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[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         || (targ.items & IT_INVISIBILITY)
86         || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
87         || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
88         || (this.monster_follow == targ || targ.monster_follow == this)
89         || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
90         || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
91         || (SAME_TEAM(targ, this))
92         || (STAT(FROZEN, targ))
93         || (targ.alpha != 0 && targ.alpha < 0.5)
94         || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
95         )
96         {
97                 // if any of the above checks fail, target is not valid
98                 return false;
99         }
100
101         vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
102         traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
103
104         if(trace_fraction < 1 && trace_ent != targ)
105                 return false; // solid
106
107         if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
108         if(this.enemy != targ)
109         {
110                 makevectors (this.angles);
111                 float dot = normalize (targ.origin - this.origin) * v_forward;
112
113                 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
114         }
115
116         return true; // this target is valid!
117 }
118
119 entity Monster_FindTarget(entity this)
120 {
121         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
122
123         entity closest_target = NULL;
124         vector my_center = CENTER_OR_VIEWOFS(this);
125
126         // find the closest acceptable target to pass to
127         IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
128         {
129                 if(Monster_ValidTarget(this, it))
130                 {
131                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
132                         vector targ_center = CENTER_OR_VIEWOFS(it);
133
134                         if(closest_target)
135                         {
136                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
137                                 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
138                                         { closest_target = it; }
139                         }
140                         else { closest_target = it; }
141                 }
142         });
143
144         return closest_target;
145 }
146
147 void monster_setupcolors(entity this)
148 {
149         if(IS_PLAYER(this.realowner))
150                 this.colormap = this.realowner.colormap;
151         else if(teamplay && this.team)
152                 this.colormap = 1024 + (this.team - 1) * 17;
153         else
154         {
155                 if(this.monster_skill <= MONSTER_SKILL_EASY)
156                         this.colormap = 1029;
157                 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
158                         this.colormap = 1027;
159                 else if(this.monster_skill <= MONSTER_SKILL_HARD)
160                         this.colormap = 1038;
161                 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
162                         this.colormap = 1028;
163                 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
164                         this.colormap = 1032;
165                 else
166                         this.colormap = 1024;
167         }
168 }
169
170 void monster_changeteam(entity this, int newteam)
171 {
172         if(!teamplay) { return; }
173
174         this.team = newteam;
175         if(!this.monster_attack)
176                 IL_PUSH(g_monster_targets, this);
177         this.monster_attack = true; // new team, activate attacking
178         monster_setupcolors(this);
179
180         if(this.sprite)
181         {
182                 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
183
184                 this.sprite.team = newteam;
185                 this.sprite.SendFlags |= 1;
186         }
187 }
188
189 .void(entity) monster_delayedfunc;
190 void Monster_Delay_Action(entity this)
191 {
192         if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
193
194         if(this.cnt > 1)
195         {
196                 this.cnt -= 1;
197                 setthink(this, Monster_Delay_Action);
198                 this.nextthink = time + this.count;
199         }
200         else
201         {
202                 setthink(this, SUB_Remove);
203                 this.nextthink = time;
204         }
205 }
206
207 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
208 {
209         // deferred attacking, checks if monster is still alive and target is still valid before attacking
210         entity e = spawn();
211
212         setthink(e, Monster_Delay_Action);
213         e.nextthink = time + defer_amnt;
214         e.count = defer_amnt;
215         e.owner = this;
216         e.monster_delayedfunc = func;
217         e.cnt = repeat_count;
218 }
219
220
221 // ==============
222 // Monster sounds
223 // ==============
224
225 string get_monster_model_datafilename(string m, float sk, string fil)
226 {
227         if(m)
228                 m = strcat(m, "_");
229         else
230                 m = "models/monsters/*_";
231         if(sk >= 0)
232                 m = strcat(m, ftos(sk));
233         else
234                 m = strcat(m, "*");
235         return strcat(m, ".", fil);
236 }
237
238 void Monster_Sound_Precache(string f)
239 {
240         float fh;
241         string s;
242         fh = fopen(f, FILE_READ);
243         if(fh < 0)
244                 return;
245         while((s = fgets(fh)))
246         {
247                 if(tokenize_console(s) != 3)
248                 {
249                         //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
250                         continue;
251                 }
252                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
253         }
254         fclose(fh);
255 }
256
257 void Monster_Sounds_Precache(entity this)
258 {
