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Merge branch 'master' into Mario/monsters
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 #include "sv_monsters.qh"
2
3 #include <server/g_subs.qh>
4 #include <lib/warpzone/common.qh>
5 #include "../constants.qh"
6 #include "../teams.qh"
7 #include "../util.qh"
8 #include "all.qh"
9 #include "../physics/movelib.qh"
10 #include "../weapons/_mod.qh"
11 #include <server/autocvars.qh>
12 #include <server/defs.qh>
13 #include "../deathtypes/all.qh"
14 #include <server/mutators/_mod.qh>
15 #include <server/steerlib.qh>
16 #include "../turrets/sv_turrets.qh"
17 #include "../turrets/util.qh"
18 #include "../vehicles/all.qh"
19 #include <server/campaign.qh>
20 #include <server/command/_mod.qh>
21 #include "../triggers/triggers.qh"
22 #include <lib/csqcmodel/sv_model.qh>
23 #include <server/round_handler.qh>
24 #include <server/weapons/_mod.qh>
25
26 void monsters_setstatus(entity this)
27 {
28         this.stat_monsters_total = monsters_total;
29         this.stat_monsters_killed = monsters_killed;
30 }
31
32 void monster_dropitem(entity this, entity attacker)
33 {
34         if(!this.candrop || !this.monster_loot)
35                 return;
36
37         vector org = CENTER_OR_VIEWOFS(this);
38         entity e = new(droppedweapon); // use weapon handling to remove it on touch
39         e.spawnfunc_checked = true;
40
41         e.monster_loot = this.monster_loot;
42
43         MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
44         e = M_ARGV(1, entity);
45
46         if(e && e.monster_loot)
47         {
48                 e.noalign = true;
49                 e.monster_loot(e);
50                 e.gravity = 1;
51                 set_movetype(e, MOVETYPE_TOSS);
52                 e.reset = SUB_Remove;
53                 setorigin(e, org);
54                 e.velocity = randomvec() * 175 + '0 0 325';
55                 e.item_spawnshieldtime = time + 0.7;
56                 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
57         }
58 }
59
60 void monster_makevectors(entity this, entity targ)
61 {
62         if(IS_MONSTER(this))
63         {
64                 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
65                 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
66                 this.v_angle_x = -this.v_angle_x;
67         }
68
69         makevectors(this.v_angle);
70 }
71
72 // ===============
73 // Target handling
74 // ===============
75
76 bool Monster_ValidTarget(entity this, entity targ)
77 {
78         // ensure we're not checking nonexistent monster/target
79         if(!this || !targ) { return false; }
80
81         if((targ == this)
82         || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
83         || (IS_VEHICLE(targ) && !((Monsters_from(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
84         || (time < game_starttime) // monsters do nothing before match has started
85         || (targ.takedamage == DAMAGE_NO)
86         || (targ.items & IT_INVISIBILITY)
87         || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
88         || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
89         || (this.monster_follow == targ || targ.monster_follow == this)
90         || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
91         || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
92         || (SAME_TEAM(targ, this))
93         || (STAT(FROZEN, targ))
94         || (targ.alpha != 0 && targ.alpha < 0.5)
95         || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
96         )
97         {
98                 // if any of the above checks fail, target is not valid
99                 return false;
100         }
101
102         traceline(this.origin + this.view_ofs, targ.origin, MOVE_NOMONSTERS, this);
103
104         if(trace_fraction < 1)
105                 return false; // solid
106
107         if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
108         if(this.enemy != targ)
109         {
110                 makevectors (this.angles);
111                 float dot = normalize (targ.origin - this.origin) * v_forward;
112
113                 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
114         }
115
116         return true; // this target is valid!
