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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 #if defined(CSQC)
2 #elif defined(MENUQC)
3 #elif defined(SVQC)
4     #include <lib/warpzone/common.qh>
5     #include "../constants.qh"
6     #include "../teams.qh"
7     #include "../util.qh"
8     #include "all.qh"
9     #include "sv_monsters.qh"
10         #include "../physics/movelib.qh"
11     #include "../weapons/all.qh"
12     #include <server/autocvars.qh>
13     #include <server/defs.qh>
14     #include "../deathtypes/all.qh"
15     #include <server/mutators/all.qh>
16         #include <server/steerlib.qh>
17         #include "../turrets/sv_turrets.qh"
18         #include "../turrets/util.qh"
19     #include "../vehicles/all.qh"
20     #include <server/campaign.qh>
21     #include <server/command/_all.qh>
22         #include "../triggers/triggers.qh"
23     #include <lib/csqcmodel/sv_model.qh>
24     #include <server/round_handler.qh>
25 #endif
26
27 void monsters_setstatus(entity this)
28 {
29         this.stat_monsters_total = monsters_total;
30         this.stat_monsters_killed = monsters_killed;
31 }
32
33 void monster_dropitem(entity this, entity attacker)
34 {
35         if(!this.candrop || !this.monster_loot)
36                 return;
37
38         vector org = this.origin + ((this.mins + this.maxs) * 0.5);
39         entity e = new(droppedweapon); // use weapon handling to remove it on touch
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                 e.monster_loot(e);
51                 e.gravity = 1;
52                 set_movetype(e, MOVETYPE_TOSS);
53                 e.reset = SUB_Remove;
54                 setorigin(e, org);
55                 e.velocity = randomvec() * 175 + '0 0 325';
56                 e.item_spawnshieldtime = time + 0.7;
57                 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
58         }
59 }
60
61 void monster_makevectors(entity this, entity targ)
62 {
63         if(IS_MONSTER(this))
64         {
65                 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
66                 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
67                 this.v_angle_x = -this.v_angle_x;
68         }
69
70         makevectors(this.v_angle);
71 }
72
73 // ===============
74 // Target handling
75 // ===============
76
77 bool Monster_ValidTarget(entity this, entity targ)
78 {
79         // ensure we're not checking nonexistent monster/target
80         if(!this || !targ) { return false; }
81
82         if((targ == this)
83         || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
84         || (IS_VEHICLE(targ) && !((get_monsterinfo(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
85         || (time < game_starttime) // monsters do nothing before match has started
86         || (targ.takedamage == DAMAGE_NO)
87         || (targ.items & IT_INVISIBILITY)
88         || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
89         || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
90         || (this.monster_follow == targ || targ.monster_follow == this)
91         || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
92         || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
93         || (SAME_TEAM(targ, this))
94         || (STAT(FROZEN, targ))
95         || (targ.alpha != 0 && targ.alpha < 0.5)
96         )
97         {
98                 // if any of the above checks fail, target is not valid
99                 return false;
100         }
101
102         traceline(this.origin + this.view_ofs, targ.origin, 0, this);
103
104         if((trace_fraction < 1) && (trace_ent != targ))
105                 return false;
106
107         if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
108         if(this.enemy != targ)
109         {
110                 float dot;
111
112                 makevectors (this.angles);
113                 dot = normalize (targ.origin - this.origin) * v_forward;
114
115                 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
116         }
117
118         return true; // this target is valid!