259         string m = (Monsters_from(this.monsterid)).m_model.model_str();
260         float globhandle, n, i;
261         string f;
262
263         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
264         if (globhandle < 0)
265                 return;
266         n = search_getsize(globhandle);
267         for (i = 0; i < n; ++i)
268         {
269                 //print(search_getfilename(globhandle, i), "\n");
270                 f = search_getfilename(globhandle, i);
271                 Monster_Sound_Precache(f);
272         }
273         search_end(globhandle);
274 }
275
276 void Monster_Sounds_Clear(entity this)
277 {
278 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
279         ALLMONSTERSOUNDS
280 #undef _MSOUND
281 }
282
283 .string Monster_Sound_SampleField(string type)
284 {
285         GetMonsterSoundSampleField_notFound = 0;
286         switch(type)
287         {
288 #define _MSOUND(m) case #m: return monstersound_##m;
289                 ALLMONSTERSOUNDS
290 #undef _MSOUND
291         }
292         GetMonsterSoundSampleField_notFound = 1;
293         return string_null;
294 }
295
296 bool Monster_Sounds_Load(entity this, string f, int first)
297 {
298         string s;
299         var .string field;
300         float fh = fopen(f, FILE_READ);
301         if(fh < 0)
302         {
303                 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
304                 return false;
305         }
306         while((s = fgets(fh)))
307         {
308                 if(tokenize_console(s) != 3)
309                         continue;
310                 field = Monster_Sound_SampleField(argv(0));
311                 if(GetMonsterSoundSampleField_notFound)
312                         continue;
313                 if (this.(field))
314                         strunzone(this.(field));
315                 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
316         }
317         fclose(fh);
318         return true;
319 }
320
321 .int skin_for_monstersound;
322 void Monster_Sounds_Update(entity this)
323 {
324         if(this.skin == this.skin_for_monstersound) { return; }
325
326         this.skin_for_monstersound = this.skin;
327         Monster_Sounds_Clear(this);
328         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
329                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
330 }
331
332 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
333 {
334         if(!autocvar_g_monsters_sounds) { return; }
335
336         if(delaytoo)
337         if(time < this.msound_delay)
338                 return; // too early
339         string sample = this.(samplefield);
340         if (sample != "") sample = GlobalSound_sample(sample, random());
341         float myscale = ((this.scale) ? this.scale : 1); // safety net
342         // TODO: change volume depending on size too?
343         sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
344
345         this.msound_delay = time + sound_delay;
346 }
347
348
349 // =======================
350 // Monster attack handlers
351 // =======================
352
353 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
354 {
355         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
356
357         setanim(this, anim, false, true, false);
358
359         if(this.animstate_endtime > time && IS_MONSTER(this))
360                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
361         else
362                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
363
364         monster_makevectors(this, targ);
365
366         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
367
368         if(trace_ent.takedamage)
369                 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
370
371         return true;
372 }
373
374 bool Monster_Attack_Leap_Check(entity this, vector vel)
375 {
376         if(this.state && IS_MONSTER(this))
377                 return false; // already attacking
378         if(!IS_ONGROUND(this))
379                 return false; // not on the ground
380         if(this.health <= 0 || IS_DEAD(this))
381                 return false; // called when dead?
382         if(time < this.attack_finished_single[0])
383                 return false; // still attacking
384
385         vector old = this.velocity;
386
387         this.velocity = vel;
388         tracetoss(this, this);
389         this.velocity = old;
390         if(trace_ent != this.enemy)
391                 return false;
392
393         return true;
394 }
395
396 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
397 {
398         if(!Monster_Attack_Leap_Check(this, vel))
399                 return false;
400
401         setanim(this, anm, false, true, false);
402
403         if(this.animstate_endtime > time && IS_MONSTER(this))
404                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
405         else
406                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
407
408         if(IS_MONSTER(this))
409                 this.state = MONSTER_ATTACK_RANGED;
410         settouch(this, touchfunc);
411         this.origin_z += 1;
412         this.velocity = vel;
413         UNSET_ONGROUND(this);
414
415         return true;
416 }
417
418 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
419 {
420         int slot = weaponslot(weaponentity);
421
422         if((!this || !targ)
423         || (!this.monster_attackfunc)
424         || (time < this.attack_finished_single[slot])
425         ) { return; }
426
427         if(vdist(targ.origin - this.origin, <=, this.attack_range))
428         {
429                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
430                 if(attack_success == 1)
431                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
432                 else if(attack_success > 0)
433                         return;
434         }
435
436         if(vdist(targ.origin - this.origin, >, this.attack_range))
437         {
438                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
439                 if(attack_success == 1)
440                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
441                 else if(attack_success > 0)
