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1 // =========================
2 //      SVQC Monster Properties
3 // =========================
4
5
6 void monster_item_spawn()
7 {
8         if(self.monster_loot)
9                 self.monster_loot();
10
11         self.gravity = 1;
12         self.reset = SUB_Remove;
13         self.noalign = TRUE;
14         self.velocity = randomvec() * 175 + '0 0 325';
15         self.classname = "droppedweapon"; // hax
16         self.item_spawnshieldtime = time + 0.7;
17
18         SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
19 }
20
21 void monster_dropitem()
22 {
23         if(!self.candrop || !self.monster_loot)
24                 return;
25
26         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
27         entity e = spawn();
28
29         setorigin(e, org);
30
31         e.monster_loot = self.monster_loot;
32
33         other = e;
34         MUTATOR_CALLHOOK(MonsterDropItem);
35         e = other;
36
37         if(e)
38         {
39                 e.think = monster_item_spawn;
40                 e.nextthink = time + 0.3;
41         }
42 }
43
44 float Monster_SkillModifier()
45 {
46         float t = 0.5+self.monster_skill*((1.2-0.3)/10);
47
48         return t;
49 }
50
51 float monster_isvalidtarget (entity targ, entity ent)
52 {
53         if(!targ || !ent)
54                 return FALSE; // someone doesn't exist
55
56         if(targ == ent)
57                 return FALSE; // don't attack ourselves
58
59         traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
60
61         if(trace_ent != targ)
62                 return FALSE;
63
64         if(targ.vehicle_flags & VHF_ISVEHICLE)
65         if(!((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED))
66                 return FALSE; // melee attacks are useless against vehicles
67
68         if(time < game_starttime)
69                 return FALSE; // monsters do nothing before the match has started
70
71         if(vlen(targ.origin - ent.origin) >= ent.target_range)
72                 return FALSE; // enemy is too far away
73
74         if(targ.takedamage == DAMAGE_NO)
75                 return FALSE; // enemy can't be damaged
76
77         if(targ.items & IT_INVISIBILITY)
78                 return FALSE; // enemy is invisible
79
80         if(substring(targ.classname, 0, 10) == "onslaught_")
81                 return FALSE; // don't attack onslaught targets
82
83         if(IS_SPEC(targ) || IS_OBSERVER(targ))
84                 return FALSE; // enemy is a spectator
85
86         if(!(targ.vehicle_flags & VHF_ISVEHICLE))
87         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
88                 return FALSE; // enemy/self is dead
89
90         if(ent.monster_owner == targ)
91                 return FALSE; // don't attack our master
92
93         if(targ.monster_owner == ent)
94                 return FALSE; // don't attack our pet
95
96         if(!(targ.vehicle_flags & VHF_ISVEHICLE))
97         if(targ.flags & FL_NOTARGET)
98                 return FALSE; // enemy can't be targeted
99
100         if(!autocvar_g_monsters_typefrag)
101         if(targ.BUTTON_CHAT)
102                 return FALSE; // no typefragging!
103
104         if(SAME_TEAM(targ, ent))
105                 return FALSE; // enemy is on our team
106
107         if (targ.freezetag_frozen)
108                 return FALSE; // ignore frozen
109
110         if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT)
111         if(ent.enemy != targ)
112         {
113                 float dot;
114
115                 makevectors (ent.angles);
116                 dot = normalize (targ.origin - ent.origin) * v_forward;
117
118                 if(dot <= 0.3)
119                         return FALSE;
120         }
121
122         return TRUE;
123 }
124
125 entity FindTarget (entity ent)
126 {
127         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
128
129         entity head, closest_target = world;
130         head = findradius(ent.origin, ent.target_range);
131
132         while(head) // find the closest acceptable target to pass to
133         {
134                 if(head.monster_attack)
135                 if(monster_isvalidtarget(head, ent))
136                 {
137                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
138                         vector head_center = CENTER_OR_VIEWOFS(head);
139                         vector ent_center = CENTER_OR_VIEWOFS(ent);
140
141                         //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
142                         if(closest_target)
143                         {
144                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
145                                 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
