]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/sv_monsters.qc
Spawnfuncs: whitelist more fields
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
index 239f8fe9a7f57bf06f2f861f0544683e0774bda7..52e5af984753c8fbcdd43e898ac28165bac80433 100644 (file)
     #include "../../server/defs.qh"
     #include "../deathtypes.qh"
     #include "../../server/mutators/mutators_include.qh"
-    #include "../../server/tturrets/include/turrets_early.qh"
-    #include "../../server/vehicles/vehicle.qh"
+       #include "../../server/steerlib.qh"
+       #include "../turrets/sv_turrets.qh"
+       #include "../turrets/util.qh"
+    #include "../vehicles/all.qh"
     #include "../../server/campaign.qh"
     #include "../../server/command/common.qh"
     #include "../../server/command/cmd.qh"
        #include "../triggers/triggers.qh"
     #include "../../csqcmodellib/sv_model.qh"
     #include "../../server/round_handler.qh"
-    #include "../../server/tturrets/include/turrets.qh"
 #endif
 
-// =========================
-//     SVQC Monster Properties
-// =========================
-
+void monsters_setstatus()
+{SELFPARAM();
+       self.stat_monsters_total = monsters_total;
+       self.stat_monsters_killed = monsters_killed;
+}
 
 void monster_dropitem()
-{
+{SELFPARAM();
        if(!self.candrop || !self.monster_loot)
                return;
 
        vector org = self.origin + ((self.mins + self.maxs) * 0.5);
-       entity e = spawn(), oldself = self;
+       entity e = spawn();
+       e.spawnfunc_checked = true;
 
        e.monster_loot = self.monster_loot;
 
-       other = e;
-       MUTATOR_CALLHOOK(MonsterDropItem);
+       MUTATOR_CALLHOOK(MonsterDropItem, e);
        e = other;
 
        if(e && e.monster_loot)
        {
-               self = e;
+               setself(e);
                e.noalign = true;
-               e.monster_loot();
+               e.monster_loot(e);
                e.gravity = 1;
                e.movetype = MOVETYPE_TOSS;
                e.reset = SUB_Remove;
@@ -57,113 +59,91 @@ void monster_dropitem()
                e.item_spawnshieldtime = time + 0.7;
                e.classname = "droppedweapon"; // use weapon handling to remove it on touch
                SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
-               self = oldself;
+               setself(this);
        }
 }
 
-float Monster_SkillModifier()
-{
-       float t = 0.5+self.monster_skill*((1.2-0.3)/10);
-
-       return t;
-}
-
-float monster_isvalidtarget (entity targ, entity ent)
-{
-       if(!targ || !ent)
-               return false; // someone doesn't exist
-
-       if(targ == ent)
-               return false; // don't attack ourselves
-
-       //traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
-
-       //if(trace_ent != targ)
-               //return false;
-
-       if(targ.vehicle_flags & VHF_ISVEHICLE)
-       if(!((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED))
-               return false; // melee attacks are useless against vehicles
-
-       if(time < game_starttime)
-               return false; // monsters do nothing before the match has started
-
-       if(targ.takedamage == DAMAGE_NO)
-               return false; // enemy can't be damaged
-
-       if(targ.items & IT_INVISIBILITY)
-               return false; // enemy is invisible
-
-       if(substring(targ.classname, 0, 10) == "onslaught_")
-               return false; // don't attack onslaught targets
-
-       if(IS_SPEC(targ) || IS_OBSERVER(targ))
-               return false; // enemy is a spectator
-
-       if(!(targ.vehicle_flags & VHF_ISVEHICLE))
-       if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
-               return false; // enemy/self is dead
-
-       if(ent.monster_owner == targ)
-               return false; // don't attack our master
+void monster_makevectors(entity e)
+{SELFPARAM();
+       if(IS_MONSTER(self))
+       {
+               vector v;
 
-       if(targ.monster_owner == ent)
-               return false; // don't attack our pet
+               v = e.origin + (e.mins + e.maxs) * 0.5;
+               self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
+               self.v_angle_x = -self.v_angle_x;
+       }
 
-       if(!(targ.vehicle_flags & VHF_ISVEHICLE))
-       if(targ.flags & FL_NOTARGET)
-               return false; // enemy can't be targeted
+       makevectors(self.v_angle);
+}
 
-       if(!autocvar_g_monsters_typefrag)
-       if(targ.BUTTON_CHAT)
-               return false; // no typefragging!
+// ===============
+// Target handling
+// ===============
+
+bool Monster_ValidTarget(entity mon, entity player)
+{SELFPARAM();
+       // ensure we're not checking nonexistent monster/target
+       if(!mon || !player) { return false; }
+
+       if((player == mon)
+       || (autocvar_g_monsters_lineofsight && !checkpvs(mon.origin + mon.view_ofs, player)) // enemy cannot be seen
+       || (IS_VEHICLE(player) && !((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
+       || (time < game_starttime) // monsters do nothing before match has started
+       || (player.takedamage == DAMAGE_NO)
+       || (player.items & IT_INVISIBILITY)
+       || (IS_SPEC(player) || IS_OBSERVER(player)) // don't attack spectators
+       || (!IS_VEHICLE(player) && (player.deadflag != DEAD_NO || mon.deadflag != DEAD_NO || player.health <= 0 || mon.health <= 0))
+       || (mon.monster_follow == player || player.monster_follow == mon)
+       || (!IS_VEHICLE(player) && (player.flags & FL_NOTARGET))
+       || (!autocvar_g_monsters_typefrag && player.BUTTON_CHAT)
+       || (SAME_TEAM(player, mon))
+       || (player.frozen)
+       || (player.alpha != 0 && player.alpha < 0.5)
+       )
+       {
+               // if any of the above checks fail, target is not valid
+               return false;
+       }
 
-       if(SAME_TEAM(targ, ent))
-               return false; // enemy is on our team
+       traceline(mon.origin + self.view_ofs, player.origin, 0, mon);
 
-       if (targ.frozen)
-               return false; // ignore frozen
+       if((trace_fraction < 1) && (trace_ent != player))
+               return false;
 
-       if(autocvar_g_monsters_target_infront || (ent.spawnflags & MONSTERFLAG_INFRONT))
-       if(ent.enemy != targ)
+       if(autocvar_g_monsters_target_infront || (mon.spawnflags & MONSTERFLAG_INFRONT))
+       if(mon.enemy != player)
        {
                float dot;
 
-               makevectors (ent.angles);
-               dot = normalize (targ.origin - ent.origin) * v_forward;
+               makevectors (mon.angles);
+               dot = normalize (player.origin - mon.origin) * v_forward;
 
-               if(dot <= 0.3)
-                       return false;
+               if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
        }
 