442                         return;
443         }
444 }
445
446
447 // ======================
448 // Main monster functions
449 // ======================
450
451 void Monster_UpdateModel(entity this)
452 {
453         // assume some defaults
454         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
455         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
456         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
457         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
458         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
459         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
460         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
461         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
462         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
463         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
464
465         // then get the real values
466         Monster mon = Monsters_from(this.monsterid);
467         mon.mr_anim(mon, this);
468 }
469
470 void Monster_Touch(entity this, entity toucher)
471 {
472         if(toucher == NULL) { return; }
473
474         if(toucher.monster_attack)
475         if(this.enemy != toucher)
476         if(!IS_MONSTER(toucher))
477         if(Monster_ValidTarget(this, toucher))
478                 this.enemy = toucher;
479 }
480
481 void Monster_Miniboss_Check(entity this)
482 {
483         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
484                 return;
485
486         float chance = random() * 100;
487
488         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
489         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
490         {
491                 this.health += autocvar_g_monsters_miniboss_healthboost;
492                 this.effects |= EF_RED;
493                 if(!this.weapon)
494                         this.weapon = WEP_VORTEX.m_id;
495         }
496 }
497
498 bool Monster_Respawn_Check(entity this)
499 {
500         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
501         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
502                 return true; // enabled by a mutator
503
504         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
505                 return false;
506
507         if(!autocvar_g_monsters_respawn)
508                 return false;
509
510         return true;
511 }
512
513 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
514
515 .vector pos1, pos2;
516
517 void Monster_Dead_Fade(entity this)
518 {
519         if(Monster_Respawn_Check(this))
520         {
521                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
522                 setthink(this, Monster_Respawn);
523                 this.nextthink = time + this.respawntime;
524                 this.monster_lifetime = 0;
525                 this.deadflag = DEAD_RESPAWNING;
526                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
527                 {
528                         this.pos1 = this.origin;
529                         this.pos2 = this.angles;
530                 }
531                 this.event_damage = func_null;
532                 this.takedamage = DAMAGE_NO;
533                 setorigin(this, this.pos1);
534                 this.angles = this.pos2;
535                 this.health = this.max_health;
536                 setmodel(this, MDL_Null);
537         }
538         else
539         {
540                 // number of monsters spawned with mobspawn command
541                 totalspawned -= 1;
542
543                 SUB_SetFade(this, time + 3, 1);
544         }
545 }
546
547 void Monster_Use(entity this, entity actor, entity trigger)
548 {
549         if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
550 }
551
552 .float pass_distance;
553 vector Monster_Move_Target(entity this, entity targ)
554 {
555         // enemy is always preferred target
556         if(this.enemy)
557         {
558                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
559                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
560                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
561
562                 // cases where the enemy may have changed their state (don't need to check everything here)
563                 if((!this.enemy)
564                         || (IS_DEAD(this.enemy) || this.enemy.health < 1)
565                         || (STAT(FROZEN, this.enemy))
566                         || (this.enemy.flags & FL_NOTARGET)
567                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
568                         || (this.enemy.takedamage == DAMAGE_NO)
569                         || (vdist(this.origin - targ_origin, >, this.target_range))
570                         || ((trace_fraction < 1) && (trace_ent != this.enemy)))
571                 {
572                         this.enemy = NULL;
573                         //this.pass_distance = 0;
574                 }
575
576                 if(this.enemy)
577                 {
578                         /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
579                         print("Trace origin: ", vtos(targ_origin), "\n");
580                         print("Target origin: ", vtos(this.enemy.origin), "\n");
581                         print("My origin: ", vtos(this.origin), "\n"); */
582
583                         this.monster_movestate = MONSTER_MOVE_ENEMY;
584                         this.last_trace = time + 1.2;
585                         if(this.monster_moveto)
586                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
587                         else
588                                 return targ_origin;
589                 }
590
591                 /*makevectors(this.angles);
592                 this.monster_movestate = MONSTER_MOVE_ENEMY;
593                 this.last_trace = time + 1.2;
594                 return this.enemy.origin; */
595         }
596
597         switch(this.monster_moveflags)
598         {
599                 case MONSTER_MOVE_FOLLOW:
600                 {
601                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