117 }
118
119 entity Monster_FindTarget(entity this)
120 {
121         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
122
123         entity closest_target = NULL;
124         vector my_center = CENTER_OR_VIEWOFS(this);
125
126         // find the closest acceptable target to pass to
127         FOREACH_ENTITY_RADIUS(this.origin, this.target_range, it.monster_attack,
128         {
129                 if(Monster_ValidTarget(this, it))
130                 {
131                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
132                         vector targ_center = CENTER_OR_VIEWOFS(it);
133
134                         if(closest_target)
135                         {
136                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
137                                 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
138                                         { closest_target = it; }
139                         }
140                         else { closest_target = it; }
141                 }
142         });
143
144         return closest_target;
145 }
146
147 void monster_setupcolors(entity this)
148 {
149         if(IS_PLAYER(this.realowner))
150                 this.colormap = this.realowner.colormap;
151         else if(teamplay && this.team)
152                 this.colormap = 1024 + (this.team - 1) * 17;
153         else
154         {
155                 if(this.monster_skill <= MONSTER_SKILL_EASY)
156                         this.colormap = 1029;
157                 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
158                         this.colormap = 1027;
159                 else if(this.monster_skill <= MONSTER_SKILL_HARD)
160                         this.colormap = 1038;
161                 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
162                         this.colormap = 1028;
163                 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
164                         this.colormap = 1032;
165                 else
166                         this.colormap = 1024;
167         }
168
169         if(this.colormap > 0)
170                 this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
171         else
172                 this.glowmod = '1 1 1';
173 }
174
175 void monster_changeteam(entity this, int newteam)
176 {
177         if(!teamplay) { return; }
178
179         this.team = newteam;
180         this.monster_attack = true; // new team, activate attacking
181         monster_setupcolors(this);
182
183         if(this.sprite)
184         {
185                 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
186
187                 this.sprite.team = newteam;
188                 this.sprite.SendFlags |= 1;
189         }
190 }
191
192 .void(entity) monster_delayedfunc;
193 void Monster_Delay_Action(entity this)
194 {
195         if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
196
197         if(this.cnt > 1)
198         {
199                 this.cnt -= 1;
200                 setthink(this, Monster_Delay_Action);
201                 this.nextthink = time + this.count;
202         }
203         else
204         {
205                 setthink(this, SUB_Remove);
206                 this.nextthink = time;
207         }
208 }
209
210 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
211 {
212         // deferred attacking, checks if monster is still alive and target is still valid before attacking
213         entity e = spawn();
214
215         setthink(e, Monster_Delay_Action);
216         e.nextthink = time + defer_amnt;
217         e.count = defer_amnt;
218         e.owner = this;
219         e.monster_delayedfunc = func;
220         e.cnt = repeat_count;
221 }
222
223
224 // ==============
225 // Monster sounds
226 // ==============
227
228 string get_monster_model_datafilename(string m, float sk, string fil)
229 {
230         if(m)
231                 m = strcat(m, "_");
232         else
233                 m = "models/monsters/*_";
234         if(sk >= 0)
235                 m = strcat(m, ftos(sk));
236         else
237                 m = strcat(m, "*");
238         return strcat(m, ".", fil);
239 }
240
241 void Monster_Sound_Precache(string f)
242 {
243         float fh;
244         string s;
245         fh = fopen(f, FILE_READ);
246         if(fh < 0)
247                 return;
248         while((s = fgets(fh)))
249         {
250                 if(tokenize_console(s) != 3)
251                 {
252                         LOG_TRACE("Invalid sound info line: ", s);
253                         continue;
254                 }
255                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
256         }
257         fclose(fh);
258 }
259
260 void Monster_Sounds_Precache(entity this)
261 {
262         string m = (Monsters_from(this.monsterid)).m_model.model_str();
263         float globhandle, n, i;
264         string f;
265
266         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
267         if (globhandle < 0)
268                 return;
269         n = search_getsize(globhandle);
270         for (i = 0; i < n; ++i)
271         {
272                 //print(search_getfilename(globhandle, i), "\n");
273                 f = search_getfilename(globhandle, i);
274                 Monster_Sound_Precache(f);
275         }
276         search_end(globhandle);
277 }
278
279 void Monster_Sounds_Clear(entity this)
280 {
281 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
282         ALLMONSTERSOUNDS
283 #undef _MSOUND
284 }
285
286 .string Monster_Sound_SampleField(string type)
287 {
288         GetMonsterSoundSampleField_notFound = 0;
289         switch(type)
290         {
291 #define _MSOUND(m) case #m: return monstersound_##m;
292                 ALLMONSTERSOUNDS
293 #undef _MSOUND
294         }
295         GetMonsterSoundSampleField_notFound = 1;
296         return string_null;
297 }
298
299 bool Monster_Sounds_Load(entity this, string f, int first)
300 {
301         string s;
302         var .string field;
303         float fh = fopen(f, FILE_READ);
304         if(fh < 0)
305         {
306                 LOG_TRACE("Monster sound file not found: ", f);
307                 return false;
308         }
309         while((s = fgets(fh)))
310         {
311                 if(tokenize_console(s) != 3)
312                         continue;
313                 field = Monster_Sound_SampleField(argv(0));
314                 if(GetMonsterSoundSampleField_notFound)
315                         continue;
316                 if (this.(field))
317                         strunzone(this.(field));
318                 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
319         }
320         fclose(fh);
321         return true;
322 }
323
324 .int skin_for_monstersound;
325 void Monster_Sounds_Update(entity this)
326 {
327         if(this.skin == this.skin_for_monstersound) { return; }
328
329         this.skin_for_monstersound = this.skin;
330         Monster_Sounds_Clear(this);
331         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
332                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
333 }
334
335 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
336 {
337         if(!autocvar_g_monsters_sounds) { return; }
338
339         if(delaytoo)
340         if(time < this.msound_delay)
341                 return; // too early
342         GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
343
344         this.msound_delay = time + sound_delay;
345 }
346
347
348 // =======================
349 // Monster attack handlers
350 // =======================
351
352 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
353 {
354         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
355
356         setanim(this, anim, false, true, false);
357
358         if(this.animstate_endtime > time && IS_MONSTER(this))
359                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
360         else
361                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
362
363         monster_makevectors(this, targ);
364
365         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
366
367         if(trace_ent.takedamage)
368                 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
369
370         return true;
371 }
372
373 bool Monster_Attack_Leap_Check(entity this, vector vel)
374 {
375         if(this.state && IS_MONSTER(this))
376                 return false; // already attacking
377         if(!IS_ONGROUND(this))
378                 return false; // not on the ground
379         if(this.health <= 0 || IS_DEAD(this))
380                 return false; // called when dead?