-       return true;
+       return true; // this target is valid!
 }
 
-entity FindTarget (entity ent)
+entity Monster_FindTarget(entity mon)
 {
-       if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
+       if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
 
        entity head, closest_target = world;
-       head = findradius(ent.origin, ent.target_range);
-       //head = WarpZone_FindRadius(ent.origin, ent.target_range, true);
+       head = findradius(mon.origin, mon.target_range);
 
        while(head) // find the closest acceptable target to pass to
        {
                if(head.monster_attack)
-               if(monster_isvalidtarget(head, ent))
+               if(Monster_ValidTarget(mon, head))
                {
                        // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
                        vector head_center = CENTER_OR_VIEWOFS(head);
-                       //vector head_center = WarpZone_UnTransformOrigin(head, CENTER_OR_VIEWOFS(head));
-                       vector ent_center = CENTER_OR_VIEWOFS(ent);
-
-                       traceline(ent_center, head_center, MOVE_NORMAL, ent);
+                       vector ent_center = CENTER_OR_VIEWOFS(mon);
 
-                       if(trace_ent == head)
                        if(closest_target)
                        {
                                vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
-                               //vector closest_target_center = WarpZone_UnTransformOrigin(closest_target, CENTER_OR_VIEWOFS(closest_target));
                                if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
                                        { closest_target = head; }
                        }
@@ -176,17 +156,84 @@ entity FindTarget (entity ent)
        return closest_target;
 }
 
-void MonsterTouch ()
+void monster_setupcolors(entity mon)
 {
-       if(other == world)
-               return;
+       if(IS_PLAYER(mon.realowner))
+               mon.colormap = mon.realowner.colormap;
+       else if(teamplay && mon.team)
+               mon.colormap = 1024 + (mon.team - 1) * 17;
+       else
+       {
+               if(mon.monster_skill <= MONSTER_SKILL_EASY)
+                       mon.colormap = 1029;
+               else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
+                       mon.colormap = 1027;
+               else if(mon.monster_skill <= MONSTER_SKILL_HARD)
+                       mon.colormap = 1038;
+               else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
+                       mon.colormap = 1028;
+               else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
+                       mon.colormap = 1032;
+               else
+                       mon.colormap = 1024;
+       }
+}
 
-       if(self.enemy != other)
-       if(!(other.flags & FL_MONSTER))
-       if(monster_isvalidtarget(other, self))
-               self.enemy = other;
+void monster_changeteam(entity ent, float newteam)
+{
+       if(!teamplay) { return; }
+
+       ent.team = newteam;
+       ent.monster_attack = true; // new team, activate attacking
+       monster_setupcolors(ent);
+
+       if(ent.sprite)
+       {
+               WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
+
+               ent.sprite.team = newteam;
+               ent.sprite.SendFlags |= 1;
+       }
 }
 
+void Monster_Delay_Action()
+{SELFPARAM();
+       entity oldself = self;
+       setself(self.owner);
+       if(Monster_ValidTarget(self, self.enemy)) { oldself.use(); }
+
+       if(oldself.cnt > 0)
+       {
+               oldself.cnt -= 1;
+               oldself.think = Monster_Delay_Action;
+               oldself.nextthink = time + oldself.respawn_time;
+       }
+       else
+       {
+               oldself.think = SUB_Remove;
+               oldself.nextthink = time;
+       }
+}
+
+void Monster_Delay(float repeat_count, float repeat_defer, float defer_amnt, void() func)
+{SELFPARAM();
+       // deferred attacking, checks if monster is still alive and target is still valid before attacking
+       entity e = spawn();
+
+       e.think = Monster_Delay_Action;
+       e.nextthink = time + defer_amnt;
+       e.count = defer_amnt;
+       e.owner = self;
+       e.use = func;
+       e.cnt = repeat_count;
+       e.respawn_time = repeat_defer;
+}
+
+
+// ==============
+// Monster sounds
+// ==============
+
 string get_monster_model_datafilename(string m, float sk, string fil)
 {
        if(m)
@@ -200,7 +247,7 @@ string get_monster_model_datafilename(string m, float sk, string fil)
        return strcat(m, ".", fil);
 }
 
-void PrecacheMonsterSounds(string f)
+void Monster_Sound_Precache(string f)
 {
        float fh;
        string s;
@@ -211,7 +258,7 @@ void PrecacheMonsterSounds(string f)
        {
                if(tokenize_console(s) != 3)
                {
-                       dprint("Invalid sound info line: ", s, "\n");
+                       LOG_TRACE("Invalid sound info line: ", s, "\n");
                        continue;
                }
                PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
@@ -219,8 +266,8 @@ void PrecacheMonsterSounds(string f)
        fclose(fh);
 }
 
-void precache_monstersounds()
-{
+void Monster_Sounds_Precache()
+{SELFPARAM();
        string m = (get_monsterinfo(self.monsterid)).model;
        float globhandle, n, i;
        string f;
@@ -233,19 +280,19 @@ void precache_monstersounds()
        {
                //print(search_getfilename(globhandle, i), "\n");
                f = search_getfilename(globhandle, i);
-               PrecacheMonsterSounds(f);
+               Monster_Sound_Precache(f);
        }
        search_end(globhandle);
 }
 
-void ClearMonsterSounds()
-{
+void Monster_Sounds_Clear()
+{SELFPARAM();
 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
        ALLMONSTERSOUNDS
 #undef _MSOUND
 }
 
-.string GetMonsterSoundSampleField(string type)
+.string Monster_Sound_SampleField(string type)
 {
        GetMonsterSoundSampleField_notFound = 0;
        switch(type)
@@ -258,22 +305,22 @@ void ClearMonsterSounds()
        return string_null;
 }
 
-float LoadMonsterSounds(string f, float first)
-{
+bool Monster_Sounds_Load(string f, int first)
+{SELFPARAM();
        float fh;
        string s;
        var .string field;
        fh = fopen(f, FILE_READ);
        if(fh < 0)
        {
-               dprint("Monster sound file not found: ", f, "\n");
-               return 0;
+               LOG_TRACE("Monster sound file not found: ", f, "\n");
+               return false;
        }
        while((s = fgets(fh)))
        {
                if(tokenize_console(s) != 3)
                        continue;
-               field = GetMonsterSoundSampleField(argv(0));
+               field = Monster_Sound_SampleField(argv(0));
                if(GetMonsterSoundSampleField_notFound)
                        continue;
                if (self.(field))
@@ -281,26 +328,22 @@ float LoadMonsterSounds(string f, float first)
                self.(field) = strzone(strcat(argv(1), " ", argv(2)));
        }
        fclose(fh);
-       return 1;
+       return true;
 }
 
 .int skin_for_monstersound;
-void UpdateMonsterSounds()
-{
-       entity mon = get_monsterinfo(self.monsterid);
+void Monster_Sounds_Update()
+{SELFPARAM();
+       if(self.skin == self.skin_for_monstersound) { return; }
 
-       if(self.skin == self.skin_for_monstersound)
-               return;
        self.skin_for_monstersound = self.skin;
-       ClearMonsterSounds();
-       //LoadMonsterSounds("sound/monsters/default.sounds", 1);
-       if(!autocvar_g_debug_defaultsounds)
-       if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
-               LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
+       Monster_Sounds_Clear();
+       if(!Monster_Sounds_Load(get_monster_model_datafilename(self.model, self.skin, "sounds"), 0))
+               Monster_Sounds_Load(get_monster_model_datafilename(self.model, 0, "sounds"), 0);
 }
 