602                         this.last_trace = time + 0.3;
603                         return (this.monster_follow) ? this.monster_follow.origin : this.origin;
604                 }
605                 case MONSTER_MOVE_SPAWNLOC:
606                 {
607                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
608                         this.last_trace = time + 2;
609                         return this.pos1;
610                 }
611                 case MONSTER_MOVE_NOMOVE:
612                 {
613                         if(this.monster_moveto)
614                         {
615                                 this.last_trace = time + 0.5;
616                                 return this.monster_moveto;
617                         }
618                         else
619                         {
620                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
621                                 this.last_trace = time + 2;
622                         }
623                         return this.origin;
624                 }
625                 default:
626                 case MONSTER_MOVE_WANDER:
627                 {
628                         vector pos;
629                         this.monster_movestate = MONSTER_MOVE_WANDER;
630
631                         if(this.monster_moveto)
632                         {
633                                 this.last_trace = time + 0.5;
634                                 pos = this.monster_moveto;
635                         }
636                         else if(targ)
637                         {
638                                 this.last_trace = time + 0.5;
639                                 pos = targ.origin;
640                         }
641                         else
642                         {
643                                 this.last_trace = time + this.wander_delay;
644
645                                 this.angles_y = rint(random() * 500);
646                                 makevectors(this.angles);
647                                 pos = this.origin + v_forward * this.wander_distance;
648
649                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
650                                 {
651                                         pos.z = random() * 200;
652                                         if(random() >= 0.5)
653                                                 pos.z *= -1;
654                                 }
655                         }
656
657                         return pos;
658                 }
659         }
660 }
661
662 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
663 {
664         //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
665         //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
666         //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
667         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
668
669         vector targpos = to;
670 #if 0
671         if(current_height) // make sure we can actually do this arcing path
672         {
673                 targpos = (to + ('0 0 1' * current_height));
674                 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
675                 if(trace_fraction < 1)
676                 {
677                         //print("normal arc line failed, trying to find new pos...");
678                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
679                         targpos = (trace_endpos + '0 0 -10');
680                         WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
681                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
682                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
683                 }
684         }
685         else { targpos = to; }
686 #endif
687
688         //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
689
690         vector desired_direction = normalize(targpos - from);
691         if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
692         else { this.velocity = (desired_direction * movespeed); }
693
694         //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
695         //this.angles = vectoangles(this.velocity);
696 }
697
698 .entity draggedby;
699 .entity target2;
700
701 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
702 {
703         // update goal entity if lost
704         if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
705                 this.goalentity = find(NULL, targetname, this.target2);
706
707         if(STAT(FROZEN, this))
708         {
709                 movelib_brake_simple(this, stpspeed);
710                 setanim(this, this.anim_idle, true, false, false);
711                 return; // no physics while frozen!
712         }
713
714         if(this.flags & FL_SWIM)
715         {
716                 if(this.waterlevel < WATERLEVEL_WETFEET)
717                 {
718                         if(time >= this.last_trace)
719                         {
720                                 this.last_trace = time + 0.4;
721
722                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
723                                 this.angles = '90 90 0';
724                                 if(random() < 0.5)
725                                 {
726                                         this.velocity_y += random() * 50;
727                                         this.velocity_x -= random() * 50;
728                                 }
729                                 else
730                                 {
731                                         this.velocity_y -= random() * 50;
732                                         this.velocity_x += random() * 50;
733                                 }
734                                 this.velocity_z += random() * 150;
735                         }
736
737
738                         set_movetype(this, MOVETYPE_BOUNCE);
739                         //this.velocity_z = -200;
740
741                         return;
742                 }
743                 else if(this.move_movetype == MOVETYPE_BOUNCE)
744                 {
745                         this.angles_x = 0;
