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Merge branch 'master' into Mario/monsters
[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,
128         {
129                 float trange = this.target_range;
130                 if(PHYS_INPUT_BUTTON_CROUCH(it))
131                         trange *= 0.75; // TODO cvar this
132                 vector theirmid = (it.absmin + it.absmax) * 0.5;
133                 if(vdist(theirmid - this.origin, >, trange))
134                         continue;
135                 if(!Monster_ValidTarget(this, it))
136                         continue;
137
138                 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
139                 vector targ_center = CENTER_OR_VIEWOFS(it);
140
141                 if(closest_target)
142                 {
143                         vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
144                         if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
145                                 { closest_target = it; }
146                 }
147                 else { closest_target = it; }
148         });
149
150         return closest_target;
151 }
152
153 void monster_setupcolors(entity this)
154 {
155         if(IS_PLAYER(this.realowner))
156                 this.colormap = this.realowner.colormap;
157         else if(teamplay && this.team)
158                 this.colormap = 1024 + (this.team - 1) * 17;
159         else
160         {
161                 if(this.monster_skill <= MONSTER_SKILL_EASY)
162                         this.colormap = 1029;
163                 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
164                         this.colormap = 1027;
165                 else if(this.monster_skill <= MONSTER_SKILL_HARD)
166                         this.colormap = 1038;
167                 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
168                         this.colormap = 1028;
169                 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
170                         this.colormap = 1032;
171                 else
172                         this.colormap = 1024;
173         }
174
175         if(this.colormap > 0)
176                 this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
177         else
178                 this.glowmod = '1 1 1';
179 }
180
181 void monster_changeteam(entity this, int newteam)
182 {
183         if(!teamplay) { return; }
184
185         this.team = newteam;
186         if(!this.monster_attack)
187                 IL_PUSH(g_monster_targets, this);
188         this.monster_attack = true; // new team, activate attacking
189         monster_setupcolors(this);
190
191         if(this.sprite)
192         {
193                 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
194
195                 this.sprite.team = newteam;
196                 this.sprite.SendFlags |= 1;
197         }
198 }
199
200 .void(entity) monster_delayedfunc;
201 void Monster_Delay_Action(entity this)
202 {
203         if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
204
205         if(this.cnt > 1)
206         {
207                 this.cnt -= 1;
208                 setthink(this, Monster_Delay_Action);
209                 this.nextthink = time + this.count;
210         }
211         else
212         {
213                 setthink(this, SUB_Remove);
214                 this.nextthink = time;
215         }
216 }
217
218 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
219 {
220         // deferred attacking, checks if monster is still alive and target is still valid before attacking
221         entity e = spawn();
222
223         setthink(e, Monster_Delay_Action);
224         e.nextthink = time + defer_amnt;
225         e.count = defer_amnt;
226         e.owner = this;
227         e.monster_delayedfunc = func;
228         e.cnt = repeat_count;
229 }
230
231
232 // ==============
233 // Monster sounds
234 // ==============
235
236 string get_monster_model_datafilename(string m, float sk, string fil)
237 {
238         if(m)
239                 m = strcat(m, "_");
240         else
241                 m = "models/monsters/*_";
242         if(sk >= 0)
243                 m = strcat(m, ftos(sk));
244         else
245                 m = strcat(m, "*");
246         return strcat(m, ".", fil);
247 }
248
249 void Monster_Sound_Precache(string f)
250 {
251         float fh;
252         string s;
253         fh = fopen(f, FILE_READ);
254         if(fh < 0)
255                 return;
256         while((s = fgets(fh)))
257         {
258                 if(tokenize_console(s) != 3)
259                 {
260                         //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
261                         continue;
262                 }
263                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
264         }
265         fclose(fh);
266 }
267
268 void Monster_Sounds_Precache(entity this)
269 {
270         string m = (Monsters_from(this.monsterid)).m_model.model_str();
271         float globhandle, n, i;
272         string f;
273
274         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
275         if (globhandle < 0)
276                 return;
277         n = search_getsize(globhandle);
278         for (i = 0; i < n; ++i)
279         {
280                 //print(search_getfilename(globhandle, i), "\n");
281                 f = search_getfilename(globhandle, i);
282                 Monster_Sound_Precache(f);
283         }
284         search_end(globhandle);
285 }
286
287 void Monster_Sounds_Clear(entity this)
288 {
289 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
290         ALLMONSTERSOUNDS
291 #undef _MSOUND
292 }
293
294 .string Monster_Sound_SampleField(string type)
295 {
296         GetMonsterSoundSampleField_notFound = 0;
297         switch(type)
298         {
299 #define _MSOUND(m) case #m: return monstersound_##m;