119 }
120
121 entity Monster_FindTarget(entity mon)
122 {
123         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
124
125         entity closest_target = NULL;
126
127         // find the closest acceptable target to pass to
128         FOREACH_ENTITY_RADIUS(mon.origin, mon.target_range, it.monster_attack,
129         {
130                 if(Monster_ValidTarget(mon, it))
131                 {
132                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
133                         vector head_center = CENTER_OR_VIEWOFS(it);
134                         vector ent_center = CENTER_OR_VIEWOFS(mon);
135
136                         if(closest_target)
137                         {
138                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
139                                 if(vlen2(ent_center - head_center) < vlen2(ent_center - closest_target_center))
140                                         { closest_target = it; }
141                         }
142                         else { closest_target = it; }
143                 }
144         });
145
146         return closest_target;
147 }
148
149 void monster_setupcolors(entity mon)
150 {
151         if(IS_PLAYER(mon.realowner))
152                 mon.colormap = mon.realowner.colormap;
153         else if(teamplay && mon.team)
154                 mon.colormap = 1024 + (mon.team - 1) * 17;
155         else
156         {
157                 if(mon.monster_skill <= MONSTER_SKILL_EASY)
158                         mon.colormap = 1029;
159                 else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
160                         mon.colormap = 1027;
161                 else if(mon.monster_skill <= MONSTER_SKILL_HARD)
162                         mon.colormap = 1038;
163                 else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
164                         mon.colormap = 1028;
165                 else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
166                         mon.colormap = 1032;
167                 else
168                         mon.colormap = 1024;
169         }
170 }
171
172 void monster_changeteam(entity ent, float newteam)
173 {
174         if(!teamplay) { return; }
175
176         ent.team = newteam;
177         ent.monster_attack = true; // new team, activate attacking
178         monster_setupcolors(ent);
179
180         if(ent.sprite)
181         {
182                 WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
183
184                 ent.sprite.team = newteam;
185                 ent.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_TRACE("Invalid sound info line: ", s);
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         float fh;
299         string s;
300         var .string field;
301         fh = fopen(f, FILE_READ);
302         if(fh < 0)
303         {
304                 LOG_TRACE("Monster sound file not found: ", f);
305                 return false;
306         }
307         while((s = fgets(fh)))
308         {
309                 if(tokenize_console(s) != 3)
310                         continue;
311                 field = Monster_Sound_SampleField(argv(0));
312                 if(GetMonsterSoundSampleField_notFound)
313                         continue;
314                 if (this.(field))
315                         strunzone(this.(field));
316                 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
317         }
318         fclose(fh);
319         return true;
320 }
321
322 .int skin_for_monstersound;
323 void Monster_Sounds_Update(entity this)
324 {
325         if(this.skin == this.skin_for_monstersound) { return; }
326
327         this.skin_for_monstersound = this.skin;
328         Monster_Sounds_Clear(this);
329         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
330                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
331 }
332
333 void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan)
334 {
335         if(!autocvar_g_monsters_sounds) { return; }
336
337         if(delaytoo)
338         if(time < this.msound_delay)
339                 return; // too early
340         GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
341
342         this.msound_delay = time + sound_delay;
343 }
344
345
346 // =======================
347 // Monster attack handlers
348 // =======================
349
350 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
351 {
352         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
353
354         setanim(this, anim, false, true, false);
355
356         if(this.animstate_endtime > time && IS_MONSTER(this))
357                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
358         else
359                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
360
361         monster_makevectors(this, targ);
362
363         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
364
365         if(trace_ent.takedamage)
366                 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
367
368         return true;
369 }
370
371 bool Monster_Attack_Leap_Check(entity this, vector vel)
372 {
373         if(this.state && IS_MONSTER(this))
374                 return false; // already attacking
375         if(!IS_ONGROUND(this))
376                 return false; // not on the ground
377         if(this.health <= 0 || IS_DEAD(this))
378                 return false; // called when dead?
379         if(time < this.attack_finished_single[0])
380                 return false; // still attacking
381
382         vector old = this.velocity;
383
384         this.velocity = vel;
385         tracetoss(this, this);
386         this.velocity = old;
387         if (trace_ent != this.enemy)
388                 return false;
389
390         return true;
391 }
392
393 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
394 {
395         if(!Monster_Attack_Leap_Check(this, vel))
396                 return false;
397
398         setanim(this, anm, false, true, false);
399
400         if(this.animstate_endtime > time && (this.flags & FL_MONSTER))
401                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
402         else
403                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
404
405         if(this.flags & FL_MONSTER)
406                 this.state = MONSTER_ATTACK_RANGED;
407         settouch(this, touchfunc);
408         this.origin_z += 1;
409         this.velocity = vel;
410         UNSET_ONGROUND(this);
411
412         return true;
413 }
414
415 void Monster_Attack_Check(entity this, entity targ)
