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Merge branch 'TimePath/strfree' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 #include "sv_monsters.qh"
2
3 #include <server/g_subs.qh>
4 #include <lib/warpzone/common.qh>
5 #include "../constants.qh"
6 #include "../teams.qh"
7 #include "../util.qh"
8 #include "all.qh"
9 #include "../physics/movelib.qh"
10 #include "../weapons/_mod.qh"
11 #include <server/autocvars.qh>
12 #include <server/defs.qh>
13 #include "../deathtypes/all.qh"
14 #include <server/mutators/_mod.qh>
15 #include <server/steerlib.qh>
16 #include "../turrets/sv_turrets.qh"
17 #include "../turrets/util.qh"
18 #include "../vehicles/all.qh"
19 #include <server/campaign.qh>
20 #include <server/command/_mod.qh>
21 #include "../triggers/triggers.qh"
22 #include <lib/csqcmodel/sv_model.qh>
23 #include <server/round_handler.qh>
24 #include <server/weapons/_mod.qh>
25
26 void monsters_setstatus(entity this)
27 {
28         STAT(MONSTERS_TOTAL, this) = monsters_total;
29         STAT(MONSTERS_KILLED, this) = monsters_killed;
30 }
31
32 void monster_dropitem(entity this, entity attacker)
33 {
34         if(!this.candrop || !this.monster_loot)
35                 return;
36
37         vector org = CENTER_OR_VIEWOFS(this);
38         entity e = spawn();
39         Item_SetLoot(e, true);
40         e.spawnfunc_checked = true;
41
42         e.monster_loot = this.monster_loot;
43
44         MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
45         e = M_ARGV(1, entity);
46
47         if(e && e.monster_loot)
48         {
49                 e.noalign = true;
50                 StartItem(e, e.monster_loot);
51                 e.gravity = 1;
52                 setorigin(e, org);
53                 e.velocity = randomvec() * 175 + '0 0 325';
54                 e.item_spawnshieldtime = time + 0.7;
55                 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
56         }
57 }
58
59 void monster_makevectors(entity this, entity targ)
60 {
61         if(IS_MONSTER(this))
62         {
63                 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
64                 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
65                 this.v_angle_x = -this.v_angle_x;
66         }
67
68         makevectors(this.v_angle);
69 }
70
71 // ===============
72 // Target handling
73 // ===============
74
75 bool Monster_ValidTarget(entity this, entity targ)
76 {
77         // ensure we're not checking nonexistent monster/target
78         if(!this || !targ) { return false; }
79
80         if((targ == this)
81         || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
82         || (IS_VEHICLE(targ) && !((Monsters_from(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
83         || (time < game_starttime) // monsters do nothing before match has started
84         || (targ.takedamage == DAMAGE_NO)
85         || (game_stopped)
86         || (targ.items & IT_INVISIBILITY)
87         || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
88         || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
89         || (this.monster_follow == targ || targ.monster_follow == this)
90         || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
91         || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
92         || (SAME_TEAM(targ, this))
93         || (STAT(FROZEN, targ))
94         || (targ.alpha != 0 && targ.alpha < 0.5)
95         || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
96         )
97         {
98                 // if any of the above checks fail, target is not valid
99                 return false;
100         }
101
102         vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
103         traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
104
105         if(trace_fraction < 1 && trace_ent != targ)
106                 return false; // solid
107
108         if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
109         if(this.enemy != targ)
110         {
111                 makevectors (this.angles);
112                 float dot = normalize (targ.origin - this.origin) * v_forward;
113
114                 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
115         }
116
117         return true; // this target is valid!
