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Update origin/velocity when dying too
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / monsters / lib / monsters.qc
1 // TODO: clean up this file?
2
3 void M_Item_Touch ()
4 {
5         if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
6         {
7                 Item_Touch();
8                 self.think = SUB_Remove;
9                 self.nextthink = time + 0.1;
10         }
11 }
12
13 void monster_item_spawn()
14 {
15         self.monster_delayedattack();
16                 
17         self.think = monster_item_spawn;
18         self.nextthink = time + 0.1;
19         self.gravity = 1;
20         self.velocity = randomvec() * 175 + '0 0 325';
21         self.touch = M_Item_Touch;
22         
23         SUB_SetFade(self, time + 5, 1);
24 }
25
26 void Monster_DropItem (string itype, string itemsize)
27 {
28         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
29         entity e = spawn();
30         
31         setorigin(e, org);
32         
33         switch(itype)
34         {
35                 case "armor":
36                 {
37                         switch(itemsize)
38                         {
39                                 case "mega": e.monster_delayedattack = spawnfunc_item_armor_large; break;
40                                 case "large": e.monster_delayedattack = spawnfunc_item_armor_big; break;
41                                 case "medium": e.monster_delayedattack = spawnfunc_item_armor_medium; break;
42                                 case "small": e.monster_delayedattack = spawnfunc_item_armor_small; break;
43                                 default: break;
44                         }
45                         break; // break here?
46                 }
47                 case "health":
48                 {
49                         switch(itemsize)
50                         {
51                                 case "mega": e.monster_delayedattack = spawnfunc_item_health_mega; break;
52                                 case "large": e.monster_delayedattack = spawnfunc_item_health_large; break;
53                                 case "medium": e.monster_delayedattack = spawnfunc_item_health_medium; break;
54                                 case "small": e.monster_delayedattack = spawnfunc_item_health_small; break;
55                                 default: break;
56                         }
57                         break; // break here?
58                 }
59                 case "ammo":
60                 {
61                         switch(itemsize)
62                         {
63                                 case "shells": e.monster_delayedattack = spawnfunc_item_shells; break;
64                                 case "cells": e.monster_delayedattack = spawnfunc_item_cells; break;
65                                 case "rockets": e.monster_delayedattack = spawnfunc_item_rockets; break;
66                                 case "bullets":
67                                 case "nails": e.monster_delayedattack = spawnfunc_item_bullets; break;
68                                 default: break;
69                         }
70                         break;
71                 }
72                 default: break;
73         }
74         
75         if(g_minstagib)
76                 e.monster_delayedattack = spawnfunc_item_minst_cells;
77                 
78         e.think = monster_item_spawn;
79         e.nextthink = time + 0.1;
80 }
81
82 void monsters_setframe(float _frame)
83 {
84         if(self.frame == _frame)
85                 return;
86                 
87         self.anim_start_time = time;
88         self.frame = _frame;
89         self.SendFlags |= MSF_ANIM;
90 }
91
92 float monster_isvalidtarget (entity targ, entity ent)
93 {
94         if(!targ || !ent)
95                 return FALSE; // this check should fix a crash
96                 
97         if(time < game_starttime)
98                 return FALSE; // monsters do nothing before the match has started
99                 
100         WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
101         
102         if(vlen(targ.origin - ent.origin) >= ent.target_range)
103                 return FALSE; // enemy is too far away
104                 
105         if not(targ.vehicle_flags & VHF_ISVEHICLE)
106         if(trace_ent != targ)
107                 return FALSE; // we can't see the enemy
108                 
109         if(targ.takedamage == DAMAGE_NO)
110                 return FALSE; // enemy can't be damaged
111                 
112         if(targ.items & IT_INVISIBILITY)
113                 return FALSE; // enemy is invisible
114         
115         if(IS_SPEC(targ) || IS_OBSERVER(targ))
116                 return FALSE; // enemy is a spectator
117         
118         if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
119         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
120                 return FALSE; // enemy/self is dead
121         
122         if(targ.monster_owner == ent || ent.monster_owner == targ)
123                 return FALSE; // enemy owns us, or we own them
124         
125         if not(targ.vehicle_flags & VHF_ISVEHICLE)
126         if(targ.flags & FL_NOTARGET)
127                 return FALSE; // enemy can't be targetted
128         
129         if not(autocvar_g_monsters_typefrag)
130         if(targ.BUTTON_CHAT)
131                 return FALSE; // no typefragging!