416 {
417         if((this == NULL || targ == NULL)
418         || (!this.monster_attackfunc)
419         || (time < this.attack_finished_single[0])
420         ) { return; }
421
422         if(vdist(targ.origin - this.origin, <=, this.attack_range))
423         {
424                 bool attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ);
425                 if(attack_success == 1)
426                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
427                 else if(attack_success > 0)
428                         return;
429         }
430
431         if(vdist(targ.origin - this.origin, >, this.attack_range))
432         {
433                 float attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ);
434                 if(attack_success == 1)
435                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
436                 else if(attack_success > 0)
437                         return;
438         }
439 }
440
441
442 // ======================
443 // Main monster functions
444 // ======================
445
446 void Monster_UpdateModel(entity this)
447 {
448         // assume some defaults
449         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
450         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
451         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
452         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
453         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
454         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
455         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
456         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
457         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
458         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
459
460         // then get the real values
461         Monster mon = get_monsterinfo(this.monsterid);
462         mon.mr_anim(mon, this);
463 }
464
465 void Monster_Touch(entity this, entity toucher)
466 {
467         if(toucher == NULL) { return; }
468
469         if(toucher.monster_attack)
470         if(this.enemy != toucher)
471         if(!IS_MONSTER(toucher))
472         if(Monster_ValidTarget(this, toucher))
473                 this.enemy = toucher;
474 }
475
476 void Monster_Miniboss_Check(entity this)
477 {
478         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
479                 return;
480
481         float chance = random() * 100;
482
483         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
484         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
485         {
486                 this.health += autocvar_g_monsters_miniboss_healthboost;
487                 this.effects |= EF_RED;
488                 if(!this.weapon)
489                         this.weapon = WEP_VORTEX.m_id;
490         }
491 }
492
493 bool Monster_Respawn_Check(entity this)
494 {
495         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
496         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
497                 return true; // enabled by a mutator
498
499         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
500                 return false;
501
502         if(!autocvar_g_monsters_respawn)
503                 return false;
504
505         return true;
506 }
507
508 void Monster_Respawn(entity this) { Monster_Spawn(this, this.monsterid); }
509
510 void Monster_Dead_Fade(entity this)
511 {
512         if(Monster_Respawn_Check(this))
513         {
514                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
515                 setthink(this, Monster_Respawn);
516                 this.nextthink = time + this.respawntime;
517                 this.monster_lifetime = 0;
518                 this.deadflag = DEAD_RESPAWNING;
519                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
520                 {
521                         this.pos1 = this.origin;
522                         this.pos2 = this.angles;
523                 }
524                 this.event_damage = func_null;
525                 this.takedamage = DAMAGE_NO;
526                 setorigin(this, this.pos1);
527                 this.angles = this.pos2;
528                 this.health = this.max_health;
529                 setmodel(this, MDL_Null);
530         }
531         else
532         {
533                 // number of monsters spawned with mobspawn command
534                 totalspawned -= 1;
535
536                 SUB_SetFade(this, time + 3, 1);
537         }
538 }
539
540 void Monster_Use(entity this, entity actor, entity trigger)
541 {
542         if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
543 }
544
545 vector Monster_Move_Target(entity this, entity targ)
546 {
547         // enemy is always preferred target
548         if(this.enemy)
549         {
550                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
551                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
552                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
553
554                 if((this.enemy == NULL)
555                         || (IS_DEAD(this.enemy) || this.enemy.health < 1)
556                         || (STAT(FROZEN, this.enemy))
557                         || (this.enemy.flags & FL_NOTARGET)
558                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
559                         || (this.enemy.takedamage == DAMAGE_NO)
560                         || (vdist(this.origin - targ_origin, >, this.target_range))
561                         || ((trace_fraction < 1) && (trace_ent != this.enemy)))
562                 {
563                         this.enemy = NULL;
564                         this.pass_distance = 0;
565                 }
566
567                 if(this.enemy)
568                 {
569                         /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
570                         print("Trace origin: ", vtos(targ_origin), "\n");
571                         print("Target origin: ", vtos(this.enemy.origin), "\n");
572                         print("My origin: ", vtos(this.origin), "\n"); */
573
574                         this.monster_movestate = MONSTER_MOVE_ENEMY;
575                         this.last_trace = time + 1.2;
576                         if(this.monster_moveto)
577                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
578                         else
579                                 return targ_origin;
580                 }
581
582                 /*makevectors(this.angles);