-void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
-{
+void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float chan)
+{SELFPARAM();
        if(!autocvar_g_monsters_sounds) { return; }
 
        if(delaytoo)
@@ -311,46 +354,140 @@ void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float
        self.msound_delay = time + sound_delay;
 }
 
-void monster_makevectors(entity e)
-{
-       vector v;
-
-       v = e.origin + (e.mins + e.maxs) * 0.5;
-       self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
-       self.v_angle_x = -self.v_angle.x;
-
-       makevectors(self.v_angle);
-}
 
-float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, int deathtype, float dostop)
-{
-       if (self.health <= 0)
-               return false; // attacking while dead?!
+// =======================
+// Monster attack handlers
+// =======================
 
-       if(dostop)
-       {
-               self.velocity_x = 0;
-               self.velocity_y = 0;
-               self.state = MONSTER_STATE_ATTACK_MELEE;
-       }
+float Monster_Attack_Melee(entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop)
+{SELFPARAM();
+       if(dostop && (self.flags & FL_MONSTER)) { self.state = MONSTER_ATTACK_MELEE; }
 
-       self.frame = anim;
+       setanim(self, anim, false, true, false);
 
-       if(anim_finished != 0)
-               self.attack_finished_single = time + anim_finished;
+       if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
+               self.attack_finished_single = self.anim_finished = self.animstate_endtime;
+       else
+               self.attack_finished_single = self.anim_finished = time + animtime;
 
        monster_makevectors(targ);
 
        traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
 
        if(trace_ent.takedamage)
-               Damage(trace_ent, self, self, damg * Monster_SkillModifier(), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
+               Damage(trace_ent, self, self, damg * MONSTER_SKILLMOD(self), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
+
+       return true;
+}
+
+float Monster_Attack_Leap_Check(vector vel)
+{SELFPARAM();
+       if(self.state && (self.flags & FL_MONSTER))
+               return false; // already attacking
+       if(!(self.flags & FL_ONGROUND))
+               return false; // not on the ground
+       if(self.health <= 0)
+               return false; // called when dead?
+       if(time < self.attack_finished_single)
+               return false; // still attacking
+
+       vector old = self.velocity;
+
+       self.velocity = vel;
+       tracetoss(self, self);
+       self.velocity = old;
+       if (trace_ent != self.enemy)
+               return false;
+
+       return true;
+}
+
+bool Monster_Attack_Leap(vector anm, void() touchfunc, vector vel, float animtime)
+{SELFPARAM();
+       if(!Monster_Attack_Leap_Check(vel))
+               return false;
+
+       setanim(self, anm, false, true, false);
+
+       if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
+               self.attack_finished_single = self.anim_finished = self.animstate_endtime;
+       else
+               self.attack_finished_single = self.anim_finished = time + animtime;
+
+       if(self.flags & FL_MONSTER)
+               self.state = MONSTER_ATTACK_RANGED;
+       self.touch = touchfunc;
+       self.origin_z += 1;
+       self.velocity = vel;
+       self.flags &= ~FL_ONGROUND;
 
        return true;
 }
 
-void Monster_CheckMinibossFlag ()
+void Monster_Attack_Check(entity e, entity targ)
 {
+       if((e == world || targ == world)
+       || (!e.monster_attackfunc)
+       || (time < e.attack_finished_single)
+       ) { return; }
+
+       float targ_vlen = vlen(targ.origin - e.origin);
+
+       if(targ_vlen <= e.attack_range)
+       {
+               float attack_success = e.monster_attackfunc(MONSTER_ATTACK_MELEE);
+               if(attack_success == 1)
+                       Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
+               else if(attack_success > 0)
+                       return;
+       }
+
+       if(targ_vlen > e.attack_range)
+       {
+               float attack_success = e.monster_attackfunc(MONSTER_ATTACK_RANGED);
+               if(attack_success == 1)
+                       Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
+               else if(attack_success > 0)
+                       return;
+       }
+}
+
+
+// ======================
+// Main monster functions
+// ======================
+
+void Monster_UpdateModel()
+{SELFPARAM();
+       // assume some defaults
+       /*self.anim_idle   = animfixfps(self, '0 1 0.01', '0 0 0');
+       self.anim_walk   = animfixfps(self, '1 1 0.01', '0 0 0');
+       self.anim_run    = animfixfps(self, '2 1 0.01', '0 0 0');
+       self.anim_fire1  = animfixfps(self, '3 1 0.01', '0 0 0');
+       self.anim_fire2  = animfixfps(self, '4 1 0.01', '0 0 0');
+       self.anim_melee  = animfixfps(self, '5 1 0.01', '0 0 0');
+       self.anim_pain1  = animfixfps(self, '6 1 0.01', '0 0 0');
+       self.anim_pain2  = animfixfps(self, '7 1 0.01', '0 0 0');
+       self.anim_die1   = animfixfps(self, '8 1 0.01', '0 0 0');
+       self.anim_die2   = animfixfps(self, '9 1 0.01', '0 0 0');*/
+
+       // then get the real values
+       MON_ACTION(self.monsterid, MR_ANIM);
+}
+
+void Monster_Touch()
+{SELFPARAM();
+       if(other == world) { return; }
+
+       if(other.monster_attack)
+       if(self.enemy != other)
+       if(!IS_MONSTER(other))
+       if(Monster_ValidTarget(self, other))
+               self.enemy = other;
+}
+
+void Monster_Miniboss_Check()
+{SELFPARAM();
        if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
                return;
 
@@ -362,18 +499,17 @@ void Monster_CheckMinibossFlag ()
                self.health += autocvar_g_monsters_miniboss_healthboost;
                self.effects |= EF_RED;
                if(!self.weapon)
-                       self.weapon = WEP_VORTEX;
+                       self.weapon = WEP_VORTEX.m_id;
        }
 }
 
-float Monster_CanRespawn(entity ent)
-{
-       other = ent;
-       if(ent.deadflag == DEAD_DEAD) // don't call when monster isn't dead
-       if(MUTATOR_CALLHOOK(MonsterRespawn))
+bool Monster_Respawn_Check()
+{SELFPARAM();
+       if(self.deadflag == DEAD_DEAD) // don't call when monster isn't dead
+       if(MUTATOR_CALLHOOK(MonsterRespawn, self))
                return true; // enabled by a mutator
 
-       if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
+       if(self.spawnflags & MONSTERFLAG_NORESPAWN)
                return false;
 
        if(!autocvar_g_monsters_respawn)
@@ -382,18 +518,14 @@ float Monster_CanRespawn(entity ent)
        return true;
 }
 
-void monster_respawn()
-{
-       // is this function really needed?
-       monster_initialize(self.monsterid);
-}
+void Monster_Respawn() { SELFPARAM(); Monster_Spawn(self.monsterid); }
 