146                                         { closest_target = head; }
147                         }
148                         else { closest_target = head; }
149                 }
150
151                 head = head.chain;
152         }
153
154         return closest_target;
155 }
156
157 void MonsterTouch ()
158 {
159         if(other == world)
160                 return;
161
162         if(self.enemy != other)
163         if(!(other.flags & FL_MONSTER))
164         if(monster_isvalidtarget(other, self))
165                 self.enemy = other;
166 }
167
168 string get_monster_model_datafilename(string m, float sk, string fil)
169 {
170         if(m)
171                 m = strcat(m, "_");
172         else
173                 m = "models/monsters/*_";
174         if(sk >= 0)
175                 m = strcat(m, ftos(sk));
176         else
177                 m = strcat(m, "*");
178         return strcat(m, ".", fil);
179 }
180
181 void PrecacheMonsterSounds(string f)
182 {
183         float fh;
184         string s;
185         fh = fopen(f, FILE_READ);
186         if(fh < 0)
187                 return;
188         while((s = fgets(fh)))
189         {
190                 if(tokenize_console(s) != 3)
191                 {
192                         dprint("Invalid sound info line: ", s, "\n");
193                         continue;
194                 }
195                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
196         }
197         fclose(fh);
198 }
199
200 void precache_monstersounds()
201 {
202         string m = (get_monsterinfo(self.monsterid)).model;
203         float globhandle, n, i;
204         string f;
205
206         globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
207         if (globhandle < 0)
208                 return;
209         n = search_getsize(globhandle);
210         for (i = 0; i < n; ++i)
211         {
212                 //print(search_getfilename(globhandle, i), "\n");
213                 f = search_getfilename(globhandle, i);
214                 PrecacheMonsterSounds(f);
215         }
216         search_end(globhandle);
217 }
218
219 void ClearMonsterSounds()
220 {
221 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
222         ALLMONSTERSOUNDS
223 #undef _MSOUND
224 }
225
226 .string GetMonsterSoundSampleField(string type)
227 {
228         GetMonsterSoundSampleField_notFound = 0;
229         switch(type)
230         {
231 #define _MSOUND(m) case #m: return monstersound_##m;
232                 ALLMONSTERSOUNDS
233 #undef _MSOUND
234         }
235         GetMonsterSoundSampleField_notFound = 1;
236         return string_null;
237 }
238
239 float LoadMonsterSounds(string f, float first)
240 {
241         float fh;
242         string s;
243         var .string field;
244         fh = fopen(f, FILE_READ);
245         if(fh < 0)
246         {
247                 dprint("Monster sound file not found: ", f, "\n");
248                 return 0;
249         }
250         while((s = fgets(fh)))
251         {
252                 if(tokenize_console(s) != 3)
253                         continue;
254                 field = GetMonsterSoundSampleField(argv(0));
255                 if(GetMonsterSoundSampleField_notFound)
256                         continue;
257                 if(self.field)
258                         strunzone(self.field);
259                 self.field = strzone(strcat(argv(1), " ", argv(2)));
260         }
261         fclose(fh);
262         return 1;
263 }
264
265 .float skin_for_monstersound;
266 void UpdateMonsterSounds()
267 {
268         entity mon = get_monsterinfo(self.monsterid);
269
270         if(self.skin == self.skin_for_monstersound)
271                 return;
272         self.skin_for_monstersound = self.skin;
273         ClearMonsterSounds();
274         //LoadMonsterSounds("sound/monsters/default.sounds", 1);
275         if(!autocvar_g_debug_defaultsounds)
276         if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
277                 LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
278 }
279
280 void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
281 {
282         if(delaytoo && time < self.msound_delay)
283                 return; // too early
284         GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
285
286         self.msound_delay = time + sound_delay;
287 }
288
289 void monster_makevectors(entity e)
290 {
291         vector v;
292
293         v = e.origin + (e.mins + e.maxs) * 0.5;
294         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
295         self.v_angle_x = -self.v_angle_x;
296
297         makevectors(self.v_angle);
298 }
299
300 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
301 {
302         if (self.health <= 0)
303                 return FALSE; // attacking while dead?!