746                         set_movetype(this, MOVETYPE_WALK);
747                 }
748         }
749
750         entity targ = this.goalentity;
751
752         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
753                 || game_stopped
754                 || this.draggedby != NULL
755                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
756                 || time < game_starttime
757                 || (autocvar_g_campaign && !campaign_bots_may_start)
758                 || time < this.spawn_time)
759         {
760                 runspeed = walkspeed = 0;
761                 if(time >= this.spawn_time)
762                         setanim(this, this.anim_idle, true, false, false);
763                 movelib_brake_simple(this, stpspeed);
764                 return;
765         }
766
767         targ = M_ARGV(3, entity);
768         runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
769         walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
770
771         if(teamplay && autocvar_g_monsters_teams)
772         if(DIFF_TEAM(this.monster_follow, this))
773                 this.monster_follow = NULL;
774
775         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
776         {
777                 this.state = 0;
778                 settouch(this, Monster_Touch);
779         }
780
781         if(this.state && time >= this.attack_finished_single[0])
782                 this.state = 0; // attack is over
783
784         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
785         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
786                 this.moveto = Monster_Move_Target(this, targ);
787
788         if(!this.enemy)
789                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
790
791         if(this.state == MONSTER_ATTACK_MELEE)
792                 this.moveto = this.origin;
793
794         if(this.enemy && this.enemy.vehicle)
795                 runspeed = 0;
796
797         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
798                 this.moveto_z = this.origin_z;
799
800         if(vdist(this.origin - this.moveto, >, 100))
801         {
802                 bool do_run = (this.enemy || this.monster_moveto);
803                 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
804                         Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
805
806                 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
807                 if(!this.state)
808                 if(vdist(this.velocity, >, 10))
809                         setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
810                 else
811                         setanim(this, this.anim_idle, true, false, false);
812         }
813         else
814         {
815                 entity e = this.goalentity; //find(NULL, targetname, this.target2);
816                 if(e.target2 && e.target2 != "")
817                         this.target2 = e.target2;
818                 else if(e.target && e.target != "") // compatibility
819                         this.target2 = e.target;
820
821                 movelib_brake_simple(this, stpspeed);
822                 if(time > this.anim_finished && time > this.pain_finished)
823                 if(!this.state)
824                 if(vdist(this.velocity, <=, 30))
825                         setanim(this, this.anim_idle, true, false, false);
826         }
827
828         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
829
830         vector real_angle = vectoangles(this.steerto) - this.angles;
831         float turny = 25;
832         if(this.state == MONSTER_ATTACK_MELEE)
833                 turny = 0;
834         if(turny)
835         {
836                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
837                 this.angles_y += turny;
838         }
839 }
840
841 void Monster_Remove(entity this)
842 {
843         if(IS_CLIENT(this))
844                 return; // don't remove it?
845
846         if(!this) { return; }
847
848         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
849                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
850
851         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
852         {
853                 .entity weaponentity = weaponentities[slot];
854                 if(this.(weaponentity))
855                         delete(this.(weaponentity));
856         }
857         if(this.iceblock) { delete(this.iceblock); }
858         WaypointSprite_Kill(this.sprite);
859         delete(this);
860 }
861
862 void Monster_Dead_Think(entity this)
863 {
864         this.nextthink = time + this.ticrate;
865
866         if(this.monster_lifetime != 0)
867         if(time >= this.monster_lifetime)
868         {
869                 Monster_Dead_Fade(this);
870                 return;
871         }
872 }
873
874 void Monster_Appear(entity this, entity actor, entity trigger)
875 {
876         this.enemy = actor;
877         Monster_Spawn(this, false, this.monsterid);
878 }
879
880 bool Monster_Appear_Check(entity this, int monster_id)
881 {
882         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
883                 return false;
884
885         setthink(this, func_null);
886         this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
887         this.nextthink = 0;
888         this.use = Monster_Appear;
889         this.flags = FL_MONSTER; // set so this monster can get butchered
890
891         return true;
892 }
893
894 void Monster_Reset(entity this)
895 {
896         setorigin(this, this.pos1);
897         this.angles = this.pos2;
898
899         Unfreeze(this); // remove any icy remains
900
901         this.health = this.max_health;
902         this.velocity = '0 0 0';
903         this.enemy = NULL;
904         this.goalentity = NULL;
905         this.attack_finished_single[0] = 0;
906         this.moveto = this.origin;
907 }
908
909 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
910 {
911         this.health -= damage;
912
913         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
914
915         if(this.health <= -50) // 100 health until gone?