583                 this.monster_movestate = MONSTER_MOVE_ENEMY;
584                 this.last_trace = time + 1.2;
585                 return this.enemy.origin; */
586         }
587
588         switch(this.monster_moveflags)
589         {
590                 case MONSTER_MOVE_FOLLOW:
591                 {
592                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
593                         this.last_trace = time + 0.3;
594                         return (this.monster_follow) ? this.monster_follow.origin : this.origin;
595                 }
596                 case MONSTER_MOVE_SPAWNLOC:
597                 {
598                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
599                         this.last_trace = time + 2;
600                         return this.pos1;
601                 }
602                 case MONSTER_MOVE_NOMOVE:
603                 {
604                         if(this.monster_moveto)
605                         {
606                                 this.last_trace = time + 0.5;
607                                 return this.monster_moveto;
608                         }
609                         else
610                         {
611                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
612                                 this.last_trace = time + 2;
613                         }
614                         return this.origin;
615                 }
616                 default:
617                 case MONSTER_MOVE_WANDER:
618                 {
619                         vector pos;
620                         this.monster_movestate = MONSTER_MOVE_WANDER;
621
622                         if(this.monster_moveto)
623                         {
624                                 this.last_trace = time + 0.5;
625                                 pos = this.monster_moveto;
626                         }
627                         else if(targ)
628                         {
629                                 this.last_trace = time + 0.5;
630                                 pos = targ.origin;
631                         }
632                         else
633                         {
634                                 this.last_trace = time + this.wander_delay;
635
636                                 this.angles_y = rint(random() * 500);
637                                 makevectors(this.angles);
638                                 pos = this.origin + v_forward * this.wander_distance;
639
640                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
641                                 {
642                                         pos.z = random() * 200;
643                                         if(random() >= 0.5)
644                                                 pos.z *= -1;
645                                 }
646                         }
647
648                         return pos;
649                 }
650         }
651 }
652
653 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
654 {
655         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
656         float initial_height = 0; //min(50, (targ_distance * tanh(20)));
657         float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
658         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
659
660         vector targpos;
661         if(current_height) // make sure we can actually do this arcing path
662         {
663                 targpos = (to + ('0 0 1' * current_height));
664                 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
665                 if(trace_fraction < 1)
666                 {
667                         //print("normal arc line failed, trying to find new pos...");
668                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
669                         targpos = (trace_endpos + '0 0 -10');
670                         WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
671                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
672                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
673                 }
674         }
675         else { targpos = to; }
676
677         //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
678
679         vector desired_direction = normalize(targpos - from);
680         if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
681         else { this.velocity = (desired_direction * movespeed); }
682
683         //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
684         //this.angles = vectoangles(this.velocity);
685 }
686
687 .entity draggedby;
688
689 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
690 {
691         if(this.target2) { this.goalentity = find(NULL, targetname, this.target2); }
692
693         entity targ;
694
695         if(STAT(FROZEN, this) == 2)
696         {
697                 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
698                 this.health = max(1, this.revive_progress * this.max_health);
699                 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
700
701                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
702                         WaypointSprite_UpdateHealth(this.sprite, this.health);
703
704                 movelib_brake_simple(this, stpspeed);
705                 setanim(this, this.anim_idle, true, false, false);
706
707                 this.enemy = NULL;
708                 this.nextthink = time + this.ticrate;
709
710                 if(this.revive_progress >= 1)
711                         Unfreeze(this);
712
713                 return;
714         }
715         else if(STAT(FROZEN, this) == 3)
716         {
717                 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
718                 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
719
720                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
721                         WaypointSprite_UpdateHealth(this.sprite, this.health);
722
723                 movelib_brake_simple(this, stpspeed);
724                 setanim(this, this.anim_idle, true, false, false);
725
726                 this.enemy = NULL;
727                 this.nextthink = time + this.ticrate;
728
729                 if(this.health < 1)
730                 {
731                         Unfreeze(this);
732                         this.health = 0;
733                         if(this.event_damage)
734                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
735                 }
736
737                 else if ( this.revive_progress <= 0 )