304
305         if(dostop)
306         {
307                 self.velocity_x = 0;
308                 self.velocity_y = 0;
309                 self.state = MONSTER_STATE_ATTACK_MELEE;
310         }
311
312         self.frame = anim;
313
314         if(anim_finished != 0)
315                 self.attack_finished_single = time + anim_finished;
316
317         monster_makevectors(targ);
318
319         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
320
321         if(trace_ent.takedamage)
322                 Damage(trace_ent, self, self, damg * Monster_SkillModifier(), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
323
324         return TRUE;
325 }
326
327 void Monster_CheckMinibossFlag ()
328 {
329         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
330                 return;
331
332         float chance = random() * 100;
333
334         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
335         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
336         {
337                 self.health += autocvar_g_monsters_miniboss_healthboost;
338                 self.effects |= EF_RED;
339                 if(!self.weapon)
340                         self.weapon = WEP_NEX;
341         }
342 }
343
344 float Monster_CanRespawn(entity ent)
345 {
346         other = ent;
347         if(ent.deadflag == DEAD_DEAD) // don't call when monster isn't dead
348         if(MUTATOR_CALLHOOK(MonsterRespawn))
349                 return TRUE; // enabled by a mutator
350
351         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
352                 return FALSE;
353
354         if(!autocvar_g_monsters_respawn)
355                 return FALSE;
356
357         return TRUE;
358 }
359
360 void Monster_Fade ()
361 {
362         if(Monster_CanRespawn(self))
363         {
364                 self.spawnflags |= MONSTERFLAG_RESPAWNED;
365                 self.think = self.monster_spawnfunc;
366                 self.nextthink = time + self.respawntime;
367                 self.ltime = 0;
368                 self.deadflag = DEAD_RESPAWNING;
369                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
370                 {
371                         self.pos1 = self.origin;
372                         self.pos2 = self.angles;
373                 }
374                 self.event_damage = func_null;
375                 self.takedamage = DAMAGE_NO;
376                 setorigin(self, self.pos1);
377                 self.angles = self.pos2;
378                 self.health = self.max_health;
379                 setmodel(self, "null");
380         }
381         else
382         {
383                 // number of monsters spawned with mobspawn command
384                 totalspawned -= 1;
385
386                 if(IS_CLIENT(self.realowner))
387                         self.realowner.monstercount -= 1;
388
389                 SUB_SetFade(self, time + 3, 1);
390         }
391 }
392
393 float Monster_CanJump (vector vel)
394 {
395         if(self.state)
396                 return FALSE; // already attacking
397         if(!(self.flags & FL_ONGROUND))
398                 return FALSE; // not on the ground
399         if(self.health <= 0)
400                 return FALSE; // called when dead?
401         if(time < self.attack_finished_single)
402                 return FALSE; // still attacking
403
404         vector old = self.velocity;
405
406         self.velocity = vel;
407         tracetoss(self, self);
408         self.velocity = old;
409         if (trace_ent != self.enemy)
410                 return FALSE;
411
412         return TRUE;
413 }
414
415 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
416 {
417         if(!Monster_CanJump(vel))
418                 return FALSE;
419
420         self.frame = anm;
421         self.state = MONSTER_STATE_ATTACK_LEAP;
422         self.touch = touchfunc;
423         self.origin_z += 1;
424         self.velocity = vel;
425         self.flags &= ~FL_ONGROUND;
426
427         self.attack_finished_single = time + anim_finished;
428
429         return TRUE;
430 }
431
432 void monster_checkattack(entity e, entity targ)
433 {
434         if(e == world)
435                 return;
436         if(targ == world)
437                 return;
438
439         if(!e.monster_attackfunc)
440                 return;
441
442         if(time < e.attack_finished_single)
443                 return;
444
445         if(vlen(targ.origin - e.origin) <= e.attack_range)
446         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
447         {
448                 MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
449                 return;
450         }
451
452         if(vlen(targ.origin - e.origin) > e.attack_range)
453         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
454         {
455                 MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
456                 return;
457         }
458 }
459
460 void monster_use ()
461 {
462         if(!self.enemy)
463         if(self.health > 0)
464         if(monster_isvalidtarget(activator, self))
465                 self.enemy = activator;
466 }
467
468 .float last_trace;
469 .float last_enemycheck; // for checking enemy
470 vector monster_pickmovetarget(entity targ)
471 {
472         // enemy is always preferred target
473         if(self.enemy)
474         {
475                 makevectors(self.angles);