381         if(time < this.attack_finished_single[0])
382                 return false; // still attacking
383
384         vector old = this.velocity;
385
386         this.velocity = vel;
387         tracetoss(this, this);
388         this.velocity = old;
389         if(trace_ent != this.enemy)
390                 return false;
391
392         return true;
393 }
394
395 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
396 {
397         if(!Monster_Attack_Leap_Check(this, vel))
398                 return false;
399
400         setanim(this, anm, false, true, false);
401
402         if(this.animstate_endtime > time && IS_MONSTER(this))
403                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
404         else
405                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
406
407         if(IS_MONSTER(this))
408                 this.state = MONSTER_ATTACK_RANGED;
409         settouch(this, touchfunc);
410         this.origin_z += 1;
411         this.velocity = vel;
412         UNSET_ONGROUND(this);
413
414         return true;
415 }
416
417 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
418 {
419         int slot = weaponslot(weaponentity);
420
421         if((!this || !targ)
422         || (!this.monster_attackfunc)
423         || (time < this.attack_finished_single[slot])
424         ) { return; }
425
426         if(vdist(targ.origin - this.origin, <=, this.attack_range))
427         {
428                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
429                 if(attack_success == 1)
430                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
431                 else if(attack_success > 0)
432                         return;
433         }
434
435         if(vdist(targ.origin - this.origin, >, this.attack_range))
436         {
437                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
438                 if(attack_success == 1)
439                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
440                 else if(attack_success > 0)
441                         return;
442         }
443 }
444
445
446 // ======================
447 // Main monster functions
448 // ======================
449
450 void Monster_UpdateModel(entity this)
451 {
452         // assume some defaults
453         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
454         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
455         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
456         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
457         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
458         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
459         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
460         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
461         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
462         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
463
464         // then get the real values
465         Monster mon = Monsters_from(this.monsterid);
466         mon.mr_anim(mon, this);
467 }
468
469 void Monster_Touch(entity this, entity toucher)
470 {
471         if(toucher == NULL) { return; }
472
473         if(toucher.monster_attack)
474         if(this.enemy != toucher)
475         if(!IS_MONSTER(toucher))
476         if(Monster_ValidTarget(this, toucher))
477                 this.enemy = toucher;
478 }
479
480 void Monster_Miniboss_Check(entity this)
481 {
482         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
483                 return;
484
485         float chance = random() * 100;
486
487         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
488         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
489         {
490                 this.health += autocvar_g_monsters_miniboss_healthboost;
491                 this.effects |= EF_RED;
492                 if(!this.weapon)
493                         this.weapon = WEP_VORTEX.m_id;
494         }
495 }
496
497 bool Monster_Respawn_Check(entity this)
498 {
499         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
500         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
501                 return true; // enabled by a mutator
502
503         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
504                 return false;
505
506         if(!autocvar_g_monsters_respawn)
507                 return false;
508
509         return true;
510 }
511
512 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
513
514 .vector pos1, pos2;
515
516 void Monster_Dead_Fade(entity this)
517 {
518         if(Monster_Respawn_Check(this))
519         {
520                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
521                 setthink(this, Monster_Respawn);
522                 this.nextthink = time + this.respawntime;
523                 this.monster_lifetime = 0;
524                 this.deadflag = DEAD_RESPAWNING;
525                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
526                 {
527                         this.pos1 = this.origin;
528                         this.pos2 = this.angles;
529                 }
530                 this.event_damage = func_null;
531                 this.takedamage = DAMAGE_NO;
532                 setorigin(this, this.pos1);
533                 this.angles = this.pos2;
534                 this.health = this.max_health;
535                 setmodel(this, MDL_Null);
536         }
537         else
538         {
539                 // number of monsters spawned with mobspawn command
540                 totalspawned -= 1;
541
542                 SUB_SetFade(this, time + 3, 1);
543         }
544 }
545
546 void Monster_Use(entity this, entity actor, entity trigger)
547 {
548         if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
549 }
550
551 .float pass_distance;
552 vector Monster_Move_Target(entity this, entity targ)
553 {
554         // enemy is always preferred target
555         if(this.enemy)
556         {
557                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
558                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
559                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
560
561                 // cases where the enemy may have changed their state (don't need to check everything here)
562                 if((!this.enemy)
563                         || (IS_DEAD(this.enemy) || this.enemy.health < 1)
564                         || (STAT(FROZEN, this.enemy))
565                         || (this.enemy.flags & FL_NOTARGET)
566                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
567                         || (this.enemy.takedamage == DAMAGE_NO)
568                         || (vdist(this.origin - targ_origin, >, this.target_range))
569                         || ((trace_fraction < 1) && (trace_ent != this.enemy)))
570                 {
571                         this.enemy = NULL;