738                         Unfreeze(this);
739
740                 return;
741         }
742
743         if(this.flags & FL_SWIM)
744         {
745                 if(this.waterlevel < WATERLEVEL_WETFEET)
746                 {
747                         if(time >= this.last_trace)
748                         {
749                                 this.last_trace = time + 0.4;
750
751                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
752                                 this.angles = '90 90 0';
753                                 if(random() < 0.5)
754                                 {
755                                         this.velocity_y += random() * 50;
756                                         this.velocity_x -= random() * 50;
757                                 }
758                                 else
759                                 {
760                                         this.velocity_y -= random() * 50;
761                                         this.velocity_x += random() * 50;
762                                 }
763                                 this.velocity_z += random() * 150;
764                         }
765
766
767                         set_movetype(this, MOVETYPE_BOUNCE);
768                         //this.velocity_z = -200;
769
770                         return;
771                 }
772                 else if(this.move_movetype == MOVETYPE_BOUNCE)
773                 {
774                         this.angles_x = 0;
775                         set_movetype(this, MOVETYPE_WALK);
776                 }
777         }
778
779         targ = this.goalentity;
780
781         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
782                 || gameover
783                 || this.draggedby != NULL
784                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
785                 || time < game_starttime
786                 || (autocvar_g_campaign && !campaign_bots_may_start)
787                 || time < this.spawn_time)
788         {
789                 runspeed = walkspeed = 0;
790                 if(time >= this.spawn_time)
791                         setanim(this, this.anim_idle, true, false, false);
792                 movelib_brake_simple(this, stpspeed);
793                 return;
794         }
795
796         targ = M_ARGV(3, entity);
797         runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
798         walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
799
800         if(teamplay)
801         if(autocvar_g_monsters_teams)
802         if(DIFF_TEAM(this.monster_follow, this))
803                 this.monster_follow = NULL;
804
805         if(time >= this.last_enemycheck)
806         {
807                 if(!this.enemy)
808                 {
809                         this.enemy = Monster_FindTarget(this);
810                         if(this.enemy)
811                         {
812                                 WarpZone_RefSys_Copy(this.enemy, this);
813                                 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
814                                 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
815                                 this.monster_moveto = '0 0 0';
816                                 this.monster_face = '0 0 0';
817
818                                 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)));
819                                 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
820                         }
821                 }
822
823                 this.last_enemycheck = time + 1; // check for enemies every second
824         }
825
826         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
827         {
828                 this.state = 0;
829                 settouch(this, Monster_Touch);
830         }
831
832         if(this.state && time >= this.attack_finished_single[0])
833                 this.state = 0; // attack is over
834
835         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
836         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
837                 this.moveto = Monster_Move_Target(this, targ);
838
839         if(!this.enemy)
840                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
841
842         if(this.state == MONSTER_ATTACK_MELEE)
843                 this.moveto = this.origin;
844
845         if(this.enemy && this.enemy.vehicle)
846                 runspeed = 0;
847
848         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
849                 this.moveto_z = this.origin_z;
850
851         if(vdist(this.origin - this.moveto, >, 100))
852         {
853                 float do_run = (this.enemy || this.monster_moveto);
854                 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
855                         Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
856
857                 if(time > this.pain_finished) // TODO: use anim_finished instead!
858                 if(!this.state)
859                 if(time > this.anim_finished)
860                 if(vdist(this.velocity, >, 10))
861                         setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
862                 else
863                         setanim(this, this.anim_idle, true, false, false);
864         }
865         else
866         {
867                 entity e = find(NULL, targetname, this.target2);
868                 if(e.target2)
869                         this.target2 = e.target2;
870                 else if(e.target)
871                         this.target2 = e.target;
872
873                 movelib_brake_simple(this, stpspeed);
874                 if(time > this.anim_finished)
875                 if(time > this.pain_finished)
876                 if(!this.state)
877                 if(vdist(this.velocity, <=, 30))
878                         setanim(this, this.anim_idle, true, false, false);
879         }
880
881         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
882
883         vector real_angle = vectoangles(this.steerto) - this.angles;
884         float turny = 25;
885         if(this.state == MONSTER_ATTACK_MELEE)
886                 turny = 0;
887         if(turny)
888         {
889                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
890                 this.angles_y += turny;
891         }
892
893         Monster_Attack_Check(this, this.enemy);
894 }
895
896 void Monster_Remove(entity this)
897 {
898         if(IS_CLIENT(this))
899                 return; // don't remove it?