476                 self.monster_movestate = MONSTER_MOVE_ENEMY;
477                 self.last_trace = time + 1.2;
478                 return self.enemy.origin;
479         }
480
481         switch(self.monster_moveflags)
482         {
483                 case MONSTER_MOVE_OWNER:
484                 {
485                         self.monster_movestate = MONSTER_MOVE_OWNER;
486                         self.last_trace = time + 0.3;
487                         return (self.monster_owner) ? self.monster_owner.origin : self.origin;
488                 }
489                 case MONSTER_MOVE_SPAWNLOC:
490                 {
491                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
492                         self.last_trace = time + 2;
493                         return self.pos1;
494                 }
495                 case MONSTER_MOVE_NOMOVE:
496                 {
497                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
498                         self.last_trace = time + 2;
499                         return self.origin;
500                 }
501                 default:
502                 case MONSTER_MOVE_WANDER:
503                 {
504                         vector pos;
505                         self.monster_movestate = MONSTER_MOVE_WANDER;
506                         self.last_trace = time + 2;
507
508                         self.angles_y = rint(random() * 500);
509                         makevectors(self.angles);
510                         pos = self.origin + v_forward * 600;
511
512                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
513                         if(self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
514                         {
515                                 pos_z = random() * 200;
516                                 if(random() >= 0.5)
517                                         pos_z *= -1;
518                         }
519
520                         if(targ)
521                         {
522                                 self.last_trace = time + 0.5;
523                                 pos = targ.origin;
524                         }
525
526                         return pos;
527                 }
528         }
529 }
530
531 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
532 {
533         fixedmakevectors(self.angles);
534
535         if(self.target2)
536                 self.goalentity = find(world, targetname, self.target2);
537
538         entity targ;
539
540         if(self.flags & FL_SWIM)
541         {
542                 if(self.waterlevel < WATERLEVEL_WETFEET)
543                 {
544                         if(time >= self.last_trace)
545                         {
546                                 self.fish_wasdrowning = TRUE;
547                                 self.last_trace = time + 0.4;
548
549                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
550                                 self.angles = '90 90 0';
551                                 if(random() < 0.5)
552                                 {
553                                         self.velocity_y += random() * 50;
554                                         self.velocity_x -= random() * 50;
555                                 }
556                                 else
557                                 {
558                                         self.velocity_y -= random() * 50;
559                                         self.velocity_x += random() * 50;
560                                 }
561                                 self.velocity_z += random() * 150;
562                         }
563
564
565                         self.movetype = MOVETYPE_BOUNCE;
566                         //self.velocity_z = -200;
567
568                         return;
569                 }
570                 else if(self.fish_wasdrowning)
571                 {
572                         self.fish_wasdrowning = FALSE;
573                         self.angles_x = 0;
574                         self.movetype = MOVETYPE_WALK;
575                 }
576         }
577
578         targ = self.goalentity;
579
580         monster_target = targ;
581         monster_speed_run = runspeed;
582         monster_speed_walk = walkspeed;
583
584         if(MUTATOR_CALLHOOK(MonsterMove) || gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
585         {
586                 runspeed = walkspeed = 0;
587                 if(time >= self.spawn_time)
588                         self.frame = manim_idle;
589                 movelib_beak_simple(stopspeed);
590                 return;
591         }
592
593         targ = monster_target;
594         runspeed = bound(0, monster_speed_run * Monster_SkillModifier(), runspeed * 2); // limit maxspeed to prevent craziness
595         walkspeed = bound(0, monster_speed_walk * Monster_SkillModifier(), walkspeed * 2); // limit maxspeed to prevent craziness
596
597         if(time < self.spider_slowness)
598         {
599                 runspeed *= 0.5;
600                 walkspeed *= 0.5;
601         }
602
603         if(teamplay)
604         if(autocvar_g_monsters_teams)
605         if(DIFF_TEAM(self.monster_owner, self))
606                 self.monster_owner = world;
607
608         if(self.enemy && self.enemy.health < 1)
609                 self.enemy = world; // enough!