118 }
119
120 entity Monster_FindTarget(entity this)
121 {
122         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
123
124         entity closest_target = NULL;
125         vector my_center = CENTER_OR_VIEWOFS(this);
126
127         // find the closest acceptable target to pass to
128         IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
129         {
130                 if(Monster_ValidTarget(this, it))
131                 {
132                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
133                         vector targ_center = CENTER_OR_VIEWOFS(it);
134
135                         if(closest_target)
136                         {
137                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
138                                 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
139                                         { closest_target = it; }
140                         }
141                         else { closest_target = it; }
142                 }
143         });
144
145         return closest_target;
146 }
147
148 void monster_setupcolors(entity this)
149 {
150         if(IS_PLAYER(this.realowner))
151                 this.colormap = this.realowner.colormap;
152         else if(teamplay && this.team)
153                 this.colormap = 1024 + (this.team - 1) * 17;
154         else
155         {
156                 if(this.monster_skill <= MONSTER_SKILL_EASY)
157                         this.colormap = 1029;
158                 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
159                         this.colormap = 1027;
160                 else if(this.monster_skill <= MONSTER_SKILL_HARD)
161                         this.colormap = 1038;
162                 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
163                         this.colormap = 1028;
164                 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
165                         this.colormap = 1032;
166                 else
167                         this.colormap = 1024;
168         }
169 }
170
171 void monster_changeteam(entity this, int newteam)
172 {
173         if(!teamplay) { return; }
174
175         this.team = newteam;
176         if(!this.monster_attack)
177                 IL_PUSH(g_monster_targets, this);
178         this.monster_attack = true; // new team, activate attacking
179         monster_setupcolors(this);
180
181         if(this.sprite)
182         {
183                 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
184
185                 this.sprite.team = newteam;
186                 this.sprite.SendFlags |= 1;
187         }
188 }
189
190 .void(entity) monster_delayedfunc;
191 void Monster_Delay_Action(entity this)
192 {
193         if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
194
195         if(this.cnt > 1)
196         {
197                 this.cnt -= 1;
198                 setthink(this, Monster_Delay_Action);
199                 this.nextthink = time + this.count;
200         }
201         else
202         {
203                 setthink(this, SUB_Remove);
204                 this.nextthink = time;
205         }
206 }
207
208 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
209 {
210         // deferred attacking, checks if monster is still alive and target is still valid before attacking
211         entity e = spawn();
212
213         setthink(e, Monster_Delay_Action);
214         e.nextthink = time + defer_amnt;
215         e.count = defer_amnt;
216         e.owner = this;
217         e.monster_delayedfunc = func;
218         e.cnt = repeat_count;
219 }
220
221
222 // ==============
223 // Monster sounds
224 // ==============
225
226 string get_monster_model_datafilename(string m, float sk, string fil)
227 {
228         if(m)
229                 m = strcat(m, "_");
230         else
231                 m = "models/monsters/*_";
232         if(sk >= 0)
233                 m = strcat(m, ftos(sk));
234         else
235                 m = strcat(m, "*");
236         return strcat(m, ".", fil);
237 }
238
239 void Monster_Sound_Precache(string f)
240 {
241         float fh;
242         string s;
243         fh = fopen(f, FILE_READ);
244         if(fh < 0)
245                 return;
246         while((s = fgets(fh)))
247         {
248                 if(tokenize_console(s) != 3)
249                 {
250                         //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
251                         continue;
252                 }
253                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
254         }
255         fclose(fh);
256 }
257
258 void Monster_Sounds_Precache(entity this)
259 {
260         string m = (Monsters_from(this.monsterid)).m_model.model_str();
261         float globhandle, n, i;
262         string f;
263
264         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
265         if (globhandle < 0)
266                 return;
267         n = search_getsize(globhandle);
268         for (i = 0; i < n; ++i)
269         {
270                 //print(search_getfilename(globhandle, i), "\n");
271                 f = search_getfilename(globhandle, i);
272                 Monster_Sound_Precache(f);
273         }
274         search_end(globhandle);
275 }
276
277 void Monster_Sounds_Clear(entity this)
278 {
279 #define _MSOUND(m) strfree(this.monstersound_##m);
280         ALLMONSTERSOUNDS
281 #undef _MSOUND
282 }
283
284 .string Monster_Sound_SampleField(string type)
285 {
286         GetMonsterSoundSampleField_notFound = 0;
287         switch(type)
288         {
289 #define _MSOUND(m) case #m: return monstersound_##m;
290                 ALLMONSTERSOUNDS
291 #undef _MSOUND
292         }
293         GetMonsterSoundSampleField_notFound = 1;
294         return string_null;
295 }
296
297 bool Monster_Sounds_Load(entity this, string f, int first)
298 {
299         string s;
300         var .string field;
301         float fh = fopen(f, FILE_READ);
302         if(fh < 0)
303         {
304                 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
305                 return false;
306         }
307         while((s = fgets(fh)))
308         {
309                 if(tokenize_console(s) != 3)
310                         continue;
311                 field = Monster_Sound_SampleField(argv(0));
312                 if(GetMonsterSoundSampleField_notFound)
313                         continue;
314                 strcpy(this.(field), strcat(argv(1), " ", argv(2)));
315         }
316         fclose(fh);
317         return true;
318 }
319
320 .int skin_for_monstersound;
321 void Monster_Sounds_Update(entity this)
322 {
323         if(this.skin == this.skin_for_monstersound) { return; }
324
325         this.skin_for_monstersound = this.skin;
326         Monster_Sounds_Clear(this);
327         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
328                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
329 }
330
331 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
332 {
333         if(!autocvar_g_monsters_sounds) { return; }
334
335         if(delaytoo)
336         if(time < this.msound_delay)
337                 return; // too early
338         string sample = this.(samplefield);
339         if (sample != "") sample = GlobalSound_sample(sample, random());
340         float myscale = ((this.scale) ? this.scale : 1); // safety net
341         // TODO: change volume depending on size too?