916         {
917                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
918
919                 // number of monsters spawned with mobspawn command
920                 totalspawned -= 1;
921
922                 setthink(this, SUB_Remove);
923                 this.nextthink = time + 0.1;
924                 this.event_damage = func_null;
925         }
926 }
927
928 void Monster_Dead(entity this, entity attacker, float gibbed)
929 {
930         setthink(this, Monster_Dead_Think);
931         this.nextthink = time;
932         this.monster_lifetime = time + 5;
933
934         if(STAT(FROZEN, this))
935         {
936                 Unfreeze(this); // remove any icy remains
937                 this.health = 0; // reset by Unfreeze
938         }
939
940         monster_dropitem(this, attacker);
941
942         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
943
944         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
945                 monsters_killed += 1;
946
947         if(IS_PLAYER(attacker))
948         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
949                 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
950
951         if(gibbed)
952         {
953                 // number of monsters spawned with mobspawn command
954                 totalspawned -= 1;
955         }
956
957         if(!gibbed && this.mdl_dead && this.mdl_dead != "")
958                 _setmodel(this, this.mdl_dead);
959
960         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
961         this.solid                      = SOLID_CORPSE;
962         this.takedamage         = DAMAGE_AIM;
963         this.deadflag           = DEAD_DEAD;
964         this.enemy                      = NULL;
965         set_movetype(this, MOVETYPE_TOSS);
966         this.moveto                     = this.origin;
967         settouch(this, Monster_Touch); // reset incase monster was pouncing
968         this.reset                      = func_null;
969         this.state                      = 0;
970         this.attack_finished_single[0] = 0;
971         this.effects = 0;
972
973         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
974                 this.velocity = '0 0 0';
975
976         CSQCModel_UnlinkEntity(this);
977
978         Monster mon = Monsters_from(this.monsterid);
979         mon.mr_death(mon, this);
980
981         if(this.candrop && this.weapon)
982         {
983                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
984                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
985         }
986 }
987
988 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
989 {
990         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
991                 return;
992
993         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
994                 return;
995
996         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
997                 //return;
998
999         if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1000                 return;
1001
1002         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1003                 return;
1004
1005         vector v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1006         float take = v.x;
1007         //float save = v.y;
1008
1009         Monster mon = Monsters_from(this.monsterid);
1010         take = mon.mr_pain(mon, this, take, attacker, deathtype);
1011
1012         if(take)
1013         {
1014                 this.health -= take;
1015                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1016         }
1017
1018         if(this.sprite)
1019                 WaypointSprite_UpdateHealth(this.sprite, this.health);
1020
1021         this.dmg_time = time;
1022
1023         if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1024                 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1025
1026         this.velocity += force * this.damageforcescale;
1027
1028         if(deathtype != DEATH_DROWN.m_id && take)
1029         {
1030                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1031                 if (take > 50)
1032                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1033                 if (take > 100)
1034                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1035         }
1036
1037         if(this.health <= 0)
1038         {
1039                 if(deathtype == DEATH_KILL.m_id)
1040                         this.candrop = false; // killed by mobkill command
1041
1042                 // TODO: fix this?
1043                 SUB_UseTargets(this, attacker, this.enemy);
1044                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1045
1046                 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1047
1048                 WaypointSprite_Kill(this.sprite);
1049
1050                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1051
1052                 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1053                 {
1054                         Violence_GibSplash(this, 1, 0.5, attacker);
1055
1056                         setthink(this, SUB_Remove);
1057                         this.nextthink = time + 0.1;
1058                 }
1059         }
1060 }
1061
1062 // don't check for enemies, just keep walking in a straight line
1063 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1064 {
1065         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)
1066         {
1067                 mspeed = 0;
1068                 if(time >= this.spawn_time)
1069                         setanim(this, this.anim_idle, true, false, false);
1070                 movelib_brake_simple(this, 0.6);
1071                 return;
1072         }
1073
1074         makevectors(this.angles);
1075         vector a = CENTER_OR_VIEWOFS(this);
1076         vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1077
1078         traceline(a, b, MOVE_NORMAL, this);
1079
1080         bool reverse = false;
1081         if(trace_fraction != 1.0)
1082                 reverse = true;
1083         if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1084                 reverse = false;
1085         if(trace_ent && IS_MONSTER(trace_ent))
1086                 reverse = true;
1087
1088         // TODO: fix this... tracing is broken if the floor is thin
1089         /*
1090         if(!allow_jumpoff)
1091         {
1092                 a = b - '0 0 32';
1093                 traceline(b, a, MOVE_WORLDONLY, this);
1094                 if(trace_fraction == 1.0)
1095                         reverse = true;
1096         } */
1097
1098         if(reverse)
1099         {
1100                 this.angles_y = anglemods(this.angles_y - 180);
1101                 makevectors(this.angles);
1102         }
1103
1104         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1105
1106         if(time > this.pain_finished && time > this.attack_finished_single[0])
1107         if(vdist(this.velocity, >, 10))
1108                 setanim(this, this.anim_walk, true, false, false);
1109         else
1110                 setanim(this, this.anim_idle, true, false, false);
1111 }
1112
1113 void Monster_Anim(entity this)
1114 {
1115         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1116         if(IS_DEAD(this))
1117         {
1118                 if (!deadbits)
1119                 {
1120                         // Decide on which death animation to use.
