]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/sv_monsters.qc
Merge branch 'master' into Mario/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
index ff18c1addfac79f8fa8827d0c87d5510bfd20529..5d52bc18c4e16c962991448cf48490666d037982 100644 (file)
 // =========================
-//  SVQC Monster Properties
+//     SVQC Monster Properties
 // =========================
 
 
-void M_Item_Touch ()
-{
-       if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
-       {
-               Item_Touch();
-               self.think = SUB_Remove;
-               self.nextthink = time + 0.1;
-       }
-}
-
-void monster_item_spawn()
-{
-       if(self.monster_loot)
-               self.monster_loot();
-       
-       self.gravity = 1;
-       self.velocity = randomvec() * 175 + '0 0 325';
-       self.touch = M_Item_Touch;
-       
-       SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
-}
-
 void monster_dropitem()
 {
        if(!self.candrop || !self.monster_loot)
                return;
 
        vector org = self.origin + ((self.mins + self.maxs) * 0.5);
-       entity e = spawn();
-       
-       setorigin(e, org);
-       
+       entity e = spawn(), oldself = self;
+
        e.monster_loot = self.monster_loot;
-       
+
        other = e;
        MUTATOR_CALLHOOK(MonsterDropItem);
        e = other;
-       
-       e.think = monster_item_spawn;
-       e.nextthink = time + 0.3;
+
+       if(e && e.monster_loot)
+       {
+               self = e;
+               e.noalign = TRUE;
+               e.monster_loot();
+               e.gravity = 1;
+               e.movetype = MOVETYPE_TOSS;
+               e.reset = SUB_Remove;
+               setorigin(e, org);
+               e.velocity = randomvec() * 175 + '0 0 325';
+               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;
+       }
 }
 
-void monsters_setframe(float _frame)
+float Monster_SkillModifier()
 {
-       if(self.frame == _frame)
-               return;
-               
-       self.anim_start_time = time;
-       self.frame = _frame;
-       self.SendFlags |= MSF_ANIM;
+       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
-               
-       WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
-       
-       if(vlen(targ.origin - ent.origin) >= ent.target_range)
-               return FALSE; // enemy is too far away
-       
-       if(trace_ent != targ)
-               return FALSE; // we can't see the enemy
-               
+
        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
-               
+
        if(targ.monster_owner == ent)
                return FALSE; // don't attack our pet
-       
+
+       if(!(targ.vehicle_flags & VHF_ISVEHICLE))
        if(targ.flags & FL_NOTARGET)
                return FALSE; // enemy can't be targeted
-       
-       if not(autocvar_g_monsters_typefrag)
+
+       if(!autocvar_g_monsters_typefrag)
        if(targ.BUTTON_CHAT)
                return FALSE; // no typefragging!
-       
-       if not(IsDifferentTeam(targ, ent))
+
+       if(SAME_TEAM(targ, ent))
                return FALSE; // enemy is on our team
-               
-       if(autocvar_g_monsters_target_infront)
+
+       if (targ.freezetag_frozen)
+               return FALSE; // ignore frozen
+
+       if(autocvar_g_monsters_target_infront || (ent.spawnflags & MONSTERFLAG_INFRONT))
        if(ent.enemy != targ)
        {
                float dot;
 
                makevectors (ent.angles);
                dot = normalize (targ.origin - ent.origin) * v_forward;
-               
+
                if(dot <= 0.3)
                        return FALSE;
        }
-       
+
        return TRUE;
 }
 
-entity FindTarget (entity ent) 
+entity FindTarget (entity ent)
 {
        if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.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);
+
        while(head) // find the closest acceptable target to pass to
        {
+               if(head.monster_attack)
                if(monster_isvalidtarget(head, ent))
                {
-                       // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) 
+                       // 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);
-                                       
-                       //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
+
+                       traceline(ent_center, head_center, MOVE_NORMAL, ent);
+
+                       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; }
                        }
                        else { closest_target = head; }
                }
-               
+
                head = head.chain;
        }
-       
+
        return closest_target;
 }
 
@@ -155,81 +153,172 @@ void MonsterTouch ()
 {
        if(other == world)
                return;
-               
+
        if(self.enemy != other)
-       if not(other.flags & FL_MONSTER)
+       if(!(other.flags & FL_MONSTER))
        if(monster_isvalidtarget(other, self))
                self.enemy = other;
 }
 
-void monster_sound(string msound, float sound_delay, float delaytoo)
+string get_monster_model_datafilename(string m, float sk, string fil)
 {
-       if(delaytoo && time < self.msound_delay)
-               return; // too early
-               
-       if(msound == "")
-               return; // sound doesn't exist
+       if(m)
+               m = strcat(m, "_");
+       else
+               m = "models/monsters/*_";
+       if(sk >= 0)
+               m = strcat(m, ftos(sk));
+       else
+               m = strcat(m, "*");
+       return strcat(m, ".", fil);
+}
 