342         sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
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, DMG_NOWEP, 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 && IS_MONSTER(this))
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(IS_MONSTER(this))
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, .entity weaponentity)
418 {
419         int slot = weaponslot(weaponentity);
420
421         if((!this || !targ)
422         || (!this.monster_attackfunc)
423         || (time < this.attack_finished_single[slot])
424         ) { return; }
425
426         if(vdist(targ.origin - this.origin, <=, this.attack_range))
427         {
428                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
429                 if(attack_success == 1)
430                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
431                 else if(attack_success > 0)
432                         return;
433         }
434
435         if(vdist(targ.origin - this.origin, >, this.attack_range))
436         {
437                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
438                 if(attack_success == 1)
439                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
440                 else if(attack_success > 0)
441                         return;
442         }
443 }
444
445
446 // ======================
447 // Main monster functions
448 // ======================
449
450 void Monster_UpdateModel(entity this)
451 {
452         // assume some defaults
453         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
454         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
455         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
456         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
457         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
458         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
459         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
460         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
461         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
462         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
463
464         // then get the real values
465         Monster mon = Monsters_from(this.monsterid);
466         mon.mr_anim(mon, this);
467 }
468
469 void Monster_Touch(entity this, entity toucher)
470 {
471         if(toucher == NULL) { return; }
472
473         if(toucher.monster_attack)
474         if(this.enemy != toucher)
475         if(!IS_MONSTER(toucher))
476         if(Monster_ValidTarget(this, toucher))
477                 this.enemy = toucher;
478 }
479
480 void Monster_Miniboss_Check(entity this)
481 {
482         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
483                 return;
484
485         float chance = random() * 100;
486
487         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
488         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
489         {
490                 this.health += autocvar_g_monsters_miniboss_healthboost;
491                 this.effects |= EF_RED;
492                 if(!this.weapon)
493                         this.weapon = WEP_VORTEX.m_id;
494         }
495 }
496
497 bool Monster_Respawn_Check(entity this)
498 {
499         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
500         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
501                 return true; // enabled by a mutator
502
503         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
504                 return false;
505
506         if(!autocvar_g_monsters_respawn)
507                 return false;
508
509         return true;
510 }
511
512 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
513
514 .vector pos1, pos2;
515
516 void Monster_Dead_Fade(entity this)
517 {
518         if(Monster_Respawn_Check(this))
519         {
520                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
521                 setthink(this, Monster_Respawn);
522                 this.nextthink = time + this.respawntime;
523                 this.monster_lifetime = 0;
524                 this.deadflag = DEAD_RESPAWNING;
525                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
526                 {
527                         this.pos1 = this.origin;
528                         this.pos2 = this.angles;
529                 }
530                 this.event_damage = func_null;
531                 this.takedamage = DAMAGE_NO;
532                 setorigin(this, this.pos1);
533                 this.angles = this.pos2;
534                 this.health = this.max_health;
535                 setmodel(this, MDL_Null);
536         }
537         else
538         {
539                 // number of monsters spawned with mobspawn command
540                 totalspawned -= 1;
541
542                 SUB_SetFade(this, time + 3, 1);
543         }
544 }
545
546 void Monster_Use(entity this, entity actor, entity trigger)
547 {
548         if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
549 }
550
551 .float pass_distance;
552 vector Monster_Move_Target(entity this, entity targ)
553 {
554         // enemy is always preferred target
555         if(this.enemy)
556         {
557                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
558                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
559                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
560
561                 // cases where the enemy may have changed their state (don't need to check everything here)
562                 if((!this.enemy)
563                         || (IS_DEAD(this.enemy) || this.enemy.health < 1)
564                         || (STAT(FROZEN, this.enemy))
565                         || (this.enemy.flags & FL_NOTARGET)
566                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
567                         || (this.enemy.takedamage == DAMAGE_NO)
568                         || (vdist(this.origin - targ_origin, >, this.target_range))
569                         || ((trace_fraction < 1) && (trace_ent != this.enemy)))