300                 ALLMONSTERSOUNDS
301 #undef _MSOUND
302         }
303         GetMonsterSoundSampleField_notFound = 1;
304         return string_null;
305 }
306
307 bool Monster_Sounds_Load(entity this, string f, int first)
308 {
309         string s;
310         var .string field;
311         float fh = fopen(f, FILE_READ);
312         if(fh < 0)
313         {
314                 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
315                 return false;
316         }
317         while((s = fgets(fh)))
318         {
319                 if(tokenize_console(s) != 3)
320                         continue;
321                 field = Monster_Sound_SampleField(argv(0));
322                 if(GetMonsterSoundSampleField_notFound)
323                         continue;
324                 if (this.(field))
325                         strunzone(this.(field));
326                 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
327         }
328         fclose(fh);
329         return true;
330 }
331
332 .int skin_for_monstersound;
333 void Monster_Sounds_Update(entity this)
334 {
335         if(this.skin == this.skin_for_monstersound) { return; }
336
337         this.skin_for_monstersound = this.skin;
338         Monster_Sounds_Clear(this);
339         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
340                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
341 }
342
343 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
344 {
345         if(!autocvar_g_monsters_sounds) { return; }
346
347         if(delaytoo)
348         if(time < this.msound_delay)
349                 return; // too early
350         GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
351
352         this.msound_delay = time + sound_delay;
353 }
354
355
356 // =======================
357 // Monster attack handlers
358 // =======================
359
360 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
361 {
362         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
363
364         setanim(this, anim, false, true, false);
365
366         if(this.animstate_endtime > time && IS_MONSTER(this))
367                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
368         else
369                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
370
371         monster_makevectors(this, targ);
372
373         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
374
375         if(trace_ent.takedamage)
376                 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
377
378         return true;
379 }
380
381 bool Monster_Attack_Leap_Check(entity this, vector vel)
382 {
383         if(this.state && IS_MONSTER(this))
384                 return false; // already attacking
385         if(!IS_ONGROUND(this))
386                 return false; // not on the ground
387         if(this.health <= 0 || IS_DEAD(this))
388                 return false; // called when dead?
389         if(time < this.attack_finished_single[0])
390                 return false; // still attacking
391
392         vector old = this.velocity;
393
394         this.velocity = vel;
395         tracetoss(this, this);
396         this.velocity = old;
397         if(trace_ent != this.enemy)
398                 return false;
399
400         return true;
401 }
402
403 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
404 {
405         if(!Monster_Attack_Leap_Check(this, vel))
406                 return false;
407
408         setanim(this, anm, false, true, false);
409
410         if(this.animstate_endtime > time && IS_MONSTER(this))
411                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
412         else
413                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
414
415         if(IS_MONSTER(this))
416                 this.state = MONSTER_ATTACK_RANGED;
417         settouch(this, touchfunc);
418         this.origin_z += 1;
419         this.velocity = vel;
420         UNSET_ONGROUND(this);
421
422         return true;
423 }
424
425 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
426 {
427         int slot = weaponslot(weaponentity);
428
429         if((!this || !targ)
430         || (!this.monster_attackfunc)
431         || (time < this.attack_finished_single[slot])
432         ) { return; }
433
434         if(vdist(targ.origin - this.origin, <=, this.attack_range))
435         {
436                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
437                 if(attack_success == 1)
438                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
439                 else if(attack_success > 0)
440                         return;
441         }
442
443         if(vdist(targ.origin - this.origin, >, this.attack_range))
444         {
445                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
446                 if(attack_success == 1)
447                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
448                 else if(attack_success > 0)
449                         return;
450         }
451 }
452
453
454 // ======================
455 // Main monster functions
456 // ======================
457
458 void Monster_UpdateModel(entity this)
459 {
460         // assume some defaults
461         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
462         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
463         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
464         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
465         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
466         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
467         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
468         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
469         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