-void Monster_Fade ()
-{
-       if(Monster_CanRespawn(self))
+void Monster_Dead_Fade()
+{SELFPARAM();
+       if(Monster_Respawn_Check())
        {
                self.spawnflags |= MONSTERFLAG_RESPAWNED;
-               self.think = monster_respawn;
+               self.think = Monster_Respawn;
                self.nextthink = time + self.respawntime;
                self.monster_lifetime = 0;
                self.deadflag = DEAD_RESPAWNING;
@@ -407,7 +539,7 @@ void Monster_Fade ()
                setorigin(self, self.pos1);
                self.angles = self.pos2;
                self.health = self.max_health;
-               setmodel(self, "null");
+               setmodel(self, MDL_Null);
        }
        else
        {
@@ -418,85 +550,13 @@ void Monster_Fade ()
        }
 }
 
-float Monster_CanJump (vector vel)
-{
-       if(self.state)
-               return false; // already attacking
-       if(!(self.flags & FL_ONGROUND))
-               return false; // not on the ground
-       if(self.health <= 0)
-               return false; // called when dead?
-       if(time < self.attack_finished_single)
-               return false; // still attacking
-
-       vector old = self.velocity;
-
-       self.velocity = vel;
-       tracetoss(self, self);
-       self.velocity = old;
-       if (trace_ent != self.enemy)
-               return false;
-
-       return true;
-}
-
-float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
-{
-       if(!Monster_CanJump(vel))
-               return false;
-
-       self.frame = anm;
-       self.state = MONSTER_STATE_ATTACK_LEAP;
-       self.touch = touchfunc;
-       self.origin_z += 1;
-       self.velocity = vel;
-       self.flags &= ~FL_ONGROUND;
-
-       self.attack_finished_single = time + anim_finished;
-
-       return true;
-}
-
-void monster_checkattack(entity e, entity targ)
-{
-       if(e == world)
-               return;
-       if(targ == world)
-               return;
-
-       if(!e.monster_attackfunc)
-               return;
-
-       if(time < e.attack_finished_single)
-               return;
-
-       if(vlen(targ.origin - e.origin) <= e.attack_range)
-       if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
-       {
-               MonsterSound(monstersound_melee, 0, false, CH_VOICE);
-               return;
-       }
-
-       if(vlen(targ.origin - e.origin) > e.attack_range)
-       if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
-       {
-               MonsterSound(monstersound_ranged, 0, false, CH_VOICE);
-               return;
-       }
-}
-
-void monster_use ()
-{
-       if(!self.enemy)
-       if(self.health > 0)
-       if(monster_isvalidtarget(activator, self))
-               self.enemy = activator;
+void Monster_Use()
+{SELFPARAM();
+       if(Monster_ValidTarget(self, activator)) { self.enemy = activator; }
 }
 
-.float last_trace;
-.float last_enemycheck; // for checking enemy
-vector monster_pickmovetarget(entity targ)
-{
+vector Monster_Move_Target(entity targ)
+{SELFPARAM();
        // enemy is always preferred target
        if(self.enemy)
        {
@@ -508,7 +568,7 @@ vector monster_pickmovetarget(entity targ)
                        || (self.enemy.deadflag != DEAD_NO || self.enemy.health < 1)
                        || (self.enemy.frozen)
                        || (self.enemy.flags & FL_NOTARGET)
-                       || (self.enemy.alpha < 0.5)
+                       || (self.enemy.alpha < 0.5 && self.enemy.alpha != 0)
                        || (self.enemy.takedamage == DAMAGE_NO)
                        || (vlen(self.origin - targ_origin) > self.target_range)
                        || ((trace_fraction < 1) && (trace_ent != self.enemy)))
@@ -520,14 +580,17 @@ vector monster_pickmovetarget(entity targ)
 
                if(self.enemy)
                {
-                       /*WarpZone_TrailParticles(world, particleeffectnum("red_pass"), self.origin, targ_origin);
+                       /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), self.origin, targ_origin);
                        print("Trace origin: ", vtos(targ_origin), "\n");
                        print("Target origin: ", vtos(self.enemy.origin), "\n");
                        print("My origin: ", vtos(self.origin), "\n"); */
 
                        self.monster_movestate = MONSTER_MOVE_ENEMY;
                        self.last_trace = time + 1.2;
-                       return targ_origin;
+                       if(self.monster_moveto)
+                               return self.monster_moveto; // assumes code is properly setting this when monster has an enemy
+                       else
+                               return targ_origin;
                }
 
                /*makevectors(self.angles);
@@ -538,11 +601,11 @@ vector monster_pickmovetarget(entity targ)
 
        switch(self.monster_moveflags)
        {
-               case MONSTER_MOVE_OWNER:
+               case MONSTER_MOVE_FOLLOW:
                {
-                       self.monster_movestate = MONSTER_MOVE_OWNER;
+                       self.monster_movestate = MONSTER_MOVE_FOLLOW;
                        self.last_trace = time + 0.3;
-                       return (self.monster_owner) ? self.monster_owner.origin : self.origin;
+                       return (self.monster_follow) ? self.monster_follow.origin : self.origin;
                }
                case MONSTER_MOVE_SPAWNLOC:
                {
@@ -552,8 +615,16 @@ vector monster_pickmovetarget(entity targ)
                }
                case MONSTER_MOVE_NOMOVE:
                {
-                       self.monster_movestate = MONSTER_MOVE_NOMOVE;
-                       self.last_trace = time + 2;
+                       if(self.monster_moveto)
+                       {
+                               self.last_trace = time + 0.5;
+                               return self.monster_moveto;
+                       }
+                       else
+                       {
+                               self.monster_movestate = MONSTER_MOVE_NOMOVE;
+                               self.last_trace = time + 2;
+                       }
                        return self.origin;
                }
                default:
@@ -562,7 +633,12 @@ vector monster_pickmovetarget(entity targ)
                        vector pos;
                        self.monster_movestate = MONSTER_MOVE_WANDER;
 
-                       if(targ)
+                       if(self.monster_moveto)
+                       {
+                               self.last_trace = time + 0.5;
+                               pos = self.monster_moveto;
+                       }
+                       else if(targ)
                        {
                                self.last_trace = time + 0.5;
                                pos = targ.origin;
@@ -588,11 +664,11 @@ vector monster_pickmovetarget(entity targ)
        }
 }
 
-void monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed)
-{
+void Monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed)
+{SELFPARAM();
        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
        float initial_height = 0; //min(50, (targ_distance * tanh(20)));
-       float current_height = (initial_height * min(1, (current_distance / self.pass_distance)));
+       float current_height = (initial_height * min(1, (self.pass_distance) ? (current_distance / self.pass_distance) : current_distance));
        //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
 
        vector targpos;
@@ -622,12 +698,9 @@ void monster_CalculateVelocity(entity mon, vector to, vector from, float turnrat
        //mon.angles = vectoangles(mon.velocity);
 }
 
-void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
-{
-       //fixedmakevectors(self.angles);
-
-       if(self.target2)
-               self.goalentity = find(world, targetname, self.target2);
+void Monster_Move(float runspeed, float walkspeed, float stpspeed)
+{SELFPARAM();
+       if(self.target2) { self.goalentity = find(world, targetname, self.target2); }
 
        entity targ;
 
@@ -637,10 +710,11 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_
                self.health = max(1, self.revive_progress * self.max_health);
                self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
 