-       sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
+void PrecacheMonsterSounds(string f)
+{
+       float fh;
+       string s;
+       fh = fopen(f, FILE_READ);
+       if(fh < 0)
+               return;
+       while((s = fgets(fh)))
+       {
+               if(tokenize_console(s) != 3)
+               {
+                       dprint("Invalid sound info line: ", s, "\n");
+                       continue;
+               }
+               PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
+       }
+       fclose(fh);
+}
 
-       self.msound_delay = time + sound_delay;
+void precache_monstersounds()
+{
+       string m = (get_monsterinfo(self.monsterid)).model;
+       float globhandle, n, i;
+       string f;
+
+       globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
+       if (globhandle < 0)
+               return;
+       n = search_getsize(globhandle);
+       for (i = 0; i < n; ++i)
+       {
+               //print(search_getfilename(globhandle, i), "\n");
+               f = search_getfilename(globhandle, i);
+               PrecacheMonsterSounds(f);
+       }
+       search_end(globhandle);
+}
+
+void ClearMonsterSounds()
+{
+#define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
+       ALLMONSTERSOUNDS
+#undef _MSOUND
+}
+
+.string GetMonsterSoundSampleField(string type)
+{
+       GetMonsterSoundSampleField_notFound = 0;
+       switch(type)
+       {
+#define _MSOUND(m) case #m: return monstersound_##m;
+               ALLMONSTERSOUNDS
+#undef _MSOUND
+       }
+       GetMonsterSoundSampleField_notFound = 1;
+       return string_null;
 }
 
-void monster_precachesounds(entity e)
+float LoadMonsterSounds(string f, float first)
 {
-       precache_sound(e.msound_idle);
-       precache_sound(e.msound_death);
-       precache_sound(e.msound_attack_melee);
-       precache_sound(e.msound_attack_ranged);
-       precache_sound(e.msound_sight);
-       precache_sound(e.msound_pain);
+       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;
+       }
+       while((s = fgets(fh)))
+       {
+               if(tokenize_console(s) != 3)
+                       continue;
+               field = GetMonsterSoundSampleField(argv(0));
+               if(GetMonsterSoundSampleField_notFound)
+                       continue;
+               if(self.field)
+                       strunzone(self.field);
+               self.field = strzone(strcat(argv(1), " ", argv(2)));
+       }
+       fclose(fh);
+       return 1;
 }
 
-void monster_setupsounds(string mon)
+.float skin_for_monstersound;
+void UpdateMonsterSounds()
 {
-       if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
-       if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
-       if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
-       if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
-       if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
-       if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
+       entity mon = get_monsterinfo(self.monsterid);
+
+       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);
+}
+
+void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
+{
+       if(!autocvar_g_monsters_sounds) { return; }
+
+       if(delaytoo)
+       if(time < self.msound_delay)
+               return; // too early
+       GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
+
+       self.msound_delay = time + sound_delay;
 }
 
 void monster_makevectors(entity e)
 {
        vector v;
-               
-       v = CENTER_OR_VIEWOFS(e);
+
+       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 er, float deathtype, float dostop)
+float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
 {
-       float rdmg = damg * random();
-
        if (self.health <= 0)
-               return FALSE;
-       if (targ == world)
-               return FALSE;
-               
+               return FALSE; // attacking while dead?!
+
        if(dostop)
        {
                self.velocity_x = 0;
                self.velocity_y = 0;
                self.state = MONSTER_STATE_ATTACK_MELEE;
-               self.SendFlags |= MSF_MOVE;
        }
 
+       self.frame = anim;
+
+       if(anim_finished != 0)
+               self.attack_finished_single = time + anim_finished;
+
        monster_makevectors(targ);
-       
+
        traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
-       
+
        if(trace_ent.takedamage)
-               Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
-               
+               Damage(trace_ent, self, self, damg * Monster_SkillModifier(), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
+
        return TRUE;
 }
 
@@ -237,40 +326,50 @@ void Monster_CheckMinibossFlag ()
 {
        if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
                return;
-               
+
        float chance = random() * 100;
 
        // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
        if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
        {
                self.health += autocvar_g_monsters_miniboss_healthboost;
-               if not(self.weapon)
-                       self.weapon = WEP_NEX;
+               self.effects |= EF_RED;
+               if(!self.weapon)
+                       self.weapon = WEP_VORTEX;
        }
 }
 
 float Monster_CanRespawn(entity ent)
 {
        other = ent;
+       if(ent.deadflag == DEAD_DEAD) // don't call when monster isn't dead
        if(MUTATOR_CALLHOOK(MonsterRespawn))
                return TRUE; // enabled by a mutator
-               
+
        if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
                return FALSE;
-               
-       if not(autocvar_g_monsters_respawn)
+
+       if(!autocvar_g_monsters_respawn)
                return FALSE;
-               
+
        return TRUE;
 }
 