470         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
471
472         // then get the real values
473         Monster mon = Monsters_from(this.monsterid);
474         mon.mr_anim(mon, this);
475 }
476
477 void Monster_Touch(entity this, entity toucher)
478 {
479         if(toucher == NULL) { return; }
480
481         if(toucher.monster_attack)
482         if(this.enemy != toucher)
483         if(!IS_MONSTER(toucher))
484         if(Monster_ValidTarget(this, toucher))
485                 this.enemy = toucher;
486 }
487
488 void Monster_Miniboss_Check(entity this)
489 {
490         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
491                 return;
492
493         float chance = random() * 100;
494
495         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
496         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
497         {
498                 this.health += autocvar_g_monsters_miniboss_healthboost;
499                 this.effects |= EF_RED;
500                 if(!this.weapon)
501                         this.weapon = WEP_VORTEX.m_id;
502         }
503 }
504
505 bool Monster_Respawn_Check(entity this)
506 {
507         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
508         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
509                 return true; // enabled by a mutator
510
511         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
512                 return false;
513
514         if(!autocvar_g_monsters_respawn)
515                 return false;
516
517         return true;
518 }
519
520 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
521
522 .vector pos1, pos2;
523
524 void Monster_Dead_Fade(entity this)
525 {
526         if(Monster_Respawn_Check(this))
527         {
528                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
529                 setthink(this, Monster_Respawn);
530                 this.nextthink = time + this.respawntime;
531                 this.monster_lifetime = 0;
532                 this.deadflag = DEAD_RESPAWNING;
533                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
534                 {
535                         this.pos1 = this.origin;
536                         this.pos2 = this.angles;
537                 }
538                 this.event_damage = func_null;
539                 this.takedamage = DAMAGE_NO;
540                 setorigin(this, this.pos1);
541                 this.angles = this.pos2;
542                 this.health = this.max_health;
543                 setmodel(this, MDL_Null);
544         }
545         else
546         {
547                 // number of monsters spawned with mobspawn command
548                 totalspawned -= 1;
549
550                 SUB_SetFade(this, time + 3, 1);
551         }
552 }
553
554 void Monster_Use(entity this, entity actor, entity trigger)
555 {
556         if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
557 }
558
559 .float pass_distance;
560 vector Monster_Move_Target(entity this, entity targ)
561 {
562         // enemy is always preferred target
563         if(this.enemy)
564         {
565                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
566                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
567                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
568
569                 // cases where the enemy may have changed their state (don't need to check everything here)
570                 if((!this.enemy)
571                         || (IS_DEAD(this.enemy) || this.enemy.health < 1)
572                         || (STAT(FROZEN, this.enemy))
573                         || (this.enemy.flags & FL_NOTARGET)
574                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
575                         || (this.enemy.takedamage == DAMAGE_NO)
576                         || (vdist(this.origin - targ_origin, >, this.target_range))
577                         || ((trace_fraction < 1) && (trace_ent != this.enemy)))
578                 {
579                         this.enemy = NULL;
580                         //this.pass_distance = 0;
581                 }
582
583                 if(this.enemy)
584                 {
585                         /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
586                         print("Trace origin: ", vtos(targ_origin), "\n");
587                         print("Target origin: ", vtos(this.enemy.origin), "\n");
588                         print("My origin: ", vtos(this.origin), "\n"); */
589
590                         this.monster_movestate = MONSTER_MOVE_ENEMY;
591                         this.last_trace = time + 1.2;
592                         if(this.monster_moveto)
593                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
594                         else
595                                 return targ_origin;
596                 }
597
598                 /*makevectors(this.angles);
599                 this.monster_movestate = MONSTER_MOVE_ENEMY;
600                 this.last_trace = time + 1.2;
601                 return this.enemy.origin; */
602         }
603
604         switch(this.monster_moveflags)
605         {
606                 case MONSTER_MOVE_FOLLOW:
607                 {
608                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
609                         this.last_trace = time + 0.3;
610                         return (this.monster_follow) ? this.monster_follow.origin : this.origin;
611                 }
612                 case MONSTER_MOVE_SPAWNLOC:
613                 {
614                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
615                         this.last_trace = time + 2;
616                         return this.pos1;
617                 }
618                 case MONSTER_MOVE_NOMOVE:
619                 {
620                         if(this.monster_moveto)