-               WaypointSprite_UpdateHealth(self.sprite, self.health);
+               if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
+                       WaypointSprite_UpdateHealth(self.sprite, self.health);
 
-               movelib_beak_simple(stopspeed);
-               self.frame = manim_idle;
+               movelib_beak_simple(stpspeed);
+               setanim(self, self.anim_idle, true, false, false);
 
                self.enemy = world;
                self.nextthink = time + self.ticrate;
@@ -655,10 +729,11 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_
                self.revive_progress = bound(0, self.revive_progress - self.ticrate * self.revive_speed, 1);
                self.health = max(0, autocvar_g_nades_ice_health + (self.max_health-autocvar_g_nades_ice_health) * self.revive_progress );
 
-               WaypointSprite_UpdateHealth(self.sprite, self.health);
+               if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
+                       WaypointSprite_UpdateHealth(self.sprite, self.health);
 
-               movelib_beak_simple(stopspeed);
-               self.frame = manim_idle;
+               movelib_beak_simple(stpspeed);
+               setanim(self, self.anim_idle, true, false, false);
 
                self.enemy = world;
                self.nextthink = time + self.ticrate;
@@ -667,7 +742,8 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_
                {
                        Unfreeze(self);
                        self.health = 0;
-                       self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
+                       if(self.event_damage)
+                               self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
                }
 
                else if ( self.revive_progress <= 0 )
@@ -682,7 +758,6 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_
                {
                        if(time >= self.last_trace)
                        {
-                               self.fish_wasdrowning = true;
                                self.last_trace = time + 0.4;
 
                                Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
@@ -706,9 +781,8 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_
 
                        return;
                }
-               else if(self.fish_wasdrowning)
+               else if(self.movetype == MOVETYPE_BOUNCE)
                {
-                       self.fish_wasdrowning = false;
                        self.angles_x = 0;
                        self.movetype = MOVETYPE_WALK;
                }
@@ -716,22 +790,24 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_
 
        targ = self.goalentity;
 
-       monster_target = targ;
-       monster_speed_run = runspeed;
-       monster_speed_walk = walkspeed;
-
-       if(MUTATOR_CALLHOOK(MonsterMove) || gameover || self.draggedby != world || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
+       if (MUTATOR_CALLHOOK(MonsterMove, runspeed, walkspeed, targ)
+               || gameover
+               || self.draggedby != world
+               || (round_handler_IsActive() && !round_handler_IsRoundStarted())
+               || time < game_starttime
+               || (autocvar_g_campaign && !campaign_bots_may_start)
+               || time < self.spawn_time)
        {
                runspeed = walkspeed = 0;
                if(time >= self.spawn_time)
-                       self.frame = manim_idle;
-               movelib_beak_simple(stopspeed);
+                       setanim(self, self.anim_idle, true, false, false);
+               movelib_beak_simple(stpspeed);
                return;
        }
 
        targ = monster_target;
-       runspeed = bound(0, monster_speed_run * Monster_SkillModifier(), runspeed * 2); // limit maxspeed to prevent craziness
-       walkspeed = bound(0, monster_speed_walk * Monster_SkillModifier(), walkspeed * 2); // limit maxspeed to prevent craziness
+       runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(self), runspeed * 2.5); // limit maxspeed to prevent craziness
+       walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(self), walkspeed * 2.5); // limit maxspeed to prevent craziness
 
        if(time < self.spider_slowness)
        {
@@ -741,71 +817,68 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_
 
        if(teamplay)
        if(autocvar_g_monsters_teams)
-       if(DIFF_TEAM(self.monster_owner, self))
-               self.monster_owner = world;
+       if(DIFF_TEAM(self.monster_follow, self))
+               self.monster_follow = world;
 
        if(time >= self.last_enemycheck)
        {
                if(!self.enemy)
                {
-                       self.enemy = FindTarget(self);
+                       self.enemy = Monster_FindTarget(self);
                        if(self.enemy)
                        {
                                WarpZone_RefSys_Copy(self.enemy, self);
                                WarpZone_RefSys_AddInverse(self.enemy, self); // wz1^-1 ... wzn^-1 receiver
                                self.moveto = WarpZone_RefSys_TransformOrigin(self.enemy, self, (0.5 * (self.enemy.absmin + self.enemy.absmax)));
+                               self.monster_moveto = '0 0 0';
+                               self.monster_face = '0 0 0';
 
-                               self.pass_distance = vlen((('1 0 0' * self.enemy.origin.x) + ('0 1 0' * self.enemy.origin.y)) - (('1 0 0' *  self.origin.x) + ('0 1 0' *  self.origin.y)));
-                               MonsterSound(monstersound_sight, 0, false, CH_VOICE);
+                               self.pass_distance = vlen((('1 0 0' * self.enemy.origin_x) + ('0 1 0' * self.enemy.origin_y)) - (('1 0 0' *  self.origin_x) + ('0 1 0' *  self.origin_y)));
+                               Monster_Sound(monstersound_sight, 0, false, CH_VOICE);
                        }
                }
 
                self.last_enemycheck = time + 1; // check for enemies every second
        }
 
-       if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
+       if(self.state == MONSTER_ATTACK_RANGED && (self.flags & FL_ONGROUND))
+       {
                self.state = 0;
+               self.touch = Monster_Touch;
+       }
 
-       if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
-       if(time >= self.last_trace || self.enemy) // update enemy instantly
-               self.moveto = monster_pickmovetarget(targ);
+       if(self.state && time >= self.attack_finished_single)
+               self.state = 0; // attack is over
 
-       if(!self.enemy)
-               MonsterSound(monstersound_idle, 7, true, CH_VOICE);
+       if(self.state != MONSTER_ATTACK_MELEE) // don't move if set
+       if(time >= self.last_trace || self.enemy) // update enemy or rider instantly
+               self.moveto = Monster_Move_Target(targ);
 
-       if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
-       {
-               self.state = 0;
-               self.touch = MonsterTouch;
-       }
+       if(!self.enemy)
+               Monster_Sound(monstersound_idle, 7, true, CH_VOICE);
 
-       if(self.state == MONSTER_STATE_ATTACK_MELEE)
+       if(self.state == MONSTER_ATTACK_MELEE)
                self.moveto = self.origin;
 
        if(self.enemy && self.enemy.vehicle)
                runspeed = 0;
 
-       if(!(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM)))
-               //v_forward = normalize(self.moveto - self.origin);
-       //else
-               self.moveto_z = self.origin.z;
+       if(!(self.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(self.flags & FL_SWIM))
+               self.moveto_z = self.origin_z;
 
-       if(vlen(self.origin - self.moveto) > 64)
+       if(vlen(self.origin - self.moveto) > 100)
        {
+               float do_run = (self.enemy || self.monster_moveto);
                if((self.flags & FL_ONGROUND) || ((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
-                       monster_CalculateVelocity(self, self.moveto, self.origin, true, ((self.enemy) ? runspeed : walkspeed));
+                       Monster_CalculateVelocity(self, self.moveto, self.origin, true, ((do_run) ? runspeed : walkspeed));
 