572                         this.pass_distance = 0;
573                 }
574
575                 if(this.enemy)
576                 {
577                         /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
578                         print("Trace origin: ", vtos(targ_origin), "\n");
579                         print("Target origin: ", vtos(this.enemy.origin), "\n");
580                         print("My origin: ", vtos(this.origin), "\n"); */
581
582                         this.monster_movestate = MONSTER_MOVE_ENEMY;
583                         this.last_trace = time + 1.2;
584                         if(this.monster_moveto)
585                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
586                         else
587                                 return targ_origin;
588                 }
589
590                 /*makevectors(this.angles);
591                 this.monster_movestate = MONSTER_MOVE_ENEMY;
592                 this.last_trace = time + 1.2;
593                 return this.enemy.origin; */
594         }
595
596         switch(this.monster_moveflags)
597         {
598                 case MONSTER_MOVE_FOLLOW:
599                 {
600                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
601                         this.last_trace = time + 0.3;
602                         return (this.monster_follow) ? this.monster_follow.origin : this.origin;
603                 }
604                 case MONSTER_MOVE_SPAWNLOC:
605                 {
606                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
607                         this.last_trace = time + 2;
608                         return this.pos1;
609                 }
610                 case MONSTER_MOVE_NOMOVE:
611                 {
612                         if(this.monster_moveto)
613                         {
614                                 this.last_trace = time + 0.5;
615                                 return this.monster_moveto;
616                         }
617                         else
618                         {
619                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
620                                 this.last_trace = time + 2;
621                         }
622                         return this.origin;
623                 }
624                 default:
625                 case MONSTER_MOVE_WANDER:
626                 {
627                         vector pos;
628                         this.monster_movestate = MONSTER_MOVE_WANDER;
629
630                         if(this.monster_moveto)
631                         {
632                                 this.last_trace = time + 0.5;
633                                 pos = this.monster_moveto;
634                         }
635                         else if(targ)
636                         {
637                                 this.last_trace = time + 0.5;
638                                 pos = targ.origin;
639                         }
640                         else
641                         {
642                                 this.last_trace = time + this.wander_delay;
643
644                                 this.angles_y = rint(random() * 500);
645                                 makevectors(this.angles);
646                                 pos = this.origin + v_forward * this.wander_distance;
647
648                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
649                                 {
650                                         pos.z = random() * 200;
651                                         if(random() >= 0.5)
652                                                 pos.z *= -1;
653                                 }
654                         }
655
656                         return pos;
657                 }
658         }
659 }
660
661 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
662 {
663         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
664         float initial_height = 0; //min(50, (targ_distance * tanh(20)));
665         float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
666         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
667
668         vector targpos;
669         if(current_height) // make sure we can actually do this arcing path
670         {
671                 targpos = (to + ('0 0 1' * current_height));
672                 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
673                 if(trace_fraction < 1)
674                 {
675                         //print("normal arc line failed, trying to find new pos...");
676                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
677                         targpos = (trace_endpos + '0 0 -10');
678                         WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
679                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
680                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
681                 }
682         }
683         else { targpos = to; }
684
685         //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
686
687         vector desired_direction = normalize(targpos - from);
688         if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
689         else { this.velocity = (desired_direction * movespeed); }
690
691         //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
692         //this.angles = vectoangles(this.velocity);
693 }
694
695 .entity draggedby;
696 .entity target2;
697
698 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
699 {
700         // update goal entity if lost
701         if(this.target2 && this.goalentity.targetname != this.target2) { this.goalentity = find(NULL, targetname, this.target2); }
702
703         if(STAT(FROZEN, this) == 2)
704         {
705                 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
706                 this.health = max(1, this.revive_progress * this.max_health);
707                 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
708
709                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
710                         WaypointSprite_UpdateHealth(this.sprite, this.health);
711
712                 movelib_brake_simple(this, stpspeed);
713                 setanim(this, this.anim_idle, true, false, false);
714
715                 this.enemy = NULL;
716                 this.nextthink = time + this.ticrate;
717
718                 if(this.revive_progress >= 1)
719                         Unfreeze(this);
720
721                 return;
722         }
723         else if(STAT(FROZEN, this) == 3)
724         {
725                 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
726                 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
727
728                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
729                         WaypointSprite_UpdateHealth(this.sprite, this.health);
730
731                 movelib_brake_simple(this, stpspeed);
