089                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1090         }
1091
1092         if(this.health <= 0)
1093         {
1094                 if(deathtype == DEATH_KILL.m_id)
1095                         this.candrop = false; // killed by mobkill command
1096
1097                 // TODO: fix this?
1098                 SUB_UseTargets(this, attacker, this.enemy);
1099                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1100
1101                 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1102
1103                 WaypointSprite_Kill(this.sprite);
1104
1105                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1106
1107                 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1108                 {
1109                         Violence_GibSplash(this, 1, 0.5, attacker);
1110
1111                         setthink(this, SUB_Remove);
1112                         this.nextthink = time + 0.1;
1113                 }
1114         }
1115 }
1116
1117 // don't check for enemies, just keep walking in a straight line
1118 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1119 {
1120         if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1121         {
1122                 mspeed = 0;
1123                 if(time >= this.spawn_time)
1124                         setanim(this, this.anim_idle, true, false, false);
1125                 movelib_brake_simple(this, 0.6);
1126                 return;
1127         }
1128
1129         float reverse = false;
1130         vector a, b;
1131
1132         makevectors(this.angles);
1133         a = this.origin + '0 0 16';
1134         b = this.origin + '0 0 16' + v_forward * 32;
1135
1136         traceline(a, b, MOVE_NORMAL, this);
1137
1138         if(trace_fraction != 1.0)
1139         {
1140                 reverse = true;
1141
1142                 if(trace_ent)
1143                 if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH))
1144                         reverse = false;
1145         }
1146
1147         // TODO: fix this... tracing is broken if the floor is thin
1148         /*
1149         if(!allow_jumpoff)
1150         {
1151                 a = b - '0 0 32';
1152                 traceline(b, a, MOVE_WORLDONLY, this);
1153                 if(trace_fraction == 1.0)
1154                         reverse = true;
1155         } */
1156
1157         if(reverse)
1158         {
1159                 this.angles_y = anglemods(this.angles_y - 180);
1160                 makevectors(this.angles);
1161         }
1162
1163         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1164
1165         if(time > this.pain_finished)
1166         if(time > this.attack_finished_single[0])
1167         if(vdist(this.velocity, >, 10))
1168                 setanim(this, this.anim_walk, true, false, false);
1169         else
1170                 setanim(this, this.anim_idle, true, false, false);
1171 }
1172
1173 void Monster_Anim(entity this)
1174 {
1175         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1176         if(IS_DEAD(this))
1177         {
1178                 if (!deadbits)
1179                 {
1180                         // Decide on which death animation to use.
1181                         if(random() < 0.5)
1182                                 deadbits = ANIMSTATE_DEAD1;
1183                         else
1184                                 deadbits = ANIMSTATE_DEAD2;
1185                 }
1186         }
1187         else
1188         {
1189                 // Clear a previous death animation.
1190                 deadbits = 0;
1191         }
1192         int animbits = deadbits;
1193         if(STAT(FROZEN, this))
1194                 animbits |= ANIMSTATE_FROZEN;
1195         if(this.crouch)
1196                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1197         animdecide_setstate(this, animbits, false);
1198         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1199
1200         /* // weapon entities for monsters?