570                 {
571                         this.enemy = NULL;
572                         //this.pass_distance = 0;
573                 }
574
575                 if(this.enemy)
576                 {
577                         /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
578                         print("Trace origin: ", vtos(targ_origin), "\n");
579                         print("Target origin: ", vtos(this.enemy.origin), "\n");
580                         print("My origin: ", vtos(this.origin), "\n"); */
581
582                         this.monster_movestate = MONSTER_MOVE_ENEMY;
583                         this.last_trace = time + 1.2;
584                         if(this.monster_moveto)
585                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
586                         else
587                                 return targ_origin;
588                 }
589
590                 /*makevectors(this.angles);
591                 this.monster_movestate = MONSTER_MOVE_ENEMY;
592                 this.last_trace = time + 1.2;
593                 return this.enemy.origin; */
594         }
595
596         switch(this.monster_moveflags)
597         {
598                 case MONSTER_MOVE_FOLLOW:
599                 {
600                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
601                         this.last_trace = time + 0.3;
602                         return (this.monster_follow) ? this.monster_follow.origin : this.origin;
603                 }
604                 case MONSTER_MOVE_SPAWNLOC:
605                 {
606                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
607                         this.last_trace = time + 2;
608                         return this.pos1;
609                 }
610                 case MONSTER_MOVE_NOMOVE:
611                 {
612                         if(this.monster_moveto)
613                         {
614                                 this.last_trace = time + 0.5;
615                                 return this.monster_moveto;
616                         }
617                         else
618                         {
619                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
620                                 this.last_trace = time + 2;
621                         }
622                         return this.origin;
623                 }
624                 default:
625                 case MONSTER_MOVE_WANDER:
626                 {
627                         vector pos;
628                         this.monster_movestate = MONSTER_MOVE_WANDER;
629
630                         if(this.monster_moveto)
631                         {
632                                 this.last_trace = time + 0.5;
633                                 pos = this.monster_moveto;
634                         }
635                         else if(targ)
636                         {
637                                 this.last_trace = time + 0.5;
638                                 pos = targ.origin;
639                         }
640                         else
641                         {
642                                 this.last_trace = time + this.wander_delay;
643
644                                 this.angles_y = rint(random() * 500);
645                                 makevectors(this.angles);
646                                 pos = this.origin + v_forward * this.wander_distance;
647
648                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
649                                 {
650                                         pos.z = random() * 200;
651                                         if(random() >= 0.5)
652                                                 pos.z *= -1;
653                                 }
654                         }
655
656                         return pos;
657                 }
658         }
659 }
660
661 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
662 {
663         //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
664         //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
665         //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
666         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
667
668         vector targpos = to;
669 #if 0
670         if(current_height) // make sure we can actually do this arcing path
671         {
672                 targpos = (to + ('0 0 1' * current_height));
673                 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
674                 if(trace_fraction < 1)
675                 {
676                         //print("normal arc line failed, trying to find new pos...");
677                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
678                         targpos = (trace_endpos + '0 0 -10');
679                         WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
680                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
681                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
682                 }
683         }
684         else { targpos = to; }
685 #endif
686
687         //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
688
689         vector desired_direction = normalize(targpos - from);
690         if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
691         else { this.velocity = (desired_direction * movespeed); }
692
693         //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
694         //this.angles = vectoangles(this.velocity);
695 }
696
697 .entity draggedby;
698 .entity target2;
699
700 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
701 {
702         // update goal entity if lost
703         if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
704                 this.goalentity = find(NULL, targetname, this.target2);
705
706         if(STAT(FROZEN, this))
707         {
708                 movelib_brake_simple(this, stpspeed);
709                 setanim(this, this.anim_idle, true, false, false);
710                 return; // no physics while frozen!