+float monster_initialize(float mon_id);
+void monster_respawn()
+{
+       // is this function really needed?
+       monster_initialize(self.monsterid);
+}
+
 void Monster_Fade ()
 {
        if(Monster_CanRespawn(self))
        {
-               self.monster_respawned = TRUE;
-               self.think = self.monster_spawnfunc;
+               self.spawnflags |= MONSTERFLAG_RESPAWNED;
+               self.think = monster_respawn;
                self.nextthink = time + self.respawntime;
+               self.monster_lifetime = 0;
                self.deadflag = DEAD_RESPAWNING;
                if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
                {
@@ -281,20 +380,23 @@ void Monster_Fade ()
                self.takedamage = DAMAGE_NO;
                setorigin(self, self.pos1);
                self.angles = self.pos2;
-               self.health = self.max_health; // TODO: check if resetting to max_health is wise here
-               
-               self.SendFlags |= MSF_MOVE;
-               self.SendFlags |= MSF_STATUS;
+               self.health = self.max_health;
+               setmodel(self, "null");
        }
        else
+       {
+               // number of monsters spawned with mobspawn command
+               totalspawned -= 1;
+
                SUB_SetFade(self, time + 3, 1);
+       }
 }
 
 float Monster_CanJump (vector vel)
 {
        if(self.state)
                return FALSE; // already attacking
-       if not(self.flags & FL_ONGROUND)
+       if(!(self.flags & FL_ONGROUND))
                return FALSE; // not on the ground
        if(self.health <= 0)
                return FALSE; // called when dead?
@@ -302,7 +404,7 @@ float Monster_CanJump (vector vel)
                return FALSE; // still attacking
 
        vector old = self.velocity;
-       
+
        self.velocity = vel;
        tracetoss(self, self);
        self.velocity = old;
@@ -316,16 +418,16 @@ float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished
 {
        if(!Monster_CanJump(vel))
                return FALSE;
-               
-       monsters_setframe(anm);
+
+       self.frame = anm;
        self.state = MONSTER_STATE_ATTACK_LEAP;
        self.touch = touchfunc;
        self.origin_z += 1;
        self.velocity = vel;
-       self.flags &~= FL_ONGROUND;
-               
+       self.flags &= ~FL_ONGROUND;
+
        self.attack_finished_single = time + anim_finished;
-       
+
        return TRUE;
 }
 
@@ -335,39 +437,34 @@ void monster_checkattack(entity e, entity targ)
                return;
        if(targ == world)
                return;
-               
-       if not(e.monster_attackfunc)
+
+       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))
        {
-               monster_sound(e.msound_attack_melee, 0, FALSE);
+               MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
                return;
        }
-       
+
        if(vlen(targ.origin - e.origin) > e.attack_range)
        if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
        {
-               monster_sound(e.msound_attack_ranged, 0, FALSE);
+               MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
                return;
        }
 }
 
 void monster_use ()
 {
-       if (self.enemy)
-               return;
-       if (self.health <= 0)
-               return;
-
-       if(!monster_isvalidtarget(activator, self))
-               return;
-
-       self.enemy = activator;
+       if(!self.enemy)
+       if(self.health > 0)
+       if(monster_isvalidtarget(activator, self))
+               self.enemy = activator;
 }
 