621                         {
622                                 this.last_trace = time + 0.5;
623                                 return this.monster_moveto;
624                         }
625                         else
626                         {
627                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
628                                 this.last_trace = time + 2;
629                         }
630                         return this.origin;
631                 }
632                 default:
633                 case MONSTER_MOVE_WANDER:
634                 {
635                         vector pos;
636                         this.monster_movestate = MONSTER_MOVE_WANDER;
637
638                         if(this.monster_moveto)
639                         {
640                                 this.last_trace = time + 0.5;
641                                 pos = this.monster_moveto;
642                         }
643                         else if(targ)
644                         {
645                                 this.last_trace = time + 0.5;
646                                 pos = targ.origin;
647                         }
648                         else
649                         {
650                                 this.last_trace = time + this.wander_delay;
651
652                                 this.angles_y = rint(random() * 500);
653                                 makevectors(this.angles);
654                                 pos = this.origin + v_forward * this.wander_distance;
655
656                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
657                                 {
658                                         pos.z = random() * 200;
659                                         if(random() >= 0.5)
660                                                 pos.z *= -1;
661                                 }
662                         }
663
664                         return pos;
665                 }
666         }
667 }
668
669 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
670 {
671         //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
672         //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
673         //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
674         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
675
676         vector targpos = to;
677 #if 0
678         if(current_height) // make sure we can actually do this arcing path
679         {
680                 targpos = (to + ('0 0 1' * current_height));
681                 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
682                 if(trace_fraction < 1)
683                 {
684                         //print("normal arc line failed, trying to find new pos...");
685                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
686                         targpos = (trace_endpos + '0 0 -10');
687                         WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
688                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
689                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
690                 }
691         }
692         else { targpos = to; }
693 #endif
694
695         //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
696
697         vector desired_direction = normalize(targpos - from);
698         if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
699         else { this.velocity = (desired_direction * movespeed); }
700
701         //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
702         //this.angles = vectoangles(this.velocity);
703 }
704
705 .entity draggedby;
706 .entity target2;
707
708 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
709 {
710         // update goal entity if lost
711         if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
712                 this.goalentity = find(NULL, targetname, this.target2);
713
714         if(STAT(FROZEN, this))
715         {
716                 movelib_brake_simple(this, stpspeed);
717                 setanim(this, this.anim_idle, true, false, false);
718                 return; // no physics while frozen!
719         }
720
721         if(this.flags & FL_SWIM)
722         {
723                 if(this.waterlevel < WATERLEVEL_WETFEET)
724                 {
725                         if(time >= this.last_trace)
726                         {
727                                 this.last_trace = time + 0.4;
728
729                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
730                                 this.angles = '90 90 0';
731                                 if(random() < 0.5)
732                                 {
733                                         this.velocity_y += random() * 50;
734                                         this.velocity_x -= random() * 50;
735                                 }
736                                 else
737                                 {
738                                         this.velocity_y -= random() * 50;
739                                         this.velocity_x += random() * 50;
740                                 }
741                                 this.velocity_z += random() * 150;
742                         }
743
744
745                         set_movetype(this, MOVETYPE_BOUNCE);
746                         //this.velocity_z = -200;
747
748                         return;
749                 }
750                 else if(this.move_movetype == MOVETYPE_BOUNCE)
751                 {
752                         this.angles_x = 0;
753                         set_movetype(this, MOVETYPE_WALK);
754                 }
755         }
756
757         entity targ = this.goalentity;
758
759         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
760                 || game_stopped
761                 || this.draggedby != NULL