711         }
712
713         if(this.flags & FL_SWIM)
714         {
715                 if(this.waterlevel < WATERLEVEL_WETFEET)
716                 {
717                         if(time >= this.last_trace)
718                         {
719                                 this.last_trace = time + 0.4;
720
721                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
722                                 this.angles = '90 90 0';
723                                 if(random() < 0.5)
724                                 {
725                                         this.velocity_y += random() * 50;
726                                         this.velocity_x -= random() * 50;
727                                 }
728                                 else
729                                 {
730                                         this.velocity_y -= random() * 50;
731                                         this.velocity_x += random() * 50;
732                                 }
733                                 this.velocity_z += random() * 150;
734                         }
735
736
737                         set_movetype(this, MOVETYPE_BOUNCE);
738                         //this.velocity_z = -200;
739
740                         return;
741                 }
742                 else if(this.move_movetype == MOVETYPE_BOUNCE)
743                 {
744                         this.angles_x = 0;
745                         set_movetype(this, MOVETYPE_WALK);
746                 }
747         }
748
749         entity targ = this.goalentity;
750
751         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
752                 || game_stopped
753                 || this.draggedby != NULL
754                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
755                 || time < game_starttime
756                 || (autocvar_g_campaign && !campaign_bots_may_start)
757                 || time < this.spawn_time)
758         {
759                 runspeed = walkspeed = 0;
760                 if(time >= this.spawn_time)
761                         setanim(this, this.anim_idle, true, false, false);
762                 movelib_brake_simple(this, stpspeed);
763                 return;
764         }
765
766         targ = M_ARGV(3, entity);
767         runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
768         walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
769
770         if(teamplay && autocvar_g_monsters_teams)
771         if(DIFF_TEAM(this.monster_follow, this))
772                 this.monster_follow = NULL;
773
774         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
775         {
776                 this.state = 0;
777                 settouch(this, Monster_Touch);
778         }
779
780         if(this.state && time >= this.attack_finished_single[0])
781                 this.state = 0; // attack is over
782
783         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
784         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
785                 this.moveto = Monster_Move_Target(this, targ);
786
787         if(!this.enemy)
788                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
789
790         if(this.state == MONSTER_ATTACK_MELEE)
791                 this.moveto = this.origin;
792
793         if(this.enemy && this.enemy.vehicle)
794                 runspeed = 0;
795
796         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
797                 this.moveto_z = this.origin_z;
798
799         if(vdist(this.origin - this.moveto, >, 100))
800         {
801                 bool do_run = (this.enemy || this.monster_moveto);
802                 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
803                         Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
804
805                 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
806                 if(!this.state)
807                 if(vdist(this.velocity, >, 10))
808                         setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
809                 else
810                         setanim(this, this.anim_idle, true, false, false);
811         }
812         else
813         {
814                 entity e = this.goalentity; //find(NULL, targetname, this.target2);
815                 if(e.target2 && e.target2 != "")
816                         this.target2 = e.target2;
817                 else if(e.target && e.target != "") // compatibility
818                         this.target2 = e.target;
819
820                 movelib_brake_simple(this, stpspeed);
821                 if(time > this.anim_finished && time > this.pain_finished)
822                 if(!this.state)
823                 if(vdist(this.velocity, <=, 30))
824                         setanim(this, this.anim_idle, true, false, false);
825         }
826
827         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
828
829         vector real_angle = vectoangles(this.steerto) - this.angles;
830         float turny = 25;
831         if(this.state == MONSTER_ATTACK_MELEE)
832                 turny = 0;
833         if(turny)
834         {
835                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
836                 this.angles_y += turny;
837         }
838 }
839
840 void Monster_Remove(entity this)
841 {
842         if(IS_CLIENT(this))
843                 return; // don't remove it?
844
845         if(!this) { return; }
846
847         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
848                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
849
850         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
851         {
852                 .entity weaponentity = weaponentities[slot];
853                 if(this.(weaponentity))
854                         delete(this.(weaponentity));
855         }
856         if(this.iceblock) { delete(this.iceblock); }
857         WaypointSprite_Kill(this.sprite);
858         delete(this);
859 }
860
861 void Monster_Dead_Think(entity this)
862 {
863         this.nextthink = time + this.ticrate;
864
865         if(this.monster_lifetime != 0)
866         if(time >= this.monster_lifetime)
867         {
868                 Monster_Dead_Fade(this);
869                 return;
870         }
871 }
872
873 void Monster_Appear(entity this, entity actor, entity trigger)
874 {
875         this.enemy = actor;
876         Monster_Spawn(this, false, this.monsterid);
877 }
878
879 bool Monster_Appear_Check(entity this, int monster_id)
880 {
881         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
882                 return false;
883
884         setthink(this, func_null);
885         this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
886         this.nextthink = 0;
887         this.use = Monster_Appear;
888         this.flags = FL_MONSTER; // set so this monster can get butchered
889
890         return true;
891 }
892
893 void Monster_Reset(entity this)
894 {
895         setorigin(this, this.pos1);
896         this.angles = this.pos2;
897
898         Unfreeze(this); // remove any icy remains
899
900         this.health = this.max_health;
901         this.velocity = '0 0 0';
902         this.enemy = NULL;
903         this.goalentity = NULL;
904         this.attack_finished_single[0] = 0;
905         this.moveto = this.origin;
906 }
907
908 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
909 {
910         this.health -= damage;
911
912         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
913
914         if(this.health <= -50) // 100 health until gone?