 .float last_trace;
@@ -377,19 +474,49 @@ vector monster_pickmovetarget(entity targ)
        // enemy is always preferred target
        if(self.enemy)
        {
+               vector targ_origin = ((self.enemy.absmin + self.enemy.absmax) * 0.5);
+               targ_origin = WarpZone_RefSys_TransformOrigin(self.enemy, self, targ_origin); // origin of target as seen by the monster (us)
+               WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
+               
+               if((self.enemy == world)
+                       || (self.enemy.deadflag != DEAD_NO || self.enemy.health < 1)
+                       || (self.enemy.freezetag_frozen)
+                       || (self.enemy.flags & FL_NOTARGET)
+                       || (self.enemy.alpha < 0.5)
+                       || (self.enemy.takedamage == DAMAGE_NO)
+                       || (vlen(self.origin - targ_origin) > self.target_range)
+                       || ((trace_fraction < 1) && (trace_ent != self.enemy)))
+                       //|| (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit)) // TODO: chase timelimit?
+               {
+                       self.enemy = world;
+                       self.pass_distance = 0;
+               }
+               
+               if(self.enemy)
+               {
+                       /*WarpZone_TrailParticles(world, particleeffectnum("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;
+               }
+       
+               /*makevectors(self.angles);
                self.monster_movestate = MONSTER_MOVE_ENEMY;
                self.last_trace = time + 1.2;
-               return self.enemy.origin;
+               return self.enemy.origin; */
        }
-       
+
        switch(self.monster_moveflags)
        {
                case MONSTER_MOVE_OWNER:
                {
                        self.monster_movestate = MONSTER_MOVE_OWNER;
                        self.last_trace = time + 0.3;
-                       if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
-                               return self.monster_owner.origin;
+                       return (self.monster_owner) ? self.monster_owner.origin : self.origin;
                }
                case MONSTER_MOVE_SPAWNLOC:
                {
@@ -408,73 +535,85 @@ vector monster_pickmovetarget(entity targ)
                {
                        vector pos;
                        self.monster_movestate = MONSTER_MOVE_WANDER;
-                       self.last_trace = time + 2;
-                               
-                       self.angles_y = random() * 500;
-                       makevectors(self.angles);
-                       pos = self.origin + v_forward * 600;
-                       
-                       if(self.flags & FL_FLY || self.flags & FL_SWIM)
-                       {
-                               pos_z = random() * 200;
-                               if(random() >= 0.5)
-                                       pos_z *= -1;
-                       }
-                       
+
                        if(targ)
                        {
                                self.last_trace = time + 0.5;
                                pos = targ.origin;
                        }
-                       
+                       else
+                       {
+                               self.last_trace = time + self.wander_delay;
+
+                               self.angles_y = rint(random() * 500);
+                               makevectors(self.angles);
+                               pos = self.origin + v_forward * self.wander_distance;
+
+                               if(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM))
+                               {
+                                       pos_z = random() * 200;
+                                       if(random() >= 0.5)
+                                               pos_z *= -1;
+                               }
+                       }
+
                        return pos;
                }
        }
 }
 
+void monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed)
+{
+       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)));
+       //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
+
+       vector targpos;
+       if(current_height) // make sure we can actually do this arcing path
+       {
+               targpos = (to + ('0 0 1' * current_height));
+               WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
+               if(trace_fraction < 1)
+               {
+                       //print("normal arc line failed, trying to find new pos...");
+                       WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, mon);
+                       targpos = (trace_endpos + '0 0 -10');
+                       WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
+                       if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
+                       /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
+               }
+       }
+       else { targpos = to; }
+
+       //mon.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
+
+       vector desired_direction = normalize(targpos - from);
+       if(turnrate) { mon.velocity = (normalize(normalize(mon.velocity) + (desired_direction * 50)) * movespeed); }
+       else { mon.velocity = (desired_direction * movespeed); }
+
+       //mon.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
+       //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);
+       //fixedmakevectors(self.angles);
 
        if(self.target2)
                self.goalentity = find(world, targetname, self.target2);
-               
+
        entity targ;
 