-               /*&if(self.flags & FL_FLY || self.flags & FL_SWIM)
-                       movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
-               else
-                       movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6); */
-
-               if(time > self.pain_finished)
-               if(time > self.attack_finished_single)
+               if(time > self.pain_finished) // TODO: use anim_finished instead!
+               if(!self.state)
+               if(time > self.anim_finished)
                if(vlen(self.velocity) > 10)
-                       self.frame = ((self.enemy) ? manim_run : manim_walk);
+                       setanim(self, ((do_run) ? self.anim_run : self.anim_walk), true, false, false);
                else
-                       self.frame = manim_idle;
+                       setanim(self, self.anim_idle, true, false, false);
        }
        else
        {
@@ -815,18 +888,19 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_
                else if(e.target)
                        self.target2 = e.target;
 
-               movelib_beak_simple(stopspeed);
-               if(time > self.attack_finished_single)
+               movelib_beak_simple(stpspeed);
+               if(time > self.anim_finished)
                if(time > self.pain_finished)
-               if (vlen(self.velocity) <= 30)
-                       self.frame = manim_idle;
+               if(!self.state)
+               if(vlen(self.velocity) <= 30)
+                       setanim(self, self.anim_idle, true, false, false);
        }
 
-       self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+       self.steerto = steerlib_attract2(((self.monster_face) ? self.monster_face : self.moveto), 0.5, 500, 0.95);
 
        vector real_angle = vectoangles(self.steerto) - self.angles;
        float turny = 25;
-       if(self.state == MONSTER_STATE_ATTACK_MELEE)
+       if(self.state == MONSTER_ATTACK_MELEE)
                turny = 0;
        if(turny)
        {
@@ -834,55 +908,42 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_
                self.angles_y += turny;
        }
 
-       monster_checkattack(self, self.enemy);
+       Monster_Attack_Check(self, self.enemy);
 }
 
-void monster_remove(entity mon)
+void Monster_Remove(entity mon)
 {
-       if(!mon)
-               return; // nothing to remove
-
-       pointparticles(particleeffectnum("item_pickup"), mon.origin, '0 0 0', 1);
-
-       if(mon.weaponentity)
-               remove(mon.weaponentity);
+       if(!mon) { return; }
 
-       if(mon.iceblock)
-               remove(mon.iceblock);
+       if(!MUTATOR_CALLHOOK(MonsterRemove, mon))
+               Send_Effect(EFFECT_ITEM_PICKUP, mon.origin, '0 0 0', 1);
 
+       if(mon.weaponentity) { remove(mon.weaponentity); }
+       if(mon.iceblock) { remove(mon.iceblock); }
        WaypointSprite_Kill(mon.sprite);
-
        remove(mon);
 }
 
-void monster_dead_think()
-{
+void Monster_Dead_Think()
+{SELFPARAM();
        self.nextthink = time + self.ticrate;
 
-       CSQCMODEL_AUTOUPDATE();
-
        if(self.monster_lifetime != 0)
        if(time >= self.monster_lifetime)
        {
-               Monster_Fade();
+               Monster_Dead_Fade();
                return;
        }
 }
 
-void monsters_setstatus()
-{
-       self.stat_monsters_total = monsters_total;
-       self.stat_monsters_killed = monsters_killed;
-}
-
 void Monster_Appear()
-{
+{SELFPARAM();
        self.enemy = activator;
        self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
-       monster_initialize(self.monsterid);
+       Monster_Spawn(self.monsterid);
 }
 
-float Monster_CheckAppearFlags(entity ent, float monster_id)
+float Monster_Appear_Check(entity ent, float monster_id)
 {
        if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
                return false;
@@ -896,8 +957,8 @@ float Monster_CheckAppearFlags(entity ent, float monster_id)
        return true;
 }
 
-void monsters_reset()
-{
+void Monster_Reset()
+{SELFPARAM();
        setorigin(self, self.pos1);
        self.angles = self.pos2;
 
@@ -911,8 +972,8 @@ void monsters_reset()
        self.moveto = self.origin;
 }
 
-void monsters_corpse_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+void Monster_Dead_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{SELFPARAM();
        self.health -= damage;
 
        Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
@@ -930,9 +991,9 @@ void monsters_corpse_damage (entity inflictor, entity attacker, float damage, in
        }
 }
 
-void monster_die(entity attacker, float gibbed)
-{
-       self.think = monster_dead_think;
+void Monster_Dead(entity attacker, float gibbed)
+{SELFPARAM();
+       self.think = Monster_Dead_Think;
        self.nextthink = time;
        self.monster_lifetime = time + 5;
 
@@ -944,7 +1005,7 @@ void monster_die(entity attacker, float gibbed)
 
        monster_dropitem();
 
-       MonsterSound(monstersound_death, 0, false, CH_VOICE);
+       Monster_Sound(monstersound_death, 0, false, CH_VOICE);
 
        if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED))
                monsters_killed += 1;
@@ -959,37 +1020,40 @@ void monster_die(entity attacker, float gibbed)
                totalspawned -= 1;
        }
 
-       if(self.candrop && self.weapon)
-               W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
-
-       self.event_damage       = ((gibbed) ? func_null : monsters_corpse_damage);
+       self.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
        self.solid                      = SOLID_CORPSE;
        self.takedamage         = DAMAGE_AIM;
        self.deadflag           = DEAD_DEAD;
        self.enemy                      = world;
        self.movetype           = MOVETYPE_TOSS;
        self.moveto                     = self.origin;
-       self.touch                      = MonsterTouch; // reset incase monster was pouncing
+       self.touch                      = Monster_Touch; // reset incase monster was pouncing
        self.reset                      = func_null;
        self.state                      = 0;
        self.attack_finished_single = 0;
+       self.effects = 0;
 
        if(!((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
                self.velocity = '0 0 0';
 
+       CSQCModel_UnlinkEntity();
+
        MON_ACTION(self.monsterid, MR_DEATH);
+
+       if(self.candrop && self.weapon)
+               W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
 }
 
-void monsters_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
-       if(self.frozen && deathtype != DEATH_KILL && deathtype != DEATH_NADE_ICE_FREEZE)
+void Monster_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{SELFPARAM();
+       if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL && !ITEM_DAMAGE_NEEDKILL(deathtype))
                return;
 
-       if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL)
+       if(self.frozen && deathtype != DEATH_KILL && deathtype != DEATH_NADE_ICE_FREEZE)
                return;
 
-       if(time < self.pain_finished && deathtype != DEATH_KILL)
-               return;
+       //if(time < self.pain_finished && deathtype != DEATH_KILL)
+               //return;
 
        if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
                return;
@@ -1000,22 +1064,33 @@ void monsters_damage (entity inflictor, entity attacker, float damage, int death
        vector v;
        float take, save;
 
-       v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, deathtype, damage);
-       take = v.x;
-       save = v.y;
+       v = healtharmor_applydamage(100, self.armorvalue / 100, deathtype, damage);
+       take = v_x;
+       save = v_y;
 
-       self.health -= take;
+       damage_take = take;
+       frag_attacker = attacker;
+       frag_deathtype = deathtype;
+       MON_ACTION(self.monsterid, MR_PAIN);
+       take = damage_take;
 