610
611         if(time >= self.last_enemycheck)
612         {
613                 if(!monster_isvalidtarget(self.enemy, self))
614                         self.enemy = world;
615
616                 if(!self.enemy)
617                 {
618                         self.enemy = FindTarget(self);
619                         if(self.enemy)
620                                 MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
621                 }
622
623                 self.last_enemycheck = time + 0.5;
624         }
625
626         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
627                 self.state = 0;
628
629         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
630         if(time >= self.last_trace || self.enemy) // update enemy instantly
631                 self.moveto = monster_pickmovetarget(targ);
632
633         if(!self.enemy)
634                 MonsterSound(monstersound_idle, 7, TRUE, CH_VOICE);
635
636         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
637                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
638
639         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
640         {
641                 self.state = 0;
642                 self.touch = MonsterTouch;
643         }
644
645         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
646
647         float turny = 0;
648         vector real_angle = vectoangles(self.steerto) - self.angles;
649
650         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
651                 turny = 20;
652
653         if(self.flags & FL_SWIM)
654                 turny = vlen(self.angles - self.moveto);
655
656         if(turny)
657         {
658                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
659                 self.angles_y += turny;
660         }
661
662         if(self.state == MONSTER_STATE_ATTACK_MELEE)
663                 self.moveto = self.origin;
664
665         if(self.enemy && self.enemy.vehicle)
666                 runspeed = 0;
667
668         if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
669                 v_forward = normalize(self.moveto - self.origin);
670         else
671                 self.moveto_z = self.origin_z;
672
673         if(vlen(self.origin - self.moveto) > 64)
674         {
675                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
676                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
677                 else
678                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
679
680                 if(time > self.pain_finished)
681                 if(time > self.attack_finished_single)
682                 if(vlen(self.velocity) > 10)
683                         self.frame = ((self.enemy) ? manim_run : manim_walk);
684                 else
685                         self.frame = manim_idle;
686         }
687         else
688         {
689                 entity e = find(world, targetname, self.target2);
690                 if(e.target2)
691                         self.target2 = e.target2;
692                 else if(e.target)
693                         self.target2 = e.target;
694
695                 movelib_beak_simple(stopspeed);
696                 if(time > self.attack_finished_single)
697                 if(time > self.pain_finished)
698                 if (vlen(self.velocity) <= 30)
699                         self.frame = manim_idle;
700         }
701
702         monster_checkattack(self, self.enemy);
703 }
704
705 void monster_remove(entity mon)
706 {
707         if(!mon)
708                 return; // nothing to remove
709
710         pointparticles(particleeffectnum("item_pickup"), mon.origin, '0 0 0', 1);
711
712         if(mon.weaponentity)
713                 remove(mon.weaponentity);
714
715         WaypointSprite_Kill(mon.sprite);
716
717         remove(mon);
718 }
719
720 void monster_dead_think()
721 {
722         self.nextthink = time + self.ticrate;
723
724         CSQCMODEL_AUTOUPDATE();
725
726         if(self.ltime != 0)
727         if(time >= self.ltime)
728         {
729                 Monster_Fade();
730                 return;
731         }
732 }
733
734 void monsters_setstatus()
735 {
736         self.stat_monsters_total = monsters_total;
737         self.stat_monsters_killed = monsters_killed;
738 }
739
740 void Monster_Appear()
741 {
742         self.enemy = activator;
743         self.spawnflags &= ~MONSTERFLAG_APPEAR;
744         self.monster_spawnfunc();
745 }
746
747 float Monster_CheckAppearFlags(entity ent)
748 {
749         if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
750                 return FALSE;
751
752         ent.think = func_null;
753         ent.nextthink = 0;
754         ent.use = Monster_Appear;
755         ent.flags = FL_MONSTER; // set so this monster can get butchered
756
757         return TRUE;
758 }
759
760 void monsters_reset()
761 {
762         setorigin(self, self.pos1);
763         self.angles = self.pos2;
764
765         self.health = self.max_health;
766         self.velocity = '0 0 0';
767         self.enemy = world;
768         self.goalentity = world;
769         self.attack_finished_single = 0;
770         self.moveto = self.origin;
771 }
772
773 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
774 {
775         self.health -= damage;
776
777         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
778
779         if(self.health <= -100) // 100 health until gone?