-       if(self.frozen)
-       {
-               self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
-               self.health = max(1, self.max_health * self.revive_progress);
-               
-               if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
-                       
-               movelib_beak_simple(stopspeed);
-                       
-               self.velocity = '0 0 0';
-               self.enemy = world;
-               self.nextthink = time + 0.1;
-               
-               if(self.revive_progress >= 1)
-                       Unfreeze(self); // wait for next think before attacking
-                       
-               // don't bother updating angles here?
-               if(self.origin != self.oldorigin)
-               {
-                       self.oldorigin = self.origin;
-                       self.SendFlags |= MSF_MOVE;
-               }
-                       
-               return; // no moving while frozen
-       }
-       
        if(self.flags & FL_SWIM)
        {
                if(self.waterlevel < WATERLEVEL_WETFEET)
                {
                        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');
                                self.angles = '90 90 0';
                                if(random() < 0.5)
@@ -489,124 +628,113 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_
                                }
                                self.velocity_z += random() * 150;
                        }
-                               
-                       
+
+
                        self.movetype = MOVETYPE_BOUNCE;
                        //self.velocity_z = -200;
-                               
-                       self.SendFlags |= MSF_MOVE | MSF_ANG;
-                       
+
                        return;
                }
-               else
+               else if(self.fish_wasdrowning)
                {
-                       self.angles = '0 0 0';
+                       self.fish_wasdrowning = FALSE;
+                       self.angles_x = 0;
                        self.movetype = MOVETYPE_WALK;
                }
        }
-       
+
        targ = self.goalentity;
-       
+
        monster_target = targ;
        monster_speed_run = runspeed;
        monster_speed_walk = walkspeed;
-       
-       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)
+
+       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)
        {
                runspeed = walkspeed = 0;
                if(time >= self.spawn_time)
-                       monsters_setframe(manim_idle);
+                       self.frame = manim_idle;
                movelib_beak_simple(stopspeed);
-               self.SendFlags |= MSF_MOVE;
                return;
        }
-       
+
        targ = monster_target;
-       runspeed = monster_speed_run;
-       walkspeed = monster_speed_walk;
-       
+       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
+
+       if(time < self.spider_slowness)
+       {
+               runspeed *= 0.5;
+               walkspeed *= 0.5;
+       }
+
        if(teamplay)
        if(autocvar_g_monsters_teams)
-       if(IsDifferentTeam(self.monster_owner, self))
+       if(DIFF_TEAM(self.monster_owner, self))
                self.monster_owner = world;
-       
-       if(self.enemy && self.enemy.health < 1)
-               self.enemy = world; // enough!
-               
+
        if(time >= self.last_enemycheck)
        {
-               if not(monster_isvalidtarget(self.enemy, self))
-                       self.enemy = world;
-                       
-               if not(self.enemy)
+               if(!self.enemy)
                {
                        self.enemy = FindTarget(self);
                        if(self.enemy)
-                               monster_sound(self.msound_sight, 0, FALSE);
+                       {
+                               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.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.last_enemycheck = time + 2;
+
+               self.last_enemycheck = time + 1; // check for enemies every second
        }
-       
+
        if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
                self.state = 0;
-               
+
        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 not(self.enemy)
-               monster_sound(self.msound_idle, 5, TRUE);
-       
-       if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
-               self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
-       
+       if(!self.enemy)
+               MonsterSound(monstersound_idle, 7, TRUE, CH_VOICE);
+
        if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
        {
                self.state = 0;
                self.touch = MonsterTouch;
        }
-       
-       //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
-       
-       float turny = 0;
-       vector real_angle = vectoangles(self.steerto) - self.angles;
-       
-       if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
-               turny = 20;
-               
-       if(self.flags & FL_SWIM)
-               turny = vlen(self.angles - self.moveto);
-       
-       if(turny)
-       {
-               turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
-               self.angles_y += turny;
-       }
-       
+
        if(self.state == MONSTER_STATE_ATTACK_MELEE)
                self.moveto = self.origin;
-       else if(self.enemy)
-               self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
-       
-       if not(self.flags & FL_FLY || self.flags & FL_SWIM)
-               self.moveto_z = self.origin_z; 
-       
-       if(self.flags & FL_FLY || self.flags & FL_SWIM)
-               v_forward = normalize(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(vlen(self.origin - self.moveto) > 64)
        {
-               if(self.flags & FL_FLY || self.flags & FL_SWIM)
+               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));
+               
+               /*&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);
+                       movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6); */
+
                if(time > self.pain_finished)
                if(time > self.attack_finished_single)
-               if(vlen(self.velocity) > 0)
-                       monsters_setframe((self.enemy) ? manim_run : manim_walk);
+               if(vlen(self.velocity) > 10)
+                       self.frame = ((self.enemy) ? manim_run : manim_walk);
                else
-                       monsters_setframe(manim_idle);
+                       self.frame = manim_idle;
        }
        else
        {
@@ -615,43 +743,56 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_
                        self.target2 = e.target2;
                else if(e.target)
                        self.target2 = e.target;
-               
+
                movelib_beak_simple(stopspeed);
                if(time > self.attack_finished_single)
                if(time > self.pain_finished)
                if (vlen(self.velocity) <= 30)
-                       monsters_setframe(manim_idle);
+                       self.frame = manim_idle;
        }
        
-       monster_checkattack(self, self.enemy);
-       
-       if(self.angles != self.oldangles)
-       {
-               self.oldangles = self.angles;
-               self.SendFlags |= MSF_ANG;
-       }
+       self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
        
-       if(self.origin != self.oldorigin)
+       vector real_angle = vectoangles(self.steerto) - self.angles;
+       float turny = 25;
+       if(self.state == MONSTER_STATE_ATTACK_MELEE)
+               turny = 0;
+       if(turny)
        {
-               self.oldorigin = self.origin;
-               self.SendFlags |= MSF_MOVE;
+               turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
+               self.angles_y += turny;
        }
+
+       monster_checkattack(self, self.enemy);
+}
+
+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);
+
+       WaypointSprite_Kill(mon.sprite);
+
+       remove(mon);
 }
 
 void monster_dead_think()
 {
-       self.think = monster_dead_think;
-       self.nextthink = time + 0.3; // don't need to update so often now
-       
-       self.deadflag = DEAD_DEAD;
+       self.nextthink = time + self.ticrate;
 
-       if(time >= self.ltime)
+       CSQCMODEL_AUTOUPDATE();
+
+       if(self.monster_lifetime != 0)
+       if(time >= self.monster_lifetime)
        {
                Monster_Fade();
                return;
        }
-       
-       self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
 }
 
 void monsters_setstatus()
@@ -663,20 +804,21 @@ void monsters_setstatus()
 void Monster_Appear()
 {
        self.enemy = activator;
-       self.spawnflags &~= MONSTERFLAG_APPEAR;
-       self.monster_spawnfunc();
+       self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
+       monster_initialize(self.monsterid);
 }
 