132         
133         if not(IsDifferentTeam(targ, ent))
134                 return FALSE; // enemy is on our team
135         
136         return TRUE;
137 }
138
139 entity FindTarget (entity ent) 
140 {
141         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
142         entity e;
143         
144         for(e = world; (e = findflags(e, monster_attack, TRUE)); ) 
145         if(monster_isvalidtarget(e, ent))
146                 return e;
147
148         return world;
149 }
150
151 void MonsterTouch ()
152 {
153         if(other == world)
154                 return;
155                 
156         if(self.enemy != other)
157         if not(other.flags & FL_MONSTER)
158         if(monster_isvalidtarget(other, self))
159                 self.enemy = other;
160 }
161
162 void monster_sound(string msound, float sound_delay, float delaytoo)
163 {
164         if(delaytoo && time < self.msound_delay)
165                 return; // too early
166                 
167         if(msound == "")
168                 return; // sound doesn't exist
169
170         sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
171
172         self.msound_delay = time + sound_delay;
173 }
174
175 void monster_precachesounds(entity e)
176 {
177         precache_sound(e.msound_idle);
178         precache_sound(e.msound_death);
179         precache_sound(e.msound_attack_melee);
180         precache_sound(e.msound_attack_ranged);
181         precache_sound(e.msound_sight);
182         precache_sound(e.msound_pain);
183 }
184
185 void monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
186 {
187         float bigdmg, dot, rdmg = damg * random();
188
189         if (self.health <= 0)
190                 return;
191         if (targ == world)
192                 return;
193                 
194         if(dostop)
195         {
196                 self.velocity_x = 0;
197                 self.velocity_y = 0;
198                 self.state = MONSTER_STATE_ATTACK_MELEE;
199                 self.SendFlags |= MSF_MOVE;
200         }
201
202         makevectors (self.angles);
203         dot = normalize (targ.origin - self.origin) * v_forward;
204         
205         bigdmg = rdmg * self.scale;
206         
207         if(dot > er)
208                 Damage(targ, self, self, bigdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
209 }
210
211 void Monster_CheckDropCvars (string mon)
212 {
213         if not(self.candrop)
214                 return; // forced off
215         
216         string dropitem;
217         string dropsize;
218         
219         dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
220         dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
221         
222         monster_dropitem = dropitem;
223         monster_dropsize = dropsize;
224         MUTATOR_CALLHOOK(MonsterDropItem);
225         dropitem = monster_dropitem;
226         dropsize = monster_dropsize;
227         
228         if(autocvar_g_monsters_forcedrop)
229                 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
230         else if(dropitem != "")
231                 Monster_DropItem(dropitem, dropsize);      
232         else
233                 Monster_DropItem("armor", "medium");
234 }
235
236 void ScaleMonster (float scle, vector min_s, vector max_s)
237 {
238         // this should prevent monster from falling through floor when scale changes
239         self.scale = scle;
240         setsize(self, min_s * scle, max_s * scle);
241         setorigin(self, self.origin + ('0 0 30' * scle));
242         self.SendFlags |= MSF_SIZE | MSF_MOVE;
243 }
244
245 void Monster_CheckMinibossFlag ()
246 {
247         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
248                 return;
249                 
250         if(self.spawnflags & MONSTERFLAG_GIANT)
251                 return; // 1 size modifier at a time
252                 
253         float r = random() * 4, chance = random() * 100;
254
255         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
256         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
257         {
258                 self.health += autocvar_g_monsters_miniboss_healthboost;
259                 ScaleMonster(1.5, self.mins, self.maxs);
260                 self.flags |= MONSTERFLAG_MINIBOSS;
261                 if not(self.weapon)
262                         self.weapon = WEP_NEX;
263                 
264                 if (r < 2 || self.team == NUM_TEAM_2)
265                 {
266                         self.strength_finished = -1;  
267                         self.effects |= (EF_FULLBRIGHT | EF_BLUE);
268                 }
269                 else if (r >= 1 || self.team == NUM_TEAM_1)
270                 {
271                         self.invincible_finished = -1;
272                         self.effects |= (EF_FULLBRIGHT | EF_RED);
273                 }
274                 else
275                         self.effects |= (EF_FULLBRIGHT | EF_RED | EF_BLUE);
276                 
277                 if not(self.team)
278                         self.colormod = randomvec();
279         }
280 }
281
282 float Monster_CanRespawn(entity ent)
283 {
284         other = ent;
285         if(MUTATOR_CALLHOOK(MonsterRespawn))
286                 return TRUE; // enabled by a mutator
287                 
288         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
289                 return FALSE;
290                 
291         if not(autocvar_g_monsters_respawn)
292                 return FALSE;
293                 
294         return TRUE;
295 }
296
297 void Monster_Fade ()
298 {
299         if(Monster_CanRespawn(self))
300         {
301                 self.monster_respawned = TRUE;
302                 self.netname = ""; // needed to fix sprite (TODO: fix!)