780         {
781                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
782
783                 // number of monsters spawned with mobspawn command
784                 totalspawned -= 1;
785
786                 if(IS_CLIENT(self.realowner))
787                         self.realowner.monstercount -= 1;
788
789                 self.think = SUB_Remove;
790                 self.nextthink = time + 0.1;
791         }
792 }
793
794 void monster_die(entity attacker, float gibbed)
795 {
796         self.think = monster_dead_think;
797         self.nextthink = time;
798         self.ltime = time + 5;
799
800         monster_dropitem();
801
802         MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
803
804         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED))
805                 monsters_killed += 1;
806
807         if(IS_PLAYER(attacker))
808         if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED)))
809                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
810
811         if(gibbed)
812         {
813                 // number of monsters spawned with mobspawn command
814                 totalspawned -= 1;
815
816                 if(IS_CLIENT(self.realowner))
817                         self.realowner.monstercount -= 1;
818         }
819
820         if(self.candrop && self.weapon)
821                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
822
823         self.event_damage       = monsters_corpse_damage;
824         self.solid                      = SOLID_CORPSE;
825         self.takedamage         = DAMAGE_AIM;
826         self.deadflag           = DEAD_DEAD;
827         self.enemy                      = world;
828         self.movetype           = MOVETYPE_TOSS;
829         self.moveto                     = self.origin;
830         self.touch                      = MonsterTouch; // reset incase monster was pouncing
831         self.reset                      = func_null;
832         self.state                      = 0;
833         self.attack_finished_single = 0;
834
835         if(!(self.flags & FL_FLY))
836                 self.velocity = '0 0 0';
837
838         MON_ACTION(self.monsterid, MR_DEATH);
839 }
840
841 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
842 {
843         if(time < self.pain_finished && deathtype != DEATH_KILL)
844                 return;
845
846         if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
847                 return;
848
849         vector v;
850         float take, save;
851
852         v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, deathtype, damage);
853         take = v_x;
854         save = v_y;
855
856         self.health -= take;
857
858         WaypointSprite_UpdateHealth(self.sprite, self.health);
859
860         self.dmg_time = time;
861
862         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
863                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
864
865         self.velocity += force * self.damageforcescale;
866
867         if(deathtype != DEATH_DROWN)
868         {
869                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
870                 if (take > 50)
871                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
872                 if (take > 100)
873                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
874         }
875
876         if(self.health <= 0)
877         {
878                 if(deathtype == DEATH_KILL)
879                         self.candrop = FALSE; // killed by mobkill command
880
881                 // TODO: fix this?
882                 activator = attacker;
883                 other = self.enemy;
884                 SUB_UseTargets();
885                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
886
887                 monster_die(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
888
889                 WaypointSprite_Kill(self.sprite);
890
891                 frag_attacker = attacker;
892                 frag_target = self;
893                 MUTATOR_CALLHOOK(MonsterDies);
894
895                 if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
896                 {
897                         Violence_GibSplash(self, 1, 0.5, attacker);
898
899                         self.think = SUB_Remove;
900                         self.nextthink = time + 0.1;
901                 }
902         }
903 }
904
905 void monster_setupcolors()
906 {
907         if(IS_PLAYER(self.monster_owner))
908                 self.colormap = self.monster_owner.colormap;
909         else if(teamplay && self.team)
910                 self.colormap = 1024 + (self.team - 1) * 17;
911         else
912         {
913                 if(self.monster_skill <= MONSTER_SKILL_EASY)
914                         self.colormap = 1029;
915                 else if(self.monster_skill <= MONSTER_SKILL_MEDIUM)
916                         self.colormap = 1027;
917                 else if(self.monster_skill <= MONSTER_SKILL_HARD)
918                         self.colormap = 1038;
919                 else if(self.monster_skill <= MONSTER_SKILL_INSANE)
920                         self.colormap = 1028;
921                 else if(self.monster_skill <= MONSTER_SKILL_NIGHTMARE)
922                         self.colormap = 1032;
923                 else
924                         self.colormap = 1024;
925         }
926 }
927
928 void monster_think()
929 {
930         self.think = monster_think;
931         self.nextthink = self.ticrate;
932
933         if(self.ltime)
934         if(time >= self.ltime)
935         {
936                 Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
937                 return;
938         }
939
940         MON_ACTION(self.monsterid, MR_THINK);
941
942         CSQCMODEL_AUTOUPDATE();
943 }
944
945 float monster_spawn()
946 {
947         MON_ACTION(self.monsterid, MR_SETUP);
948
949         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
950         {
951                 Monster_CheckMinibossFlag();