-float Monster_CheckAppearFlags(entity ent)
+float Monster_CheckAppearFlags(entity ent, float monster_id)
 {
-       if not(ent.spawnflags & MONSTERFLAG_APPEAR)
+       if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
                return FALSE;
-       
+
        ent.think = func_null;
+       ent.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
        ent.nextthink = 0;
        ent.use = Monster_Appear;
        ent.flags = FL_MONSTER; // set so this monster can get butchered
-       
+
        return TRUE;
 }
 
@@ -684,375 +826,371 @@ void monsters_reset()
 {
        setorigin(self, self.pos1);
        self.angles = self.pos2;
-       
+
        self.health = self.max_health;
        self.velocity = '0 0 0';
        self.enemy = world;
        self.goalentity = world;
        self.attack_finished_single = 0;
        self.moveto = self.origin;
-       
-       WaypointSprite_UpdateHealth(self.sprite, self.health);
-}
-
-float monster_send(entity to, float sf)
-{
-       WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
-       WriteByte(MSG_ENTITY, sf);
-       if(sf & MSF_SETUP)
-       {
-           WriteByte(MSG_ENTITY, self.monsterid);
-           
-           WriteCoord(MSG_ENTITY, self.origin_x);
-           WriteCoord(MSG_ENTITY, self.origin_y);
-           WriteCoord(MSG_ENTITY, self.origin_z);
-           
-           WriteAngle(MSG_ENTITY, self.angles_x);
-           WriteAngle(MSG_ENTITY, self.angles_y);
-               
-               WriteByte(MSG_ENTITY, self.skin);
-               WriteByte(MSG_ENTITY, self.team);
-    }
-    
-    if(sf & MSF_ANG)
-    {
-        WriteShort(MSG_ENTITY, rint(self.angles_x));
-        WriteShort(MSG_ENTITY, rint(self.angles_y));
-    }
-    
-    if(sf & MSF_MOVE)
-    {
-        WriteShort(MSG_ENTITY, rint(self.origin_x));
-        WriteShort(MSG_ENTITY, rint(self.origin_y));
-        WriteShort(MSG_ENTITY, rint(self.origin_z));
-
-        WriteShort(MSG_ENTITY, rint(self.velocity_x));
-        WriteShort(MSG_ENTITY, rint(self.velocity_y));
-        WriteShort(MSG_ENTITY, rint(self.velocity_z));        
-        
-        WriteShort(MSG_ENTITY, rint(self.angles_y));        
-    }
-    
-    if(sf & MSF_ANIM)
-    {
-        WriteCoord(MSG_ENTITY, self.anim_start_time);
-        WriteByte(MSG_ENTITY, self.frame);
-    }
-    
-    if(sf & MSF_STATUS)
-    {
-               WriteByte(MSG_ENTITY, self.skin);
-               
-        WriteByte(MSG_ENTITY, self.team);
-               
-               WriteByte(MSG_ENTITY, self.deadflag);
-        
-        if(self.health <= 0)
-            WriteByte(MSG_ENTITY, 0);
-        else
-            WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
-    }
-    
-       return TRUE;
-}
-
-void monster_link(void() spawnproc)
-{
-    Net_LinkEntity(self, TRUE, 0, monster_send);
-    self.think      = spawnproc;
-    self.nextthink  = time;
 }
 
 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
        self.health -= damage;
-               
+
        Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
-               
+
        if(self.health <= -100) // 100 health until gone?
        {
                Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
-               
+
+               // number of monsters spawned with mobspawn command
+               totalspawned -= 1;
+
                self.think = SUB_Remove;
                self.nextthink = time + 0.1;
+               self.event_damage = func_null;
        }
 }
 
-void monster_die()
+void monster_die(entity attacker, float gibbed)
 {
        self.think = monster_dead_think;
-       self.nextthink = self.ticrate;
-       self.ltime = time + 5;
-       
+       self.nextthink = time;
+       self.monster_lifetime = time + 5;
+
        monster_dropitem();
 
-       WaypointSprite_Kill(self.sprite);
-               
-       if(self.weaponentity)
+       MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
+
+       if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED))
+               monsters_killed += 1;
+
+       if(IS_PLAYER(attacker))
+       if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED)))
+               PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
+
+       if(gibbed)
        {
-               remove(self.weaponentity);
-               self.weaponentity = world;
+               // number of monsters spawned with mobspawn command
+               totalspawned -= 1;
        }
-               
-       monster_sound(self.msound_death, 0, FALSE);
-               
-       if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
-               monsters_killed += 1;
-               
+
        if(self.candrop && self.weapon)
-               W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
-               
-       if(IS_CLIENT(self.realowner))
-               self.realowner.monstercount -= 1;
-               
-       self.event_damage       = monsters_corpse_damage;
-       self.solid                      = SOLID_CORPSE;
-       self.takedamage         = DAMAGE_AIM;
-       self.enemy                      = world;
+               W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
+
+       self.event_damage       = ((gibbed) ? func_null : monsters_corpse_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
-       
-       if not(self.flags & FL_FLY)
+       self.reset                      = func_null;
+       self.state                      = 0;
+       self.attack_finished_single = 0;
+
+       if(!((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
                self.velocity = '0 0 0';
-       
-       self.SendFlags |= MSF_MOVE;
-       
-       // number of monsters spawned with mobspawn command
-       totalspawned -= 1;
-       
+
        MON_ACTION(self.monsterid, MR_DEATH);
 }
 