915         {
916                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
917
918                 // number of monsters spawned with mobspawn command
919                 totalspawned -= 1;
920
921                 setthink(this, SUB_Remove);
922                 this.nextthink = time + 0.1;
923                 this.event_damage = func_null;
924         }
925 }
926
927 void Monster_Dead(entity this, entity attacker, float gibbed)
928 {
929         setthink(this, Monster_Dead_Think);
930         this.nextthink = time;
931         this.monster_lifetime = time + 5;
932
933         if(STAT(FROZEN, this))
934         {
935                 Unfreeze(this); // remove any icy remains
936                 this.health = 0; // reset by Unfreeze
937         }
938
939         monster_dropitem(this, attacker);
940
941         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
942
943         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
944                 monsters_killed += 1;
945
946         if(IS_PLAYER(attacker))
947         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
948                 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
949
950         if(gibbed)
951         {
952                 // number of monsters spawned with mobspawn command
953                 totalspawned -= 1;
954         }
955
956         if(!gibbed && this.mdl_dead && this.mdl_dead != "")
957                 _setmodel(this, this.mdl_dead);
958
959         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
960         this.solid                      = SOLID_CORPSE;
961         this.takedamage         = DAMAGE_AIM;
962         this.deadflag           = DEAD_DEAD;
963         this.enemy                      = NULL;
964         set_movetype(this, MOVETYPE_TOSS);
965         this.moveto                     = this.origin;
966         settouch(this, Monster_Touch); // reset incase monster was pouncing
967         this.reset                      = func_null;
968         this.state                      = 0;
969         this.attack_finished_single[0] = 0;
970         this.effects = 0;
971
972         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
973                 this.velocity = '0 0 0';
974
975         CSQCModel_UnlinkEntity(this);
976
977         Monster mon = Monsters_from(this.monsterid);
978         mon.mr_death(mon, this);
979
980         if(this.candrop && this.weapon)
981         {
982                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
983                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
984         }
985 }
986
987 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
988 {
989         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
990                 return;
991
992         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
993                 return;
994
995         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
996                 //return;
997
998         if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
999                 return;
1000
1001         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1002                 return;
1003
1004         vector v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1005         float take = v.x;
1006         //float save = v.y;
1007
1008         Monster mon = Monsters_from(this.monsterid);
1009         take = mon.mr_pain(mon, this, take, attacker, deathtype);
1010
1011         if(take)
1012         {
1013                 this.health -= take;
1014                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1015         }
1016
1017         if(this.sprite)
1018                 WaypointSprite_UpdateHealth(this.sprite, this.health);
1019
1020         this.dmg_time = time;
1021
1022         if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1023                 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1024
1025         this.velocity += force * this.damageforcescale;
1026
1027         if(deathtype != DEATH_DROWN.m_id && take)
1028         {
1029                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1030                 if (take > 50)
1031                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1032                 if (take > 100)
1033                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1034         }
1035
1036         if(this.health <= 0)
1037         {
1038                 if(deathtype == DEATH_KILL.m_id)
1039                         this.candrop = false; // killed by mobkill command
1040
1041                 // TODO: fix this?
1042                 SUB_UseTargets(this, attacker, this.enemy);
1043                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1044
1045                 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1046
1047                 WaypointSprite_Kill(this.sprite);
1048
1049                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1050
1051                 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1052                 {
1053                         Violence_GibSplash(this, 1, 0.5, attacker);
1054
1055                         setthink(this, SUB_Remove);
1056                         this.nextthink = time + 0.1;
1057                 }
1058         }
1059 }
1060
1061 // don't check for enemies, just keep walking in a straight line
1062 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1063 {
1064         if(game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1065         {
1066                 mspeed = 0;
1067                 if(time >= this.spawn_time)
1068                         setanim(this, this.anim_idle, true, false, false);
1069                 movelib_brake_simple(this, 0.6);
1070                 return;
1071         }
1072
1073         makevectors(this.angles);
1074         vector a = CENTER_OR_VIEWOFS(this);
1075         vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1076
1077         traceline(a, b, MOVE_NORMAL, this);
1078
1079         bool reverse = false;
1080         if(trace_fraction != 1.0)
1081                 reverse = true;
1082         if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1083                 reverse = false;
1084         if(trace_ent && IS_MONSTER(trace_ent))
1085                 reverse = true;
1086
1087         // TODO: fix this... tracing is broken if the floor is thin
1088         /*
1089         if(!allow_jumpoff)
1090         {
1091                 a = b - '0 0 32';
1092                 traceline(b, a, MOVE_WORLDONLY, this);
1093                 if(trace_fraction == 1.0)
1094                         reverse = true;
1095         } */
1096
1097         if(reverse)
1098         {
1099                 this.angles_y = anglemods(this.angles_y - 180);
1100                 makevectors(this.angles);
1101         }
1102
1103         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1104
1105         if(time > this.pain_finished && time > this.attack_finished_single[0])
1106         if(vdist(this.velocity, >, 10))
1107                 setanim(this, this.anim_walk, true, false, false);
1108         else
1109                 setanim(this, this.anim_idle, true, false, false);
1110 }
1111
1112 void Monster_Anim(entity this)
1113 {
1114         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1115         if(IS_DEAD(this))
1116         {
1117                 if (!deadbits)
1118                 {
1119                         // Decide on which death animation to use.
