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