 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       if(self.frozen && deathtype != DEATH_KILL)
+       if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL)
                return;
-               
+
        if(time < self.pain_finished && deathtype != DEATH_KILL)
                return;
-               
-       if(time < self.spawnshieldtime)
+
+       if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
                return;
-               
-       if(deathtype != DEATH_KILL)
-               damage *= self.armorvalue;
-               
-       if(self.weaponentity && self.weaponentity.classname == "shield")
-               self.weaponentity.health -= damage;
-               
-       self.health -= damage;
-       
-       if(self.sprite)
-               WaypointSprite_UpdateHealth(self.sprite, self.health);
-               
+
+       if(deathtype == DEATH_FALL && self.draggedby != world)
+               return;
+
+       vector v;
+       float take, save;
+
+       v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, deathtype, damage);
+       take = v_x;
+       save = v_y;
+
+       self.health -= take;
+
+       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, ATTN_NORM);  // FIXME: PLACEHOLDER
-       
+               spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
+
        self.velocity += force * self.damageforcescale;
-               
+
        if(deathtype != DEATH_DROWN)
        {
-               Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
-               if (damage > 50)
+               Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
+               if (take > 50)
                        Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
-               if (damage > 100)
+               if (take > 100)
                        Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
        }
-               
+
        if(self.health <= 0)
-       {        
-               if(self.sprite)
-               {
-                       // Update one more time to avoid waypoint fading without emptying healthbar
-                       WaypointSprite_UpdateHealth(self.sprite, 0);
-               }
-               
+       {
                if(deathtype == DEATH_KILL)
                        self.candrop = FALSE; // killed by mobkill command
-                       
+
                // TODO: fix this?
                activator = attacker;
                other = self.enemy;
                SUB_UseTargets();
                self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
-       
-               monster_die();
-               
+
+               monster_die(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
+
+               WaypointSprite_Kill(self.sprite);
+
                frag_attacker = attacker;
                frag_target = self;
                MUTATOR_CALLHOOK(MonsterDies);
-               
-               if(self.health <= -100) // check if we're already gibbed
+
+               if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
                {
                        Violence_GibSplash(self, 1, 0.5, attacker);
-               
+
                        self.think = SUB_Remove;
                        self.nextthink = time + 0.1;
                }
        }
+}
+
+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
+       {
+               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;
+       }
+}
+
+void monster_changeteam(entity ent, float newteam)
+{
+       if(!teamplay) { return; }
        
-       self.SendFlags |= MSF_STATUS;
+       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_think()
 {
        self.think = monster_think;
        self.nextthink = self.ticrate;
-       
+
+       if(self.monster_lifetime)
+       if(time >= self.monster_lifetime)
+       {
+               Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
+               return;
+       }
+
        MON_ACTION(self.monsterid, MR_THINK);
+
+       CSQCMODEL_AUTOUPDATE();
 }
 
-void monster_spawn()
+float monster_spawn()
 {
        MON_ACTION(self.monsterid, MR_SETUP);
 
-       if not(self.monster_respawned)
+       if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
+       {
                Monster_CheckMinibossFlag();
-       
+               self.health *= Monster_SkillModifier();
+       }
+
        self.max_health = self.health;
        self.pain_finished = self.nextthink;
-       self.anim_start_time = time;
-       
-       if not(self.noalign)
-       {
-               setorigin(self, self.origin + '0 0 20');
-               tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
-               setorigin(self, trace_endpos);
-       }
-       
-       if not(self.monster_respawned)
-       if not(self.skin)
+
+       if(IS_PLAYER(self.monster_owner))
+               self.effects |= EF_DIMLIGHT;
+
+       if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
+       if(!self.skin)
                self.skin = rint(random() * 4);
-               
-       if not(self.attack_range)
+
+       if(!self.attack_range)
                self.attack_range = autocvar_g_monsters_attack_range;
-       
-       self.pos1 = self.origin;
-       
-       monster_setupsounds(self.netname);
 
-       monster_precachesounds(self);
-       
+       if(!self.wander_delay) { self.wander_delay = 2; }
+       if(!self.wander_distance) { self.wander_distance = 600; }
+
+       precache_monstersounds();
+       UpdateMonsterSounds();
+
        if(teamplay)
                self.monster_attack = TRUE; // we can have monster enemies in team games
-               
-       if(autocvar_g_monsters_healthbars)
+
+       MonsterSound(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))
        {
-               WaypointSprite_Spawn(strzone(strdecolorize(self.monster_name)), 0, 600, self, '0 0 1' * (self.maxs_z + 15), world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));       
                WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
                WaypointSprite_UpdateHealth(self.sprite, self.health);
        }
-       
-       monster_sound(self.msound_spawn, 0, FALSE);
 