762                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
763                 || time < game_starttime
764                 || (autocvar_g_campaign && !campaign_bots_may_start)
765                 || time < this.spawn_time)
766         {
767                 runspeed = walkspeed = 0;
768                 if(time >= this.spawn_time)
769                         setanim(this, this.anim_idle, true, false, false);
770                 movelib_brake_simple(this, stpspeed);
771                 return;
772         }
773
774         targ = M_ARGV(3, entity);
775         runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
776         walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
777
778         if(teamplay && autocvar_g_monsters_teams)
779         if(DIFF_TEAM(this.monster_follow, this))
780                 this.monster_follow = NULL;
781
782         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
783         {
784                 this.state = 0;
785                 settouch(this, Monster_Touch);
786         }
787
788         if(this.state && time >= this.attack_finished_single[0])
789                 this.state = 0; // attack is over
790
791         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
792         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
793                 this.moveto = Monster_Move_Target(this, targ);
794
795         if(!this.enemy)
796                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
797
798         if(this.state == MONSTER_ATTACK_MELEE)
799                 this.moveto = this.origin;
800
801         if(this.enemy && this.enemy.vehicle)
802                 runspeed = 0;
803
804         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
805                 this.moveto_z = this.origin_z;
806
807         if(vdist(this.origin - this.moveto, >, 100))
808         {
809                 bool do_run = (this.enemy || this.monster_moveto);
810                 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
811                         Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
812
813                 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
814                 if(!this.state)
815                 if(vdist(this.velocity, >, 10))
816                         setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
817                 else
818                         setanim(this, this.anim_idle, true, false, false);
819         }
820         else
821         {
822                 entity e = this.goalentity; //find(NULL, targetname, this.target2);
823                 if(e.target2 && e.target2 != "")
824                         this.target2 = e.target2;
825                 else if(e.target && e.target != "") // compatibility
826                         this.target2 = e.target;
827
828                 movelib_brake_simple(this, stpspeed);
829                 if(time > this.anim_finished && time > this.pain_finished)
830                 if(!this.state)
831                 if(vdist(this.velocity, <=, 30))
832                         setanim(this, this.anim_idle, true, false, false);
833         }
834
835         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
836
837         vector real_angle = vectoangles(this.steerto) - this.angles;
838         float turny = 25;
839         if(this.state == MONSTER_ATTACK_MELEE)
840                 turny = 0;
841         if(turny)
842         {
843                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
844                 this.angles_y += turny;
845         }
846 }
847
848 void Monster_Remove(entity this)
849 {
850         if(IS_CLIENT(this))
851                 return; // don't remove it?
852
853         if(!this) { return; }
854
855         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
856                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
857
858         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
859         {
860                 .entity weaponentity = weaponentities[slot];
861                 if(this.(weaponentity))
862                         delete(this.(weaponentity));
863         }
864         if(this.iceblock) { delete(this.iceblock); }
865         WaypointSprite_Kill(this.sprite);
866         delete(this);
867 }
868
869 void Monster_Dead_Think(entity this)
870 {
871         this.nextthink = time + this.ticrate;
872
873         if(this.monster_lifetime != 0)
874         if(time >= this.monster_lifetime)
875         {
876                 Monster_Dead_Fade(this);
877                 return;
878         }
879 }
880
881 void Monster_Appear(entity this, entity actor, entity trigger)
882 {
883         this.enemy = actor;
884         Monster_Spawn(this, false, this.monsterid);
885 }
886
887 bool Monster_Appear_Check(entity this, int monster_id)
888 {
889         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
890                 return false;
891
892         setthink(this, func_null);
893         this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
894         this.nextthink = 0;
895         this.use = Monster_Appear;
896         this.flags = FL_MONSTER; // set so this monster can get butchered
897
898         return true;
899 }
900
901 void Monster_Reset(entity this)
902 {
903         setorigin(this, this.pos1);
904         this.angles = this.pos2;
905
906         Unfreeze(this); // remove any icy remains
907
908         this.health = this.max_health;
909         this.velocity = '0 0 0';
910         this.enemy = NULL;
911         this.goalentity = NULL;
912         this.attack_finished_single[0] = 0;
913         this.moveto = this.origin;
914 }
915
916 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
917 {
918         this.health -= damage;
919
920         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
921
922         if(this.health <= -50) // 100 health until gone?