732                 setanim(this, this.anim_idle, true, false, false);
733
734                 this.enemy = NULL;
735                 this.nextthink = time + this.ticrate;
736
737                 if(this.health < 1)
738                 {
739                         Unfreeze(this);
740                         this.health = 0;
741                         if(this.event_damage)
742                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
743                 }
744
745                 else if ( this.revive_progress <= 0 )
746                         Unfreeze(this);
747
748                 return;
749         }
750
751         if(this.flags & FL_SWIM)
752         {
753                 if(this.waterlevel < WATERLEVEL_WETFEET)
754                 {
755                         if(time >= this.last_trace)
756                         {
757                                 this.last_trace = time + 0.4;
758
759                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
760                                 this.angles = '90 90 0';
761                                 if(random() < 0.5)
762                                 {
763                                         this.velocity_y += random() * 50;
764                                         this.velocity_x -= random() * 50;
765                                 }
766                                 else
767                                 {
768                                         this.velocity_y -= random() * 50;
769                                         this.velocity_x += random() * 50;
770                                 }
771                                 this.velocity_z += random() * 150;
772                         }
773
774
775                         set_movetype(this, MOVETYPE_BOUNCE);
776                         //this.velocity_z = -200;
777
778                         return;
779                 }
780                 else if(this.move_movetype == MOVETYPE_BOUNCE)
781                 {
782                         this.angles_x = 0;
783                         set_movetype(this, MOVETYPE_WALK);
784                 }
785         }
786
787         entity targ = this.goalentity;
788
789         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
790                 || game_stopped
791                 || this.draggedby != NULL
792                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
793                 || time < game_starttime
794                 || (autocvar_g_campaign && !campaign_bots_may_start)
795                 || time < this.spawn_time)
796         {
797                 runspeed = walkspeed = 0;
798                 if(time >= this.spawn_time)
799                         setanim(this, this.anim_idle, true, false, false);
800                 movelib_brake_simple(this, stpspeed);
801                 return;
802         }
803
804         targ = M_ARGV(3, entity);
805         runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
806         walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
807
808         if(teamplay && autocvar_g_monsters_teams)
809         if(DIFF_TEAM(this.monster_follow, this))
810                 this.monster_follow = NULL;
811
812         if(time >= this.last_enemycheck)
813         {
814                 if(!this.enemy)
815                 {
816                         this.enemy = Monster_FindTarget(this);
817                         if(this.enemy)
818                         {
819                                 WarpZone_RefSys_Copy(this.enemy, this);
820                                 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
821                                 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
822                                 this.monster_moveto = '0 0 0';
823                                 this.monster_face = '0 0 0';
824
825                                 this.pass_distance = vlen((('1 0 0' * this.enemy.origin_x) + ('0 1 0' * this.enemy.origin_y)) - (('1 0 0' *  this.origin_x) + ('0 1 0' *  this.origin_y)));
826                                 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
827                         }
828                 }
829
830                 this.last_enemycheck = time + 1; // check for enemies every second
831         }
832
833         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
834         {
835                 this.state = 0;
836                 settouch(this, Monster_Touch);
837         }
838
839         if(this.state && time >= this.attack_finished_single[0])
840                 this.state = 0; // attack is over
841
842         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
843         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
844                 this.moveto = Monster_Move_Target(this, targ);
845
846         if(!this.enemy)
847                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
848
849         if(this.state == MONSTER_ATTACK_MELEE)
850                 this.moveto = this.origin;
851
852         if(this.enemy && this.enemy.vehicle)
853                 runspeed = 0;
854
855         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
856                 this.moveto_z = this.origin_z;
857
858         if(vdist(this.origin - this.moveto, >, 100))
859         {
860                 bool do_run = (this.enemy || this.monster_moveto);
861                 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
862                         Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
863
864                 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
865                 if(!this.state)
866                 if(vdist(this.velocity, >, 10))
867                         setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
868                 else
869                         setanim(this, this.anim_idle, true, false, false);
870         }
871         else
872         {
873                 entity e = this.goalentity; //find(NULL, targetname, this.target2);
874                 if(e.target2)
875                         this.target2 = e.target2;
876                 else if(e.target) // compatibility
877                         this.target2 = e.target;
878
879                 movelib_brake_simple(this, stpspeed);
880                 if(time > this.anim_finished && time > this.pain_finished)
881                 if(!this.state)
882                 if(vdist(this.velocity, <=, 30))
883                         setanim(this, this.anim_idle, true, false, false);
884         }
885
886         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
887
888         vector real_angle = vectoangles(this.steerto) - this.angles;
889         float turny = 25;
890         if(this.state == MONSTER_ATTACK_MELEE)
891                 turny = 0;
892         if(turny)
893         {
894                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
895                 this.angles_y += turny;
896         }
897
898         .entity weaponentity = weaponentities[0]; // TODO?