-       MUTATOR_CALLHOOK(MonsterSpawn);
-       
        self.think = monster_think;
        self.nextthink = time + self.ticrate;
-       
-       self.SendFlags |= MSF_SETUP;
+
+       if(MUTATOR_CALLHOOK(MonsterSpawn))
+               return FALSE;
+
+       return TRUE;
 }
 
-float monster_initialize(float mon_id, float nodrop)
+float monster_initialize(float mon_id)
 {
-       if not(autocvar_g_monsters)
-               return FALSE;
-               
-       vector min_s, max_s;
+       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
+
        entity mon = get_monsterinfo(mon_id);
-       
+
+       if(!self.monster_skill)
+               self.monster_skill = cvar("g_monsters_skill");
+
        // support for quake style removing monsters based on skill
-       switch(monster_skill)
-       {
-               case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY)              return FALSE; break;
-               case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM)    return FALSE; break;
-               case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD)              return FALSE; break;
-               case 4: if(self.spawnflags & MONSTERSKILL_NOTINSANE)    return FALSE; break;
-               case 5: if(self.spawnflags & MONSTERSKILL_NOTNIGHTMARE) return FALSE; break;
-       }
+       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_name == "")
-               self.monster_name = M_NAME(mon_id);
-       
        if(self.team && !teamplay)
                self.team = 0;
 
-       self.flags = FL_MONSTER;
-               
-       if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
-       if not(self.monster_respawned)
+       if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
+       if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
                monsters_total += 1;
-               
-       min_s = mon.mins;
-       max_s = mon.maxs;
-       
-       self.netname = mon.netname;
 
-       setsize(self, min_s, max_s);
-       self.takedamage                 = DAMAGE_AIM;
-       self.bot_attack                 = TRUE;
-       self.iscreature                 = TRUE;
-       self.teleportable               = TRUE;
+       setmodel(self, mon.model);
+       //setsize(self, mon.mins, mon.maxs);
+       self.flags                              = FL_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.damageforcescale   = 0;
+       self.event_damage               = monsters_damage;
+       self.touch                              = MonsterTouch;
        self.use                                = monster_use;
        self.solid                              = SOLID_BBOX;
        self.movetype                   = MOVETYPE_WALK;
        self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
-       monsters_spawned           += 1;
        self.enemy                              = world;
        self.velocity                   = '0 0 0';
        self.moveto                             = self.origin;
+       self.pos1                               = self.origin;
        self.pos2                               = self.angles;
        self.reset                              = monsters_reset;
+       self.netname                    = mon.netname;
+       self.monster_name               = M_NAME(mon_id);
        self.candrop                    = TRUE;
        self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
        self.oldtarget2                 = self.target2;
+       self.pass_distance              = 0;
        self.deadflag                   = DEAD_NO;
-       self.noalign                    = nodrop;
+       self.noalign                    = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
        self.spawn_time                 = time;
+       self.spider_slowness    = 0;
        self.gravity                    = 1;
-       self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
-       
+       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(mon.spawnflags & MONSTER_TYPE_FLY)
        {
                self.flags |= FL_FLY;
                self.movetype = MOVETYPE_FLY;
        }
-       
-       if not(self.scale)
-               self.scale = 1;
-               
+
        if(mon.spawnflags & MONSTER_SIZE_BROKEN)
-               self.scale = 1.3;
-       
-       if not(self.ticrate)
-               self.ticrate = autocvar_g_monsters_think_delay;
+       if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
+               self.scale *= 1.3;
                
+       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 not(self.armorvalue)
-               self.armorvalue = 1; // multiplier
-       
-       if not(self.target_range)
+
+       if(!self.m_armor_blockpercent)
+               self.m_armor_blockpercent = 0.5;
+
+       if(!self.target_range)
                self.target_range = autocvar_g_monsters_target_range;
-       
-       if not(self.respawntime)
+
+       if(!self.respawntime)
                self.respawntime = autocvar_g_monsters_respawn_delay;
-       
-       if not(self.monster_moveflags)
+
+       if(!self.monster_moveflags)
                self.monster_moveflags = MONSTER_MOVE_WANDER;
-       
-       monster_link(monster_spawn);
+
+       if(!self.noalign)
+       {
+               setorigin(self, self.origin + '0 0 20');
+               tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
+               setorigin(self, trace_endpos);
+       }
+
+       if(!monster_spawn())
+               return FALSE;
+
+       if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
+               monster_setupcolors(self);
+
+       CSQCMODEL_AUTOINIT();
 
        return TRUE;
 }