923         {
924                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
925
926                 // number of monsters spawned with mobspawn command
927                 totalspawned -= 1;
928
929                 setthink(this, SUB_Remove);
930                 this.nextthink = time + 0.1;
931                 this.event_damage = func_null;
932         }
933 }
934
935 void Monster_Dead(entity this, entity attacker, float gibbed)
936 {
937         setthink(this, Monster_Dead_Think);
938         this.nextthink = time;
939         this.monster_lifetime = time + 5;
940
941         if(STAT(FROZEN, this))
942         {
943                 Unfreeze(this); // remove any icy remains
944                 this.health = 0; // reset by Unfreeze
945         }
946
947         monster_dropitem(this, attacker);
948
949         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
950
951         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
952                 monsters_killed += 1;
953
954         if(IS_PLAYER(attacker))
955         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
956                 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
957
958         if(gibbed)
959         {
960                 // number of monsters spawned with mobspawn command
961                 totalspawned -= 1;
962         }
963
964         if(!gibbed && this.mdl_dead && this.mdl_dead != "")
965                 _setmodel(this, this.mdl_dead);
966
967         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
968         this.solid                      = SOLID_CORPSE;
969         this.takedamage         = DAMAGE_AIM;
970         this.deadflag           = DEAD_DEAD;
971         this.enemy                      = NULL;
972         set_movetype(this, MOVETYPE_TOSS);
973         this.moveto                     = this.origin;
974         settouch(this, Monster_Touch); // reset incase monster was pouncing
975         this.reset                      = func_null;
976         this.state                      = 0;
977         this.attack_finished_single[0] = 0;
978         this.effects = 0;
979
980         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
981                 this.velocity = '0 0 0';
982
983         CSQCModel_UnlinkEntity(this);
984
985         Monster mon = Monsters_from(this.monsterid);
986         mon.mr_death(mon, this);
987
988         if(this.candrop && this.weapon)
989         {
990                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
991                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
992         }
993 }
994
995 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
996 {
997         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
998                 return;
999
1000         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1001                 return;
1002
1003         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1004                 //return;
1005
1006         if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1007                 return;
1008
1009         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1010                 return;
1011
1012         vector v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1013         float take = v.x;
1014         //float save = v.y;
1015
1016         Monster mon = Monsters_from(this.monsterid);
1017         take = mon.mr_pain(mon, this, take, attacker, deathtype);
1018
1019         if(take)
1020         {
1021                 this.health -= take;
1022                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1023         }
1024
1025         if(this.sprite)
1026                 WaypointSprite_UpdateHealth(this.sprite, this.health);
1027
1028         this.dmg_time = time;
1029
1030         if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1031                 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1032
1033         this.velocity += force * this.damageforcescale;
1034
1035         if(deathtype != DEATH_DROWN.m_id && take)
1036         {
1037                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1038                 if (take > 50)
1039                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1040                 if (take > 100)
1041                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1042         }
1043
1044         if(this.health <= 0)
1045         {
1046                 if(deathtype == DEATH_KILL.m_id)
1047                         this.candrop = false; // killed by mobkill command
1048
1049                 // TODO: fix this?
1050                 SUB_UseTargets(this, attacker, this.enemy);
1051                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1052
1053                 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1054
1055                 WaypointSprite_Kill(this.sprite);
1056
1057                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1058
1059                 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1060                 {
1061                         Violence_GibSplash(this, 1, 0.5, attacker);
1062
1063                         setthink(this, SUB_Remove);
1064                         this.nextthink = time + 0.1;
1065                 }
1066         }
1067 }
1068
1069 // don't check for enemies, just keep walking in a straight line
1070 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1071 {
1072         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)
1073         {
1074                 mspeed = 0;
1075                 if(time >= this.spawn_time)
1076                         setanim(this, this.anim_idle, true, false, false);
1077                 movelib_brake_simple(this, 0.6);
1078                 return;
1079         }
1080
1081         makevectors(this.angles);
1082         vector a = CENTER_OR_VIEWOFS(this);
1083         vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1084
1085         traceline(a, b, MOVE_NORMAL, this);
1086
1087         bool reverse = false;
1088         if(trace_fraction != 1.0)
1089                 reverse = true;
1090         if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1091                 reverse = false;
1092         if(trace_ent && IS_MONSTER(trace_ent))
1093                 reverse = true;
1094
1095         // TODO: fix this... tracing is broken if the floor is thin
1096         /*
1097         if(!allow_jumpoff)
1098         {
1099                 a = b - '0 0 32';
1100                 traceline(b, a, MOVE_WORLDONLY, this);
1101                 if(trace_fraction == 1.0)
1102                         reverse = true;
1103         } */
1104
1105         if(reverse)
1106         {
1107                 this.angles_y = anglemods(this.angles_y - 180);
1108                 makevectors(this.angles);
1109         }
1110
1111         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1112
1113         if(time > this.pain_finished && time > this.attack_finished_single[0])
1114         if(vdist(this.velocity, >, 10))
1115                 setanim(this, this.anim_walk, true, false, false);
1116         else
1117                 setanim(this, this.anim_idle, true, false, false);
1118 }
1119
1120 void Monster_Anim(entity this)
1121 {
1122         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1123         if(IS_DEAD(this))
1124         {
1125                 if (!deadbits)
1126                 {
1127                         // Decide on which death animation to use.