899         Monster_Attack_Check(this, this.enemy, weaponentity);
900 }
901
902 void Monster_Remove(entity this)
903 {
904         if(IS_CLIENT(this))
905                 return; // don't remove it?
906
907         if(!this) { return; }
908
909         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
910                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
911
912         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
913         {
914                 .entity weaponentity = weaponentities[slot];
915                 if(this.(weaponentity))
916                         delete(this.(weaponentity));
917         }
918         if(this.iceblock) { delete(this.iceblock); }
919         WaypointSprite_Kill(this.sprite);
920         delete(this);
921 }
922
923 void Monster_Dead_Think(entity this)
924 {
925         this.nextthink = time + this.ticrate;
926
927         if(this.monster_lifetime != 0)
928         if(time >= this.monster_lifetime)
929         {
930                 Monster_Dead_Fade(this);
931                 return;
932         }
933 }
934
935 void Monster_Appear(entity this, entity actor, entity trigger)
936 {
937         this.enemy = actor;
938         Monster_Spawn(this, false, this.monsterid);
939 }
940
941 bool Monster_Appear_Check(entity this, int monster_id)
942 {
943         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
944                 return false;
945
946         setthink(this, func_null);
947         this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
948         this.nextthink = 0;
949         this.use = Monster_Appear;
950         this.flags = FL_MONSTER; // set so this monster can get butchered
951
952         return true;
953 }
954
955 void Monster_Reset(entity this)
956 {
957         setorigin(this, this.pos1);
958         this.angles = this.pos2;
959
960         Unfreeze(this); // remove any icy remains
961
962         this.health = this.max_health;
963         this.velocity = '0 0 0';
964         this.enemy = NULL;
965         this.goalentity = NULL;
966         this.attack_finished_single[0] = 0;
967         this.moveto = this.origin;
968 }
969
970 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
971 {
972         this.health -= damage;
973
974         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
975
976         if(this.health <= -50) // 100 health until gone?
977         {
978                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
979
980                 // number of monsters spawned with mobspawn command
981                 totalspawned -= 1;
982
983                 setthink(this, SUB_Remove);
984                 this.nextthink = time + 0.1;
985                 this.event_damage = func_null;
986         }
987 }
988
989 void Monster_Dead(entity this, entity attacker, float gibbed)
990 {
991         setthink(this, Monster_Dead_Think);
992         this.nextthink = time;
993         this.monster_lifetime = time + 5;
994
995         if(STAT(FROZEN, this))
996         {
997                 Unfreeze(this); // remove any icy remains
998                 this.health = 0; // reset by Unfreeze
999         }
1000
1001         monster_dropitem(this, attacker);
1002
1003         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
1004
1005         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1006                 monsters_killed += 1;
1007
1008         if(IS_PLAYER(attacker))
1009         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
1010                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1011
1012         if(gibbed)
1013         {
1014                 // number of monsters spawned with mobspawn command
1015                 totalspawned -= 1;
1016         }
1017
1018         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
1019         this.solid                      = SOLID_CORPSE;
1020         this.takedamage         = DAMAGE_AIM;
1021         this.deadflag           = DEAD_DEAD;
1022         this.enemy                      = NULL;
1023         set_movetype(this, MOVETYPE_TOSS);
1024         this.moveto                     = this.origin;
1025         settouch(this, Monster_Touch); // reset incase monster was pouncing
1026         this.reset                      = func_null;
1027         this.state                      = 0;
1028         this.attack_finished_single[0] = 0;
1029         this.effects = 0;
1030
1031         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
1032                 this.velocity = '0 0 0';
1033
1034         CSQCModel_UnlinkEntity(this);
1035
1036         Monster mon = Monsters_from(this.monsterid);
1037         mon.mr_death(mon, this);
1038
1039         if(this.candrop && this.weapon)
1040         {
1041                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
1042                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
1043         }
1044 }
1045
1046 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1047 {
1048         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1049                 return;
1050
1051         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1052                 return;
1053
1054         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1055                 //return;
1056
1057         if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1058                 return;
1059
1060         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1061                 return;
1062
1063         vector v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1064         float take = v.x;
1065         //float save = v.y;
1066
1067         Monster mon = Monsters_from(this.monsterid);
1068         take = mon.mr_pain(mon, this, take, attacker, deathtype);
1069
1070         if(take)
1071         {
1072                 this.health -= take;
1073                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1074         }
1075
1076         if(this.sprite)
1077                 WaypointSprite_UpdateHealth(this.sprite, this.health);
1078
1079         this.dmg_time = time;
1080
1081         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
1082                 spamsound (this, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1083
1084         this.velocity += force * this.damageforcescale;
1085
1086         if(deathtype != DEATH_DROWN.m_id && take)
1087         {
1088                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1089                 if (take > 50)
1090                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1091                 if (take > 100)
1092                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1093         }
1094
1095         if(this.health <= 0)
1096         {
1097                 if(deathtype == DEATH_KILL.m_id)
1098                         this.candrop = false; // killed by mobkill command
1099
1100                 // TODO: fix this?