1201         if (this.weaponentity)
1202         {
1203                 updateanim(this.weaponentity);
1204                 if (!this.weaponentity.animstate_override)
1205                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1206         }
1207         */
1208 }
1209
1210 void Monster_Think(entity this)
1211 {
1212         setthink(this, Monster_Think);
1213         this.nextthink = this.ticrate;
1214
1215         if(this.monster_lifetime)
1216         if(time >= this.monster_lifetime)
1217         {
1218                 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1219                 return;
1220         }
1221
1222         Monster mon = get_monsterinfo(this.monsterid);
1223         if(mon.mr_think(mon, this))
1224                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1225
1226         Monster_Anim(this);
1227
1228         CSQCMODEL_AUTOUPDATE(this);
1229 }
1230
1231 bool Monster_Spawn_Setup(entity this)
1232 {
1233         Monster mon = Monsters_from(this.monsterid);
1234         mon.mr_setup(mon, this);
1235
1236         // ensure some basic needs are met
1237         if(!this.health) { this.health = 100; }
1238         if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1239         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1240         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1241         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1242         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1243         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1244
1245         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1246         {
1247                 Monster_Miniboss_Check(this);
1248                 this.health *= MONSTER_SKILLMOD(this);
1249
1250                 if(!this.skin)
1251                         this.skin = rint(random() * 4);
1252         }
1253
1254         this.max_health = this.health;
1255         this.pain_finished = this.nextthink;
1256
1257         if(IS_PLAYER(this.monster_follow))
1258                 this.effects |= EF_DIMLIGHT;
1259
1260         if(!this.wander_delay) { this.wander_delay = 2; }
1261         if(!this.wander_distance) { this.wander_distance = 600; }
1262
1263         Monster_Sounds_Precache(this);
1264         Monster_Sounds_Update(this);
1265
1266         if(teamplay)
1267                 this.monster_attack = true; // we can have monster enemies in team games
1268
1269         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1270
1271         if(autocvar_g_monsters_healthbars)
1272         {
1273                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1274                 wp.wp_extra = this.monsterid;
1275                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1276                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1277                 {
1278                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1279                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1280                 }
1281         }
1282
1283         setthink(this, Monster_Think);
1284         this.nextthink = time + this.ticrate;
1285
1286         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1287                 return false;
1288
1289         return true;
1290 }
1291
1292 bool Monster_Spawn(entity this, int mon_id)
1293 {
1294         // setup the basic required properties for a monster
1295         entity mon = Monsters_from(mon_id);
1296         if(!mon.monsterid) { return false; } // invalid monster
1297
1298         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1299
1300         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1301                 IL_PUSH(g_monsters, this);
1302
1303         if(Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1304
1305         if(!this.monster_skill)
1306                 this.monster_skill = cvar("g_monsters_skill");
1307
1308         // support for quake style removing monsters based on skill
1309         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1310         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1311         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1312
1313         if(this.team && !teamplay)
1314                 this.team = 0;
1315
1316         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1317         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1318                 monsters_total += 1;
1319
1320         setmodel(this, mon.m_model);
1321         this.flags                              = FL_MONSTER;
1322         this.classname                  = "monster";
1323         this.takedamage                 = DAMAGE_AIM;
1324         this.bot_attack                 = true;
1325         this.iscreature                 = true;
1326         this.teleportable               = true;
1327         this.damagedbycontents  = true;
1328         this.monsterid                  = mon_id;
1329         this.event_damage               = Monster_Damage;
1330         settouch(this, Monster_Touch);
1331         this.use                                = Monster_Use;
1332         this.solid                              = SOLID_BBOX;
1333         set_movetype(this, MOVETYPE_WALK);
1334         this.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1335         this.enemy                              = NULL;
1336         this.velocity                   = '0 0 0';
1337         this.moveto                             = this.origin;
1338         this.pos1                               = this.origin;
1339         this.pos2                               = this.angles;
1340         this.reset                              = Monster_Reset;
1341         this.netname                    = mon.netname;
1342         this.monster_attackfunc = mon.monster_attackfunc;
1343         this.monster_name               = mon.monster_name;
1344         this.candrop                    = true;
1345         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1346         this.oldtarget2                 = this.target2;
1347         this.pass_distance              = 0;
1348         this.deadflag                   = DEAD_NO;
1349         this.noalign                    = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
1350         this.spawn_time                 = time;
1351         this.gravity                    = 1;
1352         this.monster_moveto             = '0 0 0';
1353         this.monster_face               = '0 0 0';
1354         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1355
1356         if(!this.scale) { this.scale = 1; }
1357         if(autocvar_g_monsters_edit) { this.grab = 1; }
1358         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1359         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1360         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1361
1362         if(autocvar_g_playerclip_collisions)
1363                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1364
1365         if(mon.spawnflags & MONSTER_TYPE_FLY)
1366         {
1367                 this.flags |= FL_FLY;
1368                 set_movetype(this, MOVETYPE_FLY);
1369         }
1370
1371         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1372         {
1373                 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1374                         this.scale *= 1.3;
1375
1376                 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1377                 if(autocvar_g_monsters_quake_resize)
1378                         this.scale *= 1.3;
1379         }
1380
1381         setsize(this, mon.mins * this.scale, mon.maxs * this.scale);
1382
1383         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1384
1385         Monster_UpdateModel(this);
1386
1387         if(!Monster_Spawn_Setup(this))
1388         {
1389                 Monster_Remove(this);
1390                 return false;
1391         }
1392
1393         if(!this.noalign)
1394         {
1395                 setorigin(this, this.origin + '0 0 20');
1396                 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1397                 setorigin(this, trace_endpos);
1398         }
1399
1400         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1401                 monster_setupcolors(this);
1402
1403         CSQCMODEL_AUTOINIT(this);
1404
1405         return true;
1406 }