952                 self.health *= Monster_SkillModifier();
953         }
954
955         self.max_health = self.health;
956         self.pain_finished = self.nextthink;
957
958         if(IS_PLAYER(self.monster_owner))
959                 self.effects |= EF_DIMLIGHT;
960
961         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
962         if(!self.skin)
963                 self.skin = rint(random() * 4);
964
965         if(!self.attack_range)
966                 self.attack_range = autocvar_g_monsters_attack_range;
967
968         precache_monstersounds();
969         UpdateMonsterSounds();
970
971         if(teamplay)
972                 self.monster_attack = TRUE; // we can have monster enemies in team games
973
974         MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
975
976         WaypointSprite_Spawn(M_NAME(self.monsterid), 0, 1024, self, '0 0 1' * (self.maxs_z + 15), world, self.team, self, sprite, TRUE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));
977         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
978         WaypointSprite_UpdateHealth(self.sprite, self.health);
979
980         self.think = monster_think;
981         self.nextthink = time + self.ticrate;
982
983         if(MUTATOR_CALLHOOK(MonsterSpawn))
984                 return FALSE;
985
986         return TRUE;
987 }
988
989 float monster_initialize(float mon_id, float nodrop)
990 {
991         if(!autocvar_g_monsters)
992                 return FALSE;
993
994         entity mon = get_monsterinfo(mon_id);
995
996         if(!self.monster_skill)
997                 self.monster_skill = cvar("g_monsters_skill");
998
999         // support for quake style removing monsters based on skill
1000         if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { return FALSE; }
1001         if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { return FALSE; }
1002         if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { return FALSE; }
1003
1004         if(self.team && !teamplay)
1005                 self.team = 0;
1006
1007         if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1008         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1009                 monsters_total += 1;
1010
1011         setmodel(self, mon.model);
1012         setsize(self, mon.mins, mon.maxs);
1013         self.flags                              = FL_MONSTER;
1014         self.takedamage                 = DAMAGE_AIM;
1015         self.bot_attack                 = TRUE;
1016         self.iscreature                 = TRUE;
1017         self.teleportable               = TRUE;
1018         self.damagedbycontents  = TRUE;
1019         self.monsterid                  = mon_id;
1020         self.damageforcescale   = 0;
1021         self.event_damage               = monsters_damage;
1022         self.touch                              = MonsterTouch;
1023         self.use                                = monster_use;
1024         self.solid                              = SOLID_BBOX;
1025         self.movetype                   = MOVETYPE_WALK;
1026         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1027         self.enemy                              = world;
1028         self.velocity                   = '0 0 0';
1029         self.moveto                             = self.origin;
1030         self.pos1                               = self.origin;
1031         self.pos2                               = self.angles;
1032         self.reset                              = monsters_reset;
1033         self.netname                    = mon.netname;
1034         self.monster_name               = M_NAME(mon_id);
1035         self.candrop                    = TRUE;
1036         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1037         self.oldtarget2                 = self.target2;
1038         self.deadflag                   = DEAD_NO;
1039         self.scale                              = 1;
1040         self.noalign                    = nodrop;
1041         self.spawn_time                 = time;
1042         self.spider_slowness    = 0;
1043         self.gravity                    = 1;
1044         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1045
1046         if(autocvar_g_fullbrightplayers)
1047                 self.effects |= EF_FULLBRIGHT;
1048
1049         if(autocvar_g_nodepthtestplayers)
1050                 self.effects |= EF_NODEPTHTEST;
1051
1052         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1053                 self.flags |= FL_SWIM;
1054
1055         if(mon.spawnflags & MONSTER_TYPE_FLY)
1056         {
1057                 self.flags |= FL_FLY;
1058                 self.movetype = MOVETYPE_FLY;
1059         }
1060
1061         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1062                 self.scale = 1.3;
1063
1064         if(!self.ticrate)
1065                 self.ticrate = autocvar_g_monsters_think_delay;
1066
1067         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1068
1069         if(!self.m_armor_blockpercent)
1070                 self.m_armor_blockpercent = 0.5;
1071
1072         if(!self.target_range)
1073                 self.target_range = autocvar_g_monsters_target_range;
1074
1075         if(!self.respawntime)
1076                 self.respawntime = autocvar_g_monsters_respawn_delay;
1077
1078         if(!self.monster_moveflags)
1079                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1080
1081         if(!self.noalign)
1082         {
1083                 setorigin(self, self.origin + '0 0 20');
1084                 tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1085                 setorigin(self, trace_endpos);
1086         }
1087
1088         if(!monster_spawn())
1089                 return FALSE;
1090
1091         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1092                 monster_setupcolors();
1093
1094         CSQCMODEL_AUTOINIT();
1095
1096         return TRUE;
1097 }