-       WaypointSprite_UpdateHealth(self.sprite, self.health);
+       if(take)
+       {
+               self.health -= take;
+               Monster_Sound(monstersound_pain, 1.2, true, CH_PAIN);
+       }
+
+       if(self.sprite)
+               WaypointSprite_UpdateHealth(self.sprite, self.health);
 
        self.dmg_time = time;
 
        if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
-               spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
+               spamsound (self, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
 
        self.velocity += force * self.damageforcescale;
 
-       if(deathtype != DEATH_DROWN)
+       if(deathtype != DEATH_DROWN && take)
        {
                Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
                if (take > 50)
@@ -1035,13 +1110,12 @@ void monsters_damage (entity inflictor, entity attacker, float damage, int death
                SUB_UseTargets();
                self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
 
-               monster_die(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
+               Monster_Dead(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
 
                WaypointSprite_Kill(self.sprite);
 
-               frag_attacker = attacker;
                frag_target = self;
-               MUTATOR_CALLHOOK(MonsterDies);
+               MUTATOR_CALLHOOK(MonsterDies, attacker);
 
                if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
                {
@@ -1053,49 +1127,102 @@ void monsters_damage (entity inflictor, entity attacker, float damage, int death
        }
 }
 
-void monster_setupcolors(entity mon)
-{
-       if(IS_PLAYER(mon.monster_owner))
-               mon.colormap = mon.monster_owner.colormap;
-       else if(teamplay && mon.team)
-               mon.colormap = 1024 + (mon.team - 1) * 17;
-       else
+// don't check for enemies, just keep walking in a straight line
+void Monster_Move_2D(float mspeed, float allow_jumpoff)
+{SELFPARAM();
+       if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || self.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
        {
-               if(mon.monster_skill <= MONSTER_SKILL_EASY)
-                       mon.colormap = 1029;
-               else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
-                       mon.colormap = 1027;
-               else if(mon.monster_skill <= MONSTER_SKILL_HARD)
-                       mon.colormap = 1038;
-               else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
-                       mon.colormap = 1028;
-               else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
-                       mon.colormap = 1032;
-               else
-                       mon.colormap = 1024;
+               mspeed = 0;
+               if(time >= self.spawn_time)
+                       setanim(self, self.anim_idle, true, false, false);
+               movelib_beak_simple(0.6);
+               return;
        }
-}
 
-void monster_changeteam(entity ent, float newteam)
-{
-       if(!teamplay) { return; }
+       float reverse = FALSE;
+       vector a, b;
 
-       ent.team = newteam;
-       ent.monster_attack = true; // new team, activate attacking
-       monster_setupcolors(ent);
+       makevectors(self.angles);
+       a = self.origin + '0 0 16';
+       b = self.origin + '0 0 16' + v_forward * 32;
 
-       if(ent.sprite)
+       traceline(a, b, MOVE_NORMAL, self);
+
+       if(trace_fraction != 1.0)
        {
-               WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
+               reverse = TRUE;
 
-               ent.sprite.team = newteam;
-               ent.sprite.SendFlags |= 1;
+               if(trace_ent)
+               if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH))
+                       reverse = FALSE;
+       }
+
+       // TODO: fix this... tracing is broken if the floor is thin
+       /*
+       if(!allow_jumpoff)
+       {
+               a = b - '0 0 32';
+               traceline(b, a, MOVE_WORLDONLY, self);
+               if(trace_fraction == 1.0)
+                       reverse = TRUE;
+       } */
+
+       if(reverse)
+       {
+               self.angles_y = anglemods(self.angles_y - 180);
+               makevectors(self.angles);
        }
+
+       movelib_move_simple_gravity(v_forward, mspeed, 1);
+
+       if(time > self.pain_finished)
+       if(time > self.attack_finished_single)
+       if(vlen(self.velocity) > 10)
+               setanim(self, self.anim_walk, true, false, false);
+       else
+               setanim(self, self.anim_idle, true, false, false);
 }
 
-void monster_think()
-{
-       self.think = monster_think;
+void Monster_Anim()
+{SELFPARAM();
+       int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
+       if(self.deadflag)
+       {
+               if (!deadbits)
+               {
+                       // Decide on which death animation to use.
+                       if(random() < 0.5)
+                               deadbits = ANIMSTATE_DEAD1;
+                       else
+                               deadbits = ANIMSTATE_DEAD2;
+               }
+       }
+       else
+       {
+               // Clear a previous death animation.
+               deadbits = 0;
+       }
+       int animbits = deadbits;
+       if(self.frozen)
+               animbits |= ANIMSTATE_FROZEN;
+       if(self.crouch)
+               animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
+       animdecide_setstate(self, animbits, false);
+       animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
+
+       /* // weapon entities for monsters?
+       if (self.weaponentity)
+       {
+               updateanim(self.weaponentity);
+               if (!self.weaponentity.animstate_override)
+                       setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
+       }
+       */
+}
+
+void Monster_Think()
+{SELFPARAM();
+       self.think = Monster_Think;
        self.nextthink = self.ticrate;
 
        if(self.monster_lifetime)
@@ -1105,53 +1232,66 @@ void monster_think()
                return;
        }
 
-       MON_ACTION(self.monsterid, MR_THINK);
+       if(MON_ACTION(self.monsterid, MR_THINK))
+               Monster_Move(self.speed2, self.speed, self.stopspeed);
 
-       CSQCMODEL_AUTOUPDATE();
+       Monster_Anim();
+
+       CSQCMODEL_AUTOUPDATE(self);
 }
 
-float monster_spawn()
-{
+float Monster_Spawn_Setup()
+{SELFPARAM();
        MON_ACTION(self.monsterid, MR_SETUP);
 
+       // ensure some basic needs are met
+       if(!self.health) { self.health = 100; }
+       if(!self.armorvalue) { self.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(self), 0.9); }
+       if(!self.target_range) { self.target_range = autocvar_g_monsters_target_range; }
+       if(!self.respawntime) { self.respawntime = autocvar_g_monsters_respawn_delay; }
+       if(!self.monster_moveflags) { self.monster_moveflags = MONSTER_MOVE_WANDER; }
+       if(!self.attack_range) { self.attack_range = autocvar_g_monsters_attack_range; }
+       if(!self.damageforcescale) { self.damageforcescale = autocvar_g_monsters_damageforcescale; }
+
        if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
        {
-               Monster_CheckMinibossFlag();
-               self.health *= Monster_SkillModifier();
+               Monster_Miniboss_Check();
+               self.health *= MONSTER_SKILLMOD(self);
+
+               if(!self.skin)
+                       self.skin = rint(random() * 4);
        }
 
        self.max_health = self.health;
        self.pain_finished = self.nextthink;
 
-       if(IS_PLAYER(self.monster_owner))
+       if(IS_PLAYER(self.monster_follow))
                self.effects |= EF_DIMLIGHT;
 
-       if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
-       if(!self.skin)
-               self.skin = rint(random() * 4);
-
-       if(!self.attack_range)
-               self.attack_range = autocvar_g_monsters_attack_range;
-
        if(!self.wander_delay) { self.wander_delay = 2; }
        if(!self.wander_distance) { self.wander_distance = 600; }
 