900
901         if(!this) { return; }
902
903         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
904                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
905
906         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
907         {
908                 .entity weaponentity = weaponentities[slot];
909                 if(this.(weaponentity))
910                         delete(this.(weaponentity));
911         }
912         if(this.iceblock) { delete(this.iceblock); }
913         WaypointSprite_Kill(this.sprite);
914         delete(this);
915 }
916
917 void Monster_Dead_Think(entity this)
918 {
919         this.nextthink = time + this.ticrate;
920
921         if(this.monster_lifetime != 0)
922         if(time >= this.monster_lifetime)
923         {
924                 Monster_Dead_Fade(this);
925                 return;
926         }
927 }
928
929 void Monster_Appear(entity this, entity actor, entity trigger)
930 {
931         this.enemy = actor;
932         this.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
933         Monster_Spawn(this, this.monsterid);
934 }
935
936 bool Monster_Appear_Check(entity this, int monster_id)
937 {
938         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
939                 return false;
940
941         setthink(this, func_null);
942         this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
943         this.nextthink = 0;
944         this.use = Monster_Appear;
945         this.flags = FL_MONSTER; // set so this monster can get butchered
946
947         return true;
948 }
949
950 void Monster_Reset(entity this)
951 {
952         setorigin(this, this.pos1);
953         this.angles = this.pos2;
954
955         Unfreeze(this); // remove any icy remains
956
957         this.health = this.max_health;
958         this.velocity = '0 0 0';
959         this.enemy = NULL;
960         this.goalentity = NULL;
961         this.attack_finished_single[0] = 0;
962         this.moveto = this.origin;
963 }
964
965 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
966 {
967         this.health -= damage;
968
969         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
970
971         if(this.health <= -50) // 100 health until gone?
972         {
973                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
974
975                 // number of monsters spawned with mobspawn command
976                 totalspawned -= 1;
977
978                 setthink(this, SUB_Remove);
979                 this.nextthink = time + 0.1;
980                 this.event_damage = func_null;
981         }
982 }
983
984 void Monster_Dead(entity this, entity attacker, float gibbed)
985 {
986         setthink(this, Monster_Dead_Think);
987         this.nextthink = time;
988         this.monster_lifetime = time + 5;
989
990         if(STAT(FROZEN, this))
991         {
992                 Unfreeze(this); // remove any icy remains
993                 this.health = 0; // reset by Unfreeze
994         }
995
996         monster_dropitem(this, attacker);
997
998         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
999
1000         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1001                 monsters_killed += 1;
1002
1003         if(IS_PLAYER(attacker))
1004         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
1005                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1006
1007         if(gibbed)
1008         {
1009                 // number of monsters spawned with mobspawn command
1010                 totalspawned -= 1;
1011         }
1012
1013         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
1014         this.solid                      = SOLID_CORPSE;
1015         this.takedamage         = DAMAGE_AIM;
1016         this.deadflag           = DEAD_DEAD;
1017         this.enemy                      = NULL;
1018         set_movetype(this, MOVETYPE_TOSS);
1019         this.moveto                     = this.origin;
1020         settouch(this, Monster_Touch); // reset incase monster was pouncing
1021         this.reset                      = func_null;
1022         this.state                      = 0;
1023         this.attack_finished_single[0] = 0;
1024         this.effects = 0;
1025
1026         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
1027                 this.velocity = '0 0 0';
1028
1029         CSQCModel_UnlinkEntity(this);
1030
1031         Monster mon = get_monsterinfo(this.monsterid);
1032         mon.mr_death(mon, this);
1033
1034         if(this.candrop && this.weapon)
1035                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325');
1036 }
1037
1038 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1039 {
1040         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1041                 return;
1042
1043         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1044                 return;
1045
1046         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1047                 //return;
1048
1049         if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1050                 return;
1051
1052         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1053                 return;
1054
1055         vector v;
1056         float take, save;
1057
1058         v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1059         take = v_x;
1060         save = v_y;
1061
1062         Monster mon = get_monsterinfo(this.monsterid);
1063         take = mon.mr_pain(mon, this, take, attacker, deathtype);
1064
1065         if(take)
1066         {
1067                 this.health -= take;
1068                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1069         }
1070
1071         if(this.sprite)
1072                 WaypointSprite_UpdateHealth(this.sprite, this.health);
1073
1074         this.dmg_time = time;
1075
1076         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
1077                 spamsound (this, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1078
1079         this.velocity += force * this.damageforcescale;
1080
1081         if(deathtype != DEATH_DROWN.m_id && take)
1082         {
1083                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1084                 if (take > 50)
1085                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1086                 if (take > 100)
1087                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1088         }
1089
1090         if(this.health <= 0)
1091         {
1092                 if(deathtype == DEATH_KILL.m_id)
1093                         this.candrop = false; // killed by mobkill command
1094
1095                 // TODO: fix this?