1121                         if(random() < 0.5)
1122                                 deadbits = ANIMSTATE_DEAD1;
1123                         else
1124                                 deadbits = ANIMSTATE_DEAD2;
1125                 }
1126         }
1127         else
1128         {
1129                 // Clear a previous death animation.
1130                 deadbits = 0;
1131         }
1132         int animbits = deadbits;
1133         if(STAT(FROZEN, this))
1134                 animbits |= ANIMSTATE_FROZEN;
1135         if(this.crouch)
1136                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1137         animdecide_setstate(this, animbits, false);
1138         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1139
1140         /* // weapon entities for monsters?
1141         if (this.weaponentity)
1142         {
1143                 updateanim(this.weaponentity);
1144                 if (!this.weaponentity.animstate_override)
1145                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1146         }
1147         */
1148 }
1149
1150 void Monster_Frozen_Think(entity this)
1151 {
1152         if(STAT(FROZEN, this) == 2)
1153         {
1154                 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
1155                 this.health = max(1, this.revive_progress * this.max_health);
1156                 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
1157
1158                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1159                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1160
1161                 if(this.revive_progress >= 1)
1162                         Unfreeze(this);
1163         }
1164         else if(STAT(FROZEN, this) == 3)
1165         {
1166                 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
1167                 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
1168
1169                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1170                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1171
1172                 if(this.health < 1)
1173                 {
1174                         Unfreeze(this);
1175                         this.health = 0;
1176                         if(this.event_damage)
1177                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
1178                 }
1179
1180                 else if ( this.revive_progress <= 0 )
1181                         Unfreeze(this);
1182         }
1183         // otherwise, no revival!
1184
1185         this.enemy = NULL; // TODO: save enemy, and attack when revived?
1186 }
1187
1188 void Monster_Enemy_Check(entity this)
1189 {
1190         if(!this.enemy)
1191         {
1192                 this.enemy = Monster_FindTarget(this);
1193                 if(this.enemy)
1194                 {
1195                         WarpZone_RefSys_Copy(this.enemy, this);
1196                         WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1197                         // update move target immediately?
1198                         this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1199                         this.monster_moveto = '0 0 0';
1200                         this.monster_face = '0 0 0';
1201
1202                         //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)));
1203                         Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1204                 }
1205         }
1206 }
1207
1208 void Monster_Think(entity this)
1209 {
1210         setthink(this, Monster_Think);
1211         this.nextthink = time + this.ticrate;
1212
1213         if(this.monster_lifetime && time >= this.monster_lifetime)
1214         {
1215                 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin);
1216                 return;
1217         }
1218
1219         if(STAT(FROZEN, this))
1220                 Monster_Frozen_Think(this);
1221         else if(time >= this.last_enemycheck)
1222         {
1223                 Monster_Enemy_Check(this);
1224                 this.last_enemycheck = time + 1; // check for enemies every second
1225         }
1226
1227         Monster mon = Monsters_from(this.monsterid);
1228         if(mon.mr_think(mon, this))
1229         {
1230                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1231
1232                 .entity weaponentity = weaponentities[0]; // TODO?
1233                 Monster_Attack_Check(this, this.enemy, weaponentity);
1234         }
1235
1236         Monster_Anim(this);
1237
1238         CSQCMODEL_AUTOUPDATE(this);
1239 }
1240
1241 bool Monster_Spawn_Setup(entity this)
1242 {
1243         Monster mon = Monsters_from(this.monsterid);
1244         mon.mr_setup(mon, this);
1245
1246         // ensure some basic needs are met
1247         if(!this.health) { this.health = 100; }
1248         if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1249         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1250         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1251         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1252         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1253         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1254
1255         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1256         {
1257                 Monster_Miniboss_Check(this);
1258                 this.health *= MONSTER_SKILLMOD(this);
1259
1260                 if(!this.skin)
1261                         this.skin = rint(random() * 4);
1262         }
1263
1264         this.max_health = this.health;
1265         this.pain_finished = this.nextthink;
1266
1267         if(IS_PLAYER(this.monster_follow))
1268                 this.effects |= EF_DIMLIGHT;
1269
1270         if(!this.wander_delay) { this.wander_delay = 2; }
1271         if(!this.wander_distance) { this.wander_distance = 600; }
1272
1273         Monster_Sounds_Precache(this);
1274         Monster_Sounds_Update(this);
1275
1276         if(teamplay)
1277         {
1278                 if(!this.monster_attack)
1279                         IL_PUSH(g_monster_targets, this);
1280                 this.monster_attack = true; // we can have monster enemies in team games
1281         }
1282
1283         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1284
1285         if(autocvar_g_monsters_healthbars)