1128                         if(random() < 0.5)
1129                                 deadbits = ANIMSTATE_DEAD1;
1130                         else
1131                                 deadbits = ANIMSTATE_DEAD2;
1132                 }
1133         }
1134         else
1135         {
1136                 // Clear a previous death animation.
1137                 deadbits = 0;
1138         }
1139         int animbits = deadbits;
1140         if(STAT(FROZEN, this))
1141                 animbits |= ANIMSTATE_FROZEN;
1142         if(this.crouch)
1143                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1144         animdecide_setstate(this, animbits, false);
1145         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1146
1147         /* // weapon entities for monsters?
1148         if (this.weaponentity)
1149         {
1150                 updateanim(this.weaponentity);
1151                 if (!this.weaponentity.animstate_override)
1152                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1153         }
1154         */
1155 }
1156
1157 void Monster_Frozen_Think(entity this)
1158 {
1159         if(STAT(FROZEN, this) == 2)
1160         {
1161                 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
1162                 this.health = max(1, this.revive_progress * this.max_health);
1163                 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
1164
1165                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1166                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1167
1168                 if(this.revive_progress >= 1)
1169                         Unfreeze(this);
1170         }
1171         else if(STAT(FROZEN, this) == 3)
1172         {
1173                 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
1174                 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
1175
1176                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1177                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1178
1179                 if(this.health < 1)
1180                 {
1181                         Unfreeze(this);
1182                         this.health = 0;
1183                         if(this.event_damage)
1184                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
1185                 }
1186
1187                 else if ( this.revive_progress <= 0 )
1188                         Unfreeze(this);
1189         }
1190         // otherwise, no revival!
1191
1192         this.enemy = NULL; // TODO: save enemy, and attack when revived?
1193 }
1194
1195 void Monster_Enemy_Check(entity this)
1196 {
1197         if(!this.enemy)
1198         {
1199                 this.enemy = Monster_FindTarget(this);
1200                 if(this.enemy)
1201                 {
1202                         WarpZone_RefSys_Copy(this.enemy, this);
1203                         WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1204                         // update move target immediately?
1205                         this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1206                         this.monster_moveto = '0 0 0';
1207                         this.monster_face = '0 0 0';
1208
1209                         //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)));
1210                         Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1211                 }
1212         }
1213 }
1214
1215 void Monster_Think(entity this)
1216 {
1217         setthink(this, Monster_Think);
1218         this.nextthink = time + this.ticrate;
1219
1220         if(this.monster_lifetime && time >= this.monster_lifetime)
1221         {
1222                 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1223                 return;
1224         }
1225
1226         if(STAT(FROZEN, this))
1227                 Monster_Frozen_Think(this);
1228         else if(time >= this.last_enemycheck)
1229         {
1230                 Monster_Enemy_Check(this);
1231                 this.last_enemycheck = time + 1; // check for enemies every second
1232         }
1233
1234         Monster mon = Monsters_from(this.monsterid);
1235         if(mon.mr_think(mon, this))
1236         {
1237                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1238
1239                 .entity weaponentity = weaponentities[0]; // TODO?