1120                         if(random() < 0.5)
1121                                 deadbits = ANIMSTATE_DEAD1;
1122                         else
1123                                 deadbits = ANIMSTATE_DEAD2;
1124                 }
1125         }
1126         else
1127         {
1128                 // Clear a previous death animation.
1129                 deadbits = 0;
1130         }
1131         int animbits = deadbits;
1132         if(STAT(FROZEN, this))
1133                 animbits |= ANIMSTATE_FROZEN;
1134         if(this.crouch)
1135                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1136         animdecide_setstate(this, animbits, false);
1137         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1138
1139         /* // weapon entities for monsters?
1140         if (this.weaponentity)
1141         {
1142                 updateanim(this.weaponentity);
1143                 if (!this.weaponentity.animstate_override)
1144                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1145         }
1146         */
1147 }
1148
1149 void Monster_Frozen_Think(entity this)
1150 {
1151         if(STAT(FROZEN, this) == 2)
1152         {
1153                 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1);
1154                 this.health = max(1, STAT(REVIVE_PROGRESS, this) * this.max_health);
1155                 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
1156
1157                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1158                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1159
1160                 if(STAT(REVIVE_PROGRESS, this) >= 1)
1161                         Unfreeze(this);
1162         }
1163         else if(STAT(FROZEN, this) == 3)
1164         {
1165                 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - this.ticrate * this.revive_speed, 1);
1166                 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
1167
1168                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1169                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1170
1171                 if(this.health < 1)
1172                 {
1173                         Unfreeze(this);
1174                         this.health = 0;
1175                         if(this.event_damage)
1176                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
1177                 }
1178
1179                 else if ( STAT(REVIVE_PROGRESS, this) <= 0 )
1180                         Unfreeze(this);
1181         }
1182         // otherwise, no revival!
1183
1184         this.enemy = NULL; // TODO: save enemy, and attack when revived?
1185 }
1186
1187 void Monster_Enemy_Check(entity this)
1188 {
1189         if(!this.enemy)
1190         {
1191                 this.enemy = Monster_FindTarget(this);
1192                 if(this.enemy)
1193                 {
1194                         WarpZone_RefSys_Copy(this.enemy, this);
1195                         WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1196                         // update move target immediately?
1197                         this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1198                         this.monster_moveto = '0 0 0';
1199                         this.monster_face = '0 0 0';
1200
1201                         //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)));
1202                         Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1203                 }
1204         }
1205 }
1206
1207 void Monster_Think(entity this)
1208 {
1209         setthink(this, Monster_Think);
1210         this.nextthink = time + this.ticrate;
1211
1212         if(this.monster_lifetime && time >= this.monster_lifetime)
1213         {
1214                 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin);
1215                 return;
1216         }
1217
1218         if(STAT(FROZEN, this))
1219                 Monster_Frozen_Think(this);
1220         else if(time >= this.last_enemycheck)
1221         {
1222                 Monster_Enemy_Check(this);
1223                 this.last_enemycheck = time + 1; // check for enemies every second
1224         }
1225
1226         Monster mon = Monsters_from(this.monsterid);
1227         if(mon.mr_think(mon, this))
1228         {
1229                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1230
1231                 .entity weaponentity = weaponentities[0]; // TODO?