1096                 SUB_UseTargets(this, attacker, this.enemy);
1097                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1098
1099                 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1100
1101                 WaypointSprite_Kill(this.sprite);
1102
1103                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1104
1105                 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1106                 {
1107                         Violence_GibSplash(this, 1, 0.5, attacker);
1108
1109                         setthink(this, SUB_Remove);
1110                         this.nextthink = time + 0.1;
1111                 }
1112         }
1113 }
1114
1115 // don't check for enemies, just keep walking in a straight line
1116 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1117 {
1118         if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1119         {
1120                 mspeed = 0;
1121                 if(time >= this.spawn_time)
1122                         setanim(this, this.anim_idle, true, false, false);
1123                 movelib_brake_simple(this, 0.6);
1124                 return;
1125         }
1126
1127         float reverse = false;
1128         vector a, b;
1129
1130         makevectors(this.angles);
1131         a = this.origin + '0 0 16';
1132         b = this.origin + '0 0 16' + v_forward * 32;
1133
1134         traceline(a, b, MOVE_NORMAL, this);
1135
1136         if(trace_fraction != 1.0)
1137         {
1138                 reverse = true;
1139
1140                 if(trace_ent)
1141                 if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH))
1142                         reverse = false;
1143         }
1144
1145         // TODO: fix this... tracing is broken if the floor is thin
1146         /*
1147         if(!allow_jumpoff)
1148         {
1149                 a = b - '0 0 32';
1150                 traceline(b, a, MOVE_WORLDONLY, this);
1151                 if(trace_fraction == 1.0)
1152                         reverse = true;
1153         } */
1154
1155         if(reverse)
1156         {
1157                 this.angles_y = anglemods(this.angles_y - 180);
1158                 makevectors(this.angles);
1159         }
1160
1161         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1162
1163         if(time > this.pain_finished)
1164         if(time > this.attack_finished_single[0])
1165         if(vdist(this.velocity, >, 10))
1166                 setanim(this, this.anim_walk, true, false, false);
1167         else
1168                 setanim(this, this.anim_idle, true, false, false);
1169 }
1170
1171 void Monster_Anim(entity this)
1172 {
1173         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1174         if(IS_DEAD(this))
1175         {
1176                 if (!deadbits)
1177                 {
1178                         // Decide on which death animation to use.
1179                         if(random() < 0.5)
1180                                 deadbits = ANIMSTATE_DEAD1;
1181                         else
1182                                 deadbits = ANIMSTATE_DEAD2;
1183                 }
1184         }
1185         else
1186         {
1187                 // Clear a previous death animation.
1188                 deadbits = 0;
1189         }
1190         int animbits = deadbits;
1191         if(STAT(FROZEN, this))
1192                 animbits |= ANIMSTATE_FROZEN;
1193         if(this.crouch)
1194                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1195         animdecide_setstate(this, animbits, false);
1196         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1197
1198         /* // weapon entities for monsters?
1199         if (this.weaponentity)
1200         {
1201                 updateanim(this.weaponentity);
1202                 if (!this.weaponentity.animstate_override)
1203                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1204         }
1205         */
1206 }
1207
1208 void Monster_Think(entity this)
1209 {
1210         setthink(this, Monster_Think);
1211         this.nextthink = this.ticrate;
1212
1213         if(this.monster_lifetime)
1214         if(time >= this.monster_lifetime)
1215         {
1216                 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1217                 return;
1218         }
1219
1220         Monster mon = get_monsterinfo(this.monsterid);
1221         if(mon.mr_think(mon, this))
1222                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1223
1224         Monster_Anim(this);
1225
1226         CSQCMODEL_AUTOUPDATE(this);
1227 }
1228
1229 bool Monster_Spawn_Setup(entity this)
1230 {
1231         Monster mon = Monsters_from(this.monsterid);
1232         mon.mr_setup(mon, this);
1233
1234         // ensure some basic needs are met
1235         if(!this.health) { this.health = 100; }
1236         if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1237         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1238         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1239         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1240         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1241         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1242
1243         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1244         {
1245                 Monster_Miniboss_Check(this);
1246                 this.health *= MONSTER_SKILLMOD(this);
1247
1248                 if(!this.skin)
1249                         this.skin = rint(random() * 4);
1250         }
1251
1252         this.max_health = this.health;
1253         this.pain_finished = this.nextthink;
1254
1255         if(IS_PLAYER(this.monster_follow))
1256                 this.effects |= EF_DIMLIGHT;
1257
1258         if(!this.wander_delay) { this.wander_delay = 2; }
1259         if(!this.wander_distance) { this.wander_distance = 600; }
1260
1261         Monster_Sounds_Precache(this);
1262         Monster_Sounds_Update(this);
1263
1264         if(teamplay)