1240                 Monster_Attack_Check(this, this.enemy, weaponentity);
1241         }
1242
1243         Monster_Anim(this);
1244
1245         CSQCMODEL_AUTOUPDATE(this);
1246 }
1247
1248 bool Monster_Spawn_Setup(entity this)
1249 {
1250         Monster mon = Monsters_from(this.monsterid);
1251         mon.mr_setup(mon, this);
1252
1253         // ensure some basic needs are met
1254         if(!this.health) { this.health = 100; }
1255         if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1256         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1257         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1258         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1259         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1260         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1261
1262         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1263         {
1264                 Monster_Miniboss_Check(this);
1265                 this.health *= MONSTER_SKILLMOD(this);
1266
1267                 if(!this.skin)
1268                         this.skin = rint(random() * 4);
1269         }
1270
1271         this.max_health = this.health;
1272         this.pain_finished = this.nextthink;
1273
1274         if(IS_PLAYER(this.monster_follow))
1275                 this.effects |= EF_DIMLIGHT;
1276
1277         if(!this.wander_delay) { this.wander_delay = 2; }
1278         if(!this.wander_distance) { this.wander_distance = 600; }
1279
1280         Monster_Sounds_Precache(this);
1281         Monster_Sounds_Update(this);
1282
1283         if(teamplay)
1284         {
1285                 if(!this.monster_attack)
1286                         IL_PUSH(g_monster_targets, this);
1287                 this.monster_attack = true; // we can have monster enemies in team games
1288         }
1289
1290         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1291
1292         if(autocvar_g_monsters_healthbars)
1293         {
1294                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1295                 wp.wp_extra = this.monsterid;
1296                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1297                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1298                 {
1299                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1300                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1301                 }
1302         }
1303
1304         setthink(this, Monster_Think);
1305         this.nextthink = time + this.ticrate;
1306
1307         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1308                 return false;
1309
1310         return true;
1311 }
1312
1313 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1314 {
1315         // setup the basic required properties for a monster
1316         entity mon = Monsters_from(mon_id);
1317         if(!mon.monsterid) { return false; } // invalid monster
1318
1319         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1320
1321         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1322         {
1323                 IL_PUSH(g_monsters, this);
1324                 if(this.mdl && this.mdl != "")
1325                         precache_model(this.mdl);
1326                 if(this.mdl_dead && this.mdl_dead != "")
1327                         precache_model(this.mdl_dead);
1328         }
1329
1330         if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1331
1332         if(!this.monster_skill)
1333                 this.monster_skill = cvar("g_monsters_skill");
1334
1335         // support for quake style removing monsters based on skill
1336         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1337         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1338         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1339
1340         if(this.team && !teamplay)
1341                 this.team = 0;
1342
1343         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1344         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1345                 monsters_total += 1;
1346
1347         if(this.mdl && this.mdl != "")
1348                 _setmodel(this, this.mdl);
1349         else
1350                 setmodel(this, mon.m_model);
1351
1352         this.flags                              = FL_MONSTER;
1353         this.classname                  = "monster";
1354         this.takedamage                 = DAMAGE_AIM;
1355         if(!this.bot_attack)
1356                 IL_PUSH(g_bot_targets, this);
1357         this.bot_attack                 = true;
1358         this.iscreature                 = true;
1359         this.teleportable               = true;
1360         if(!this.damagedbycontents)
1361                 IL_PUSH(g_damagedbycontents, this);
1362         this.damagedbycontents  = true;
1363         this.monsterid                  = mon_id;
1364         this.event_damage               = Monster_Damage;
1365         settouch(this, Monster_Touch);
1366         this.use                                = Monster_Use;
1367         this.solid                              = SOLID_BBOX;
1368         set_movetype(this, MOVETYPE_WALK);
1369         this.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1370         this.enemy                              = NULL;
1371         this.velocity                   = '0 0 0';
1372         this.moveto                             = this.origin;
1373         this.pos1                               = this.origin;
1374         this.pos2                               = this.angles;
1375         this.reset                              = Monster_Reset;
1376         this.netname                    = mon.netname;
1377         this.monster_attackfunc = mon.monster_attackfunc;
1378         this.monster_name               = mon.monster_name;
1379         this.candrop                    = true;
1380         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1381         this.oldtarget2                 = this.target2;
1382         //this.pass_distance            = 0;
1383         this.deadflag                   = DEAD_NO;
1384         this.spawn_time                 = time;
1385         this.gravity                    = 1;
1386         this.monster_moveto             = '0 0 0';
1387         this.monster_face               = '0 0 0';
1388         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1389
1390         if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1391         if(!this.scale) { this.scale = 1; }
1392         if(autocvar_g_monsters_edit) { this.grab = 1; }
1393         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1394         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1395         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1396
1397         if(autocvar_g_monsters_playerclip_collisions)
1398                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1399
1400         if(mon.spawnflags & MONSTER_TYPE_FLY)
1401         {
1402                 this.flags |= FL_FLY;
1403                 set_movetype(this, MOVETYPE_FLY);
1404         }
1405
1406         if((mon.spawnflags & MONSTER_SIZE_QUAKE) && autocvar_g_monsters_quake_resize && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1407                 this.scale *= 1.3;
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 }