1101                 SUB_UseTargets(this, attacker, this.enemy);
1102                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1103
1104                 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1105
1106                 WaypointSprite_Kill(this.sprite);
1107
1108                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1109
1110                 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1111                 {
1112                         Violence_GibSplash(this, 1, 0.5, attacker);
1113
1114                         setthink(this, SUB_Remove);
1115                         this.nextthink = time + 0.1;
1116                 }
1117         }
1118 }
1119
1120 // don't check for enemies, just keep walking in a straight line
1121 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1122 {
1123         if(game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1124         {
1125                 mspeed = 0;
1126                 if(time >= this.spawn_time)
1127                         setanim(this, this.anim_idle, true, false, false);
1128                 movelib_brake_simple(this, 0.6);
1129                 return;
1130         }
1131
1132         makevectors(this.angles);
1133         vector a = CENTER_OR_VIEWOFS(this);
1134         vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1135
1136         traceline(a, b, MOVE_NORMAL, this);
1137
1138         bool reverse = false;
1139         if(trace_fraction != 1.0)
1140                 reverse = true;
1141         if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1142                 reverse = false;
1143         if(trace_ent && IS_MONSTER(trace_ent))
1144                 reverse = true;
1145
1146         // TODO: fix this... tracing is broken if the floor is thin
1147         /*
1148         if(!allow_jumpoff)
1149         {
1150                 a = b - '0 0 32';
1151                 traceline(b, a, MOVE_WORLDONLY, this);
1152                 if(trace_fraction == 1.0)
1153                         reverse = true;
1154         } */
1155
1156         if(reverse)
1157         {
1158                 this.angles_y = anglemods(this.angles_y - 180);
1159                 makevectors(this.angles);
1160         }
1161
1162         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1163
1164         if(time > this.pain_finished && time > this.attack_finished_single[0])
1165         if(vdist(this.velocity, >, 10))
1166                 setanim(this, this.anim_walk, true, false, false);
1167         else
1168                 setanim(this, this.anim_idle, true, false, false);
1169 }
1170
1171 void Monster_Anim(entity this)
1172 {
1173         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1174         if(IS_DEAD(this))
1175         {
1176                 if (!deadbits)
1177                 {
1178                         // Decide on which death animation to use.
1179                         if(random() < 0.5)
1180                                 deadbits = ANIMSTATE_DEAD1;
1181                         else
1182                                 deadbits = ANIMSTATE_DEAD2;
1183                 }
1184         }
1185         else
1186         {
1187                 // Clear a previous death animation.
1188                 deadbits = 0;
1189         }
1190         int animbits = deadbits;
1191         if(STAT(FROZEN, this))
1192                 animbits |= ANIMSTATE_FROZEN;
1193         if(this.crouch)
1194                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1195         animdecide_setstate(this, animbits, false);
1196         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1197
1198         /* // weapon entities for monsters?