1265                 this.monster_attack = true; // we can have monster enemies in team games
1266
1267         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1268
1269         if(autocvar_g_monsters_healthbars)
1270         {
1271                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1272                 wp.wp_extra = this.monsterid;
1273                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1274                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1275                 {
1276                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1277                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1278                 }
1279         }
1280
1281         setthink(this, Monster_Think);
1282         this.nextthink = time + this.ticrate;
1283
1284         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1285                 return false;
1286
1287         return true;
1288 }
1289
1290 bool Monster_Spawn(entity this, int mon_id)
1291 {
1292         // setup the basic required properties for a monster
1293         entity mon = Monsters_from(mon_id);
1294         if(!mon.monsterid) { return false; } // invalid monster
1295
1296         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1297
1298         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1299                 IL_PUSH(g_monsters, this);
1300
1301         if(Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1302
1303         if(!this.monster_skill)
1304                 this.monster_skill = cvar("g_monsters_skill");
1305
1306         // support for quake style removing monsters based on skill
1307         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1308         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1309         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1310
1311         if(this.team && !teamplay)
1312                 this.team = 0;
1313
1314         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1315         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1316                 monsters_total += 1;
1317
1318         setmodel(this, mon.m_model);
1319         this.flags                              = FL_MONSTER;
1320         this.classname                  = "monster";
1321         this.takedamage                 = DAMAGE_AIM;
1322         this.bot_attack                 = true;
1323         this.iscreature                 = true;
1324         this.teleportable               = true;
1325         this.damagedbycontents  = true;
1326         this.monsterid                  = mon_id;
1327         this.event_damage               = Monster_Damage;
1328         settouch(this, Monster_Touch);
1329         this.use                                = Monster_Use;
1330         this.solid                              = SOLID_BBOX;
1331         set_movetype(this, MOVETYPE_WALK);
1332         this.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1333         this.enemy                              = NULL;
1334         this.velocity                   = '0 0 0';
1335         this.moveto                             = this.origin;
1336         this.pos1                               = this.origin;
1337         this.pos2                               = this.angles;
1338         this.reset                              = Monster_Reset;
1339         this.netname                    = mon.netname;
1340         this.monster_attackfunc = mon.monster_attackfunc;
1341         this.monster_name               = mon.monster_name;
1342         this.candrop                    = true;
1343         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1344         this.oldtarget2                 = this.target2;
1345         this.pass_distance              = 0;
1346         this.deadflag                   = DEAD_NO;
1347         this.noalign                    = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
1348         this.spawn_time                 = time;
1349         this.gravity                    = 1;
1350         this.monster_moveto             = '0 0 0';
1351         this.monster_face               = '0 0 0';
1352         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1353
1354         if(!this.scale) { this.scale = 1; }
1355         if(autocvar_g_monsters_edit) { this.grab = 1; }
1356         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1357         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1358         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1359
1360         if(autocvar_g_playerclip_collisions)
1361                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1362
1363         if(mon.spawnflags & MONSTER_TYPE_FLY)
1364         {
1365                 this.flags |= FL_FLY;
1366                 set_movetype(this, MOVETYPE_FLY);
1367         }
1368
1369         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1370         {
1371                 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1372                         this.scale *= 1.3;
1373
1374                 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1375                 if(autocvar_g_monsters_quake_resize)
1376                         this.scale *= 1.3;
1377         }
1378
1379         setsize(this, mon.mins * this.scale, mon.maxs * this.scale);
1380
1381         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1382
1383         Monster_UpdateModel(this);
1384
1385         if(!Monster_Spawn_Setup(this))
1386         {
1387                 Monster_Remove(this);
1388                 return false;
1389         }
1390
1391         if(!this.noalign)
1392         {
1393                 setorigin(this, this.origin + '0 0 20');
1394                 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1395                 setorigin(this, trace_endpos);
1396         }
1397
1398         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1399                 monster_setupcolors(this);
1400
1401         CSQCMODEL_AUTOINIT(this);
1402
1403         return true;
1404 }