-       precache_monstersounds();
-       UpdateMonsterSounds();
+       Monster_Sounds_Precache();
+       Monster_Sounds_Update();
 
        if(teamplay)
                self.monster_attack = true; // we can have monster enemies in team games
 
-       MonsterSound(monstersound_spawn, 0, false, CH_VOICE);
+       Monster_Sound(monstersound_spawn, 0, false, CH_VOICE);
 
-       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'));
-       if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE))
+       if(autocvar_g_monsters_healthbars)
        {
-               WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
-               WaypointSprite_UpdateHealth(self.sprite, self.health);
+               entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, self, '0 0 1' * (self.maxs.z + 15), world, self.team, self, sprite, true, RADARICON_DANGER);
+               wp.wp_extra = self.monsterid;
+               wp.colormod = ((self.team) ? Team_ColorRGB(self.team) : '1 0 0');
+               if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE))
+               {
+                       WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
+                       WaypointSprite_UpdateHealth(self.sprite, self.health);
+               }
        }
 
-       self.think = monster_think;
+       self.think = Monster_Think;
        self.nextthink = time + self.ticrate;
 
        if(MUTATOR_CALLHOOK(MonsterSpawn))
@@ -1160,21 +1300,24 @@ float monster_spawn()
        return true;
 }
 
-float monster_initialize(float mon_id)
-{
-       if(!autocvar_g_monsters) { return false; }
-       if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) { MON_ACTION(mon_id, MR_PRECACHE); }
-       if(Monster_CheckAppearFlags(self, mon_id)) { return true; } // return true so the monster isn't removed
-
+bool Monster_Spawn(int mon_id)
+{SELFPARAM();
+       // setup the basic required properties for a monster
        entity mon = get_monsterinfo(mon_id);
+       if(!mon.monsterid) { return false; } // invalid monster
+
+       if(!autocvar_g_monsters) { Monster_Remove(self); return false; }
+
+       self.mdl = mon.model;
+       if(Monster_Appear_Check(self, mon_id)) { return true; } // return true so the monster isn't removed
 
        if(!self.monster_skill)
                self.monster_skill = cvar("g_monsters_skill");
 
        // support for quake style removing monsters based on skill
-       if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { return false; }
-       if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { return false; }
-       if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { return false; }
+       if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(self); return false; }
+       if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(self); return false; }
+       if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(self); return false; }
 
        if(self.team && !teamplay)
                self.team = 0;
@@ -1183,19 +1326,18 @@ float monster_initialize(float mon_id)
        if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
                monsters_total += 1;
 
-       setmodel(self, mon.model);
-       //setsize(self, mon.mins, mon.maxs);
+       _setmodel(self, self.mdl);
        self.flags                              = FL_MONSTER;
+       self.classname                  = "monster";
        self.takedamage                 = DAMAGE_AIM;
        self.bot_attack                 = true;
        self.iscreature                 = true;
        self.teleportable               = true;
        self.damagedbycontents  = true;
        self.monsterid                  = mon_id;
-       self.damageforcescale   = 0;
-       self.event_damage               = monsters_damage;
-       self.touch                              = MonsterTouch;
-       self.use                                = monster_use;
+       self.event_damage               = Monster_Damage;
+       self.touch                              = Monster_Touch;
+       self.use                                = Monster_Use;
        self.solid                              = SOLID_BBOX;
        self.movetype                   = MOVETYPE_WALK;
        self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
@@ -1204,11 +1346,12 @@ float monster_initialize(float mon_id)
        self.moveto                             = self.origin;
        self.pos1                               = self.origin;
        self.pos2                               = self.angles;
-       self.reset                              = monsters_reset;
+       self.reset                              = Monster_Reset;
        self.netname                    = mon.netname;
-       self.monster_name               = M_NAME(mon_id);
+       self.monster_attackfunc = mon.monster_attackfunc;
+       self.monster_name               = mon.monster_name;
        self.candrop                    = true;
-       self.view_ofs                   = '0 0 1' * (self.maxs.z * 0.5);
+       self.view_ofs                   = '0 0 0.7' * (self.maxs_z * 0.5);
        self.oldtarget2                 = self.target2;
        self.pass_distance              = 0;
        self.deadflag                   = DEAD_NO;
@@ -1216,22 +1359,15 @@ float monster_initialize(float mon_id)
        self.spawn_time                 = time;
        self.spider_slowness    = 0;
        self.gravity                    = 1;
+       self.monster_moveto             = '0 0 0';
+       self.monster_face               = '0 0 0';
        self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
 
-       if(!self.scale)
-               self.scale = 1;
-
-       if(autocvar_g_monsters_edit)
-               self.grab = 1; // owner may carry their monster
-
-       if(autocvar_g_fullbrightplayers)
-               self.effects |= EF_FULLBRIGHT;
-
-       if(autocvar_g_nodepthtestplayers)
-               self.effects |= EF_NODEPTHTEST;
-
-       if(mon.spawnflags & MONSTER_TYPE_SWIM)
-               self.flags |= FL_SWIM;
+       if(!self.scale) { self.scale = 1; }
+       if(autocvar_g_monsters_edit) { self.grab = 1; }
+       if(autocvar_g_fullbrightplayers) { self.effects |= EF_FULLBRIGHT; }
+       if(autocvar_g_nodepthtestplayers) { self.effects |= EF_NODEPTHTEST; }
+       if(mon.spawnflags & MONSTER_TYPE_SWIM) { self.flags |= FL_SWIM; }
 
        if(mon.spawnflags & MONSTER_TYPE_FLY)
        {
@@ -1245,22 +1381,15 @@ float monster_initialize(float mon_id)
 
        setsize(self, mon.mins * self.scale, mon.maxs * self.scale);
 
-       if(!self.ticrate)
-               self.ticrate = autocvar_g_monsters_think_delay;
-
-       self.ticrate = bound(sys_frametime, self.ticrate, 60);
-
-       if(!self.m_armor_blockpercent)
-               self.m_armor_blockpercent = 0.5;
-
-       if(!self.target_range)
-               self.target_range = autocvar_g_monsters_target_range;
+       self.ticrate = bound(sys_frametime, ((!self.ticrate) ? autocvar_g_monsters_think_delay : self.ticrate), 60);
 
-       if(!self.respawntime)
-               self.respawntime = autocvar_g_monsters_respawn_delay;
+       Monster_UpdateModel();
 
-       if(!self.monster_moveflags)
-               self.monster_moveflags = MONSTER_MOVE_WANDER;
+       if(!Monster_Spawn_Setup())
+       {
+               Monster_Remove(self);
+               return false;
+       }
 
        if(!self.noalign)
        {
@@ -1269,13 +1398,10 @@ float monster_initialize(float mon_id)
                setorigin(self, trace_endpos);
        }
 
-       if(!monster_spawn())
-               return false;
-
        if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
                monster_setupcolors(self);
 
-       CSQCMODEL_AUTOINIT();
+       CSQCMODEL_AUTOINIT(self);
 
        return true;
 }