1286         {
1287                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1288                 wp.wp_extra = this.monsterid;
1289                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1290                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1291                 {
1292                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1293                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1294                 }
1295         }
1296
1297         setthink(this, Monster_Think);
1298         this.nextthink = time + this.ticrate;
1299
1300         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1301                 return false;
1302
1303         return true;
1304 }
1305
1306 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1307 {
1308         // setup the basic required properties for a monster
1309         entity mon = Monsters_from(mon_id);
1310         if(!mon.monsterid) { return false; } // invalid monster
1311
1312         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1313
1314         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1315         {
1316                 IL_PUSH(g_monsters, this);
1317                 if(this.mdl && this.mdl != "")
1318                         precache_model(this.mdl);
1319                 if(this.mdl_dead && this.mdl_dead != "")
1320                         precache_model(this.mdl_dead);
1321         }
1322
1323         if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1324
1325         if(!this.monster_skill)
1326                 this.monster_skill = cvar("g_monsters_skill");
1327
1328         // support for quake style removing monsters based on skill
1329         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1330         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1331         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1332
1333         if(this.team && !teamplay)
1334                 this.team = 0;
1335
1336         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1337         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1338                 monsters_total += 1;
1339
1340         if(this.mdl && this.mdl != "")
1341                 _setmodel(this, this.mdl);
1342         else
1343                 setmodel(this, mon.m_model);
1344
1345         this.flags                              = FL_MONSTER;
1346         this.classname                  = "monster";
1347         this.takedamage                 = DAMAGE_AIM;
1348         if(!this.bot_attack)
1349                 IL_PUSH(g_bot_targets, this);
1350         this.bot_attack                 = true;
1351         this.iscreature                 = true;
1352         this.teleportable               = true;
1353         if(!this.damagedbycontents)
1354                 IL_PUSH(g_damagedbycontents, this);
1355         this.damagedbycontents  = true;
1356         this.monsterid                  = mon_id;
1357         this.event_damage               = Monster_Damage;
1358         settouch(this, Monster_Touch);
1359         this.use                                = Monster_Use;
1360         this.solid                              = SOLID_BBOX;
1361         set_movetype(this, MOVETYPE_WALK);
1362         this.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1363         this.enemy                              = NULL;
1364         this.velocity                   = '0 0 0';
1365         this.moveto                             = this.origin;
1366         this.pos1                               = this.origin;
1367         this.pos2                               = this.angles;
1368         this.reset                              = Monster_Reset;
1369         this.netname                    = mon.netname;
1370         this.monster_attackfunc = mon.monster_attackfunc;
1371         this.monster_name               = mon.monster_name;
1372         this.candrop                    = true;
1373         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1374         this.oldtarget2                 = this.target2;
1375         //this.pass_distance            = 0;
1376         this.deadflag                   = DEAD_NO;
1377         this.spawn_time                 = time;
1378         this.gravity                    = 1;
1379         this.monster_moveto             = '0 0 0';
1380         this.monster_face               = '0 0 0';
1381         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1382
1383         if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1384         if(!this.scale) { this.scale = 1; }
1385         if(autocvar_g_monsters_edit) { this.grab = 1; }
1386         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1387         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1388         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1389
1390         if(autocvar_g_playerclip_collisions)
1391                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1392
1393         if(mon.spawnflags & MONSTER_TYPE_FLY)
1394         {
1395                 this.flags |= FL_FLY;
1396                 set_movetype(this, MOVETYPE_FLY);
1397         }
1398
1399         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1400         {
1401                 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1402                         this.scale *= 1.3;
1403
1404                 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1405                 if(autocvar_g_monsters_quake_resize)
1406                         this.scale *= 1.3;
1407         }
1408
1409         setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1410
1411         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1412
1413         Monster_UpdateModel(this);
1414
1415         if(!Monster_Spawn_Setup(this))
1416         {
1417                 Monster_Remove(this);
1418                 return false;
1419         }
1420
1421         if(!this.noalign)
1422         {
1423                 setorigin(this, this.origin + '0 0 20');
1424                 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1425                 setorigin(this, trace_endpos);
1426         }
1427
1428         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1429                 monster_setupcolors(this);
1430
1431         CSQCMODEL_AUTOINIT(this);
1432
1433         return true;
1434 }