1232                 Monster_Attack_Check(this, this.enemy, weaponentity);
1233         }
1234
1235         Monster_Anim(this);
1236
1237         CSQCMODEL_AUTOUPDATE(this);
1238 }
1239
1240 bool Monster_Spawn_Setup(entity this)
1241 {
1242         Monster mon = Monsters_from(this.monsterid);
1243         mon.mr_setup(mon, this);
1244
1245         // ensure some basic needs are met
1246         if(!this.health) { this.health = 100; }
1247         if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1248         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1249         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1250         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1251         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1252         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1253
1254         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1255         {
1256                 Monster_Miniboss_Check(this);
1257                 this.health *= MONSTER_SKILLMOD(this);
1258
1259                 if(!this.skin)
1260                         this.skin = rint(random() * 4);
1261         }
1262
1263         this.max_health = this.health;
1264         this.pain_finished = this.nextthink;
1265
1266         if(IS_PLAYER(this.monster_follow))
1267                 this.effects |= EF_DIMLIGHT;
1268
1269         if(!this.wander_delay) { this.wander_delay = 2; }
1270         if(!this.wander_distance) { this.wander_distance = 600; }
1271
1272         Monster_Sounds_Precache(this);
1273         Monster_Sounds_Update(this);
1274
1275         if(teamplay)
1276         {
1277                 if(!this.monster_attack)
1278                         IL_PUSH(g_monster_targets, this);
1279                 this.monster_attack = true; // we can have monster enemies in team games
1280         }
1281
1282         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1283
1284         if(autocvar_g_monsters_healthbars)
1285         {
1286                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1287                 wp.wp_extra = this.monsterid;
1288                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1289                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1290                 {
1291                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1292                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1293                 }
1294         }
1295
1296         setthink(this, Monster_Think);
1297         this.nextthink = time + this.ticrate;
1298
1299         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1300                 return false;
1301
1302         return true;
1303 }
1304
1305 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1306 {
1307         // setup the basic required properties for a monster
1308         entity mon = Monsters_from(mon_id);
1309         if(!mon.monsterid) { return false; } // invalid monster
1310
1311         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1312
1313         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1314         {
1315                 IL_PUSH(g_monsters, this);
1316                 if(this.mdl && this.mdl != "")
1317                         precache_model(this.mdl);
1318                 if(this.mdl_dead && this.mdl_dead != "")
1319                         precache_model(this.mdl_dead);
1320         }
1321
1322         if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1323
1324         if(!this.monster_skill)
1325                 this.monster_skill = cvar("g_monsters_skill");
1326
1327         // support for quake style removing monsters based on skill
1328         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1329         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1330         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1331
1332         if(this.team && !teamplay)
1333                 this.team = 0;
1334
1335         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1336         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1337                 monsters_total += 1;
1338
1339         if(this.mdl && this.mdl != "")
1340                 _setmodel(this, this.mdl);
1341         else
1342                 setmodel(this, mon.m_model);
1343
1344         this.flags                              = FL_MONSTER;
1345         this.classname                  = "monster";
1346         this.takedamage                 = DAMAGE_AIM;
1347         if(!this.bot_attack)
1348                 IL_PUSH(g_bot_targets, this);
1349         this.bot_attack                 = true;
1350         this.iscreature                 = true;
1351         this.teleportable               = true;
1352         if(!this.damagedbycontents)
1353                 IL_PUSH(g_damagedbycontents, this);
1354         this.damagedbycontents  = true;
1355         this.monsterid                  = mon_id;
1356         this.event_damage               = Monster_Damage;
1357         settouch(this, Monster_Touch);
1358         this.use                                = Monster_Use;
1359         this.solid                              = SOLID_BBOX;
1360         set_movetype(this, MOVETYPE_WALK);
1361         this.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1362         this.enemy                              = NULL;
1363         this.velocity                   = '0 0 0';
1364         this.moveto                             = this.origin;
1365         this.pos1                               = this.origin;
1366         this.pos2                               = this.angles;
1367         this.reset                              = Monster_Reset;
1368         this.netname                    = mon.netname;
1369         this.monster_attackfunc = mon.monster_attackfunc;
1370         this.monster_name               = mon.monster_name;
1371         this.candrop                    = true;
1372         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1373         this.oldtarget2                 = this.target2;
1374         //this.pass_distance            = 0;
1375         this.deadflag                   = DEAD_NO;
1376         this.spawn_time                 = time;
1377         this.gravity                    = 1;
1378         this.monster_moveto             = '0 0 0';
1379         this.monster_face               = '0 0 0';
1380         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1381
1382         if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1383         if(!this.scale) { this.scale = 1; }
1384         if(autocvar_g_monsters_edit) { this.grab = 1; }
1385         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1386         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1387         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1388
1389         if(autocvar_g_playerclip_collisions)
1390                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1391
1392         if(mon.spawnflags & MONSTER_TYPE_FLY)
1393         {
1394                 this.flags |= FL_FLY;
1395                 set_movetype(this, MOVETYPE_FLY);
1396         }
1397
1398         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1399         {
1400                 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1401                         this.scale *= 1.3;
1402
1403                 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1404                 if(autocvar_g_monsters_quake_resize)
1405                         this.scale *= 1.3;
1406         }
1407
1408         setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1409
1410         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1411
1412         Monster_UpdateModel(this);
1413
1414         if(!Monster_Spawn_Setup(this))
1415         {
1416                 Monster_Remove(this);
1417                 return false;
1418         }
1419
1420         if(!this.noalign)
1421         {
1422                 setorigin(this, this.origin + '0 0 20');
1423                 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1424                 setorigin(this, trace_endpos);
1425         }
1426
1427         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1428                 monster_setupcolors(this);
1429
1430         CSQCMODEL_AUTOINIT(this);
1431
1432         return true;
1433 }