1199         if (this.weaponentity)
1200         {
1201                 updateanim(this.weaponentity);
1202                 if (!this.weaponentity.animstate_override)
1203                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1204         }
1205         */
1206 }
1207
1208 void Monster_Think(entity this)
1209 {
1210         setthink(this, Monster_Think);
1211         this.nextthink = time + this.ticrate;
1212
1213         if(this.monster_lifetime && time >= this.monster_lifetime)
1214         {
1215                 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1216                 return;
1217         }
1218
1219         Monster mon = Monsters_from(this.monsterid);
1220         if(mon.mr_think(mon, this))
1221                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1222
1223         Monster_Anim(this);
1224
1225         CSQCMODEL_AUTOUPDATE(this);
1226 }
1227
1228 bool Monster_Spawn_Setup(entity this)
1229 {
1230         Monster mon = Monsters_from(this.monsterid);
1231         mon.mr_setup(mon, this);
1232
1233         // ensure some basic needs are met
1234         if(!this.health) { this.health = 100; }
1235         if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1236         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1237         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1238         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1239         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1240         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1241
1242         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1243         {
1244                 Monster_Miniboss_Check(this);
1245                 this.health *= MONSTER_SKILLMOD(this);
1246
1247                 if(!this.skin)
1248                         this.skin = rint(random() * 4);
1249         }
1250
1251         this.max_health = this.health;
1252         this.pain_finished = this.nextthink;
1253
1254         if(IS_PLAYER(this.monster_follow))
1255                 this.effects |= EF_DIMLIGHT;
1256
1257         if(!this.wander_delay) { this.wander_delay = 2; }
1258         if(!this.wander_distance) { this.wander_distance = 600; }
1259
1260         Monster_Sounds_Precache(this);
1261         Monster_Sounds_Update(this);
1262
1263         if(teamplay)
1264                 this.monster_attack = true; // we can have monster enemies in team games
1265
1266         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1267
1268         if(autocvar_g_monsters_healthbars)
1269         {
1270                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1271                 wp.wp_extra = this.monsterid;
1272                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1273                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1274                 {
1275                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1276                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1277                 }
1278         }
1279
1280         setthink(this, Monster_Think);
1281         this.nextthink = time + this.ticrate;
1282
1283         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1284                 return false;
1285
1286         return true;
1287 }
1288
1289 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1290 {
1291         // setup the basic required properties for a monster
1292         entity mon = Monsters_from(mon_id);
1293         if(!mon.monsterid) { return false; } // invalid monster
1294
1295         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1296
1297         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1298                 IL_PUSH(g_monsters, this);
1299
1300         if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1301
1302         if(!this.monster_skill)
1303                 this.monster_skill = cvar("g_monsters_skill");
1304
1305         // support for quake style removing monsters based on skill
1306         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1307         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1308         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1309
1310         if(this.team && !teamplay)
1311                 this.team = 0;
1312
1313         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1314         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1315                 monsters_total += 1;
1316
1317         setmodel(this, mon.m_model);
1318         this.flags                              = FL_MONSTER;
1319         this.classname                  = "monster";
1320         this.takedamage                 = DAMAGE_AIM;
1321         if(!this.bot_attack)
1322                 IL_PUSH(g_bot_targets, this);
1323         this.bot_attack                 = true;
1324         this.iscreature                 = true;
1325         this.teleportable               = true;
1326         if(!this.damagedbycontents)
1327                 IL_PUSH(g_damagedbycontents, this);
1328         this.damagedbycontents  = true;
1329         this.monsterid                  = mon_id;
1330         this.event_damage               = Monster_Damage;
1331         settouch(this, Monster_Touch);
1332         this.use                                = Monster_Use;
1333         this.solid                              = SOLID_BBOX;
1334         set_movetype(this, MOVETYPE_WALK);
1335         this.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1336         this.enemy                              = NULL;
1337         this.velocity                   = '0 0 0';
1338         this.moveto                             = this.origin;
1339         this.pos1                               = this.origin;
1340         this.pos2                               = this.angles;
1341         this.reset                              = Monster_Reset;
1342         this.netname                    = mon.netname;
1343         this.monster_attackfunc = mon.monster_attackfunc;
1344         this.monster_name               = mon.monster_name;
1345         this.candrop                    = true;
1346         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1347         this.oldtarget2                 = this.target2;
1348         this.pass_distance              = 0;
1349         this.deadflag                   = DEAD_NO;
1350         this.spawn_time                 = time;
1351         this.gravity                    = 1;
1352         this.monster_moveto             = '0 0 0';
1353         this.monster_face               = '0 0 0';
1354         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1355
1356         if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1357         if(!this.scale) { this.scale = 1; }
1358         if(autocvar_g_monsters_edit) { this.grab = 1; }
1359         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1360         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1361         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1362
1363         if(autocvar_g_playerclip_collisions)
1364                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1365
1366         if(mon.spawnflags & MONSTER_TYPE_FLY)
1367         {
1368                 this.flags |= FL_FLY;
1369                 set_movetype(this, MOVETYPE_FLY);
1370         }
1371
1372         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1373         {
1374                 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1375                         this.scale *= 1.3;
1376
1377                 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1378                 if(autocvar_g_monsters_quake_resize)
1379                         this.scale *= 1.3;
1380         }
1381
1382         setsize(this, mon.mins * this.scale, mon.maxs * this.scale);
1383
1384         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1385
1386         Monster_UpdateModel(this);
1387
1388         if(!Monster_Spawn_Setup(this))
1389         {
1390                 Monster_Remove(this);
1391                 return false;
1392         }
1393
1394         if(!this.noalign)
1395         {
1396                 setorigin(this, this.origin + '0 0 20');
1397                 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1398                 setorigin(this, trace_endpos);
1399         }
1400
1401         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1402                 monster_setupcolors(this);
1403
1404         CSQCMODEL_AUTOINIT(this);
1405
1406         return true;
1407 }