303                 self.think = self.monster_spawnfunc;
304                 self.nextthink = time + self.respawntime;
305                 if(self.respawnflags & MONSTER_RESPAWN_DEATHPOINT)
306                 {
307                         self.pos1 = self.origin;
308                         self.pos2 = self.angles;
309                 }
310                 setorigin(self, self.pos1);
311                 self.angles = self.pos2;
312                 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
313                 return;
314         }
315         self.think = SUB_Remove;
316         self.nextthink = time + 4;
317         SUB_SetFade(self, time + 3, 1);
318 }
319
320 float Monster_CanJump (vector vel)
321 {
322         if(self.state)
323                 return FALSE; // already attacking
324         if not(self.flags & FL_ONGROUND)
325                 return FALSE; // not on the ground
326         if(self.health <= 0)
327                 return FALSE; // called when dead?
328         if(time < self.attack_finished_single)
329                 return FALSE; // still attacking
330
331         vector old = self.velocity;
332         
333         self.velocity = vel;
334         tracetoss(self, self);
335         self.velocity = old;
336         if (trace_ent != self.enemy)
337                 return FALSE;
338
339         return TRUE;
340 }
341
342 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
343 {
344         if(!Monster_CanJump(vel))
345                 return FALSE;
346                 
347         monsters_setframe(anm);
348         self.state = MONSTER_STATE_ATTACK_LEAP;
349         self.touch = touchfunc;
350         self.origin_z += 1;
351         self.velocity = vel;
352         self.flags &~= FL_ONGROUND;
353                 
354         self.attack_finished_single = time + anim_finished;
355         
356         return TRUE;
357 }
358
359 float GenericCheckAttack ()
360 {
361         // checking attack while dead?
362         if (self.health <= 0 || self.enemy == world)
363                 return FALSE;
364                 
365         if(self.monster_delayedattack && self.delay != -1)
366         {
367                 if(time < self.delay)
368                         return FALSE;
369                         
370                 self.monster_delayedattack();
371         }
372         
373         if (time < self.attack_finished_single)
374                 return FALSE;
375                 
376         if(self.attack_melee)
377         if(vlen(self.enemy.origin - self.origin) <= 100 * self.scale)
378         {
379                 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
380                 self.attack_melee(); // don't wait for nextthink - too slow
381                 return TRUE;
382         }
383         
384         // monster doesn't have a ranged attack function, so stop here
385         if not(self.attack_ranged)
386                 return FALSE;
387
388         // see if any entities are in the way of the shot
389         if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
390                 return FALSE;
391
392         if(self.attack_ranged())
393         {
394                 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
395                 return TRUE;
396         }
397
398         return FALSE;
399 }
400
401 void monster_use ()
402 {
403         if (self.enemy)
404                 return;
405         if (self.health <= 0)
406                 return;
407
408         if(!monster_isvalidtarget(activator, self))
409                 return;
410
411         self.enemy = activator;
412 }
413
414 float trace_path(vector from, vector to)
415 {
416         vector dir = normalize(to - from) * 15, offset = '0 0 0';
417         float trace1 = trace_fraction;
418         
419         offset_x = dir_y;
420         offset_y = -dir_x;
421         traceline (from+offset, to+offset, TRUE, self);
422         
423         traceline(from-offset, to-offset, TRUE, self);
424                 
425         return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
426 }
427
428 .float last_trace;
429 vector monster_pickmovetarget(entity targ)
430 {
431         // enemy is always preferred target
432         if(self.enemy)
433         {
434                 self.monster_movestate = MONSTER_MOVE_ENEMY;
435                 self.last_trace = time + 0.1;
436                 return self.enemy.origin;
437         }
438         if(targ)
439         {
440                 self.monster_movestate = MONSTER_MOVE_WANDER;
441                 self.last_trace = time + 0.5;
442                 return targ.origin;
443         }
444         
445         switch(self.monster_moveflags)
446         {
447                 case MONSTER_MOVE_OWNER:
448                 {
449                         self.monster_movestate = MONSTER_MOVE_OWNER;
450                         self.last_trace = time + 0.3;
451                         if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
452                                 return self.monster_owner.origin;
453                 }
454                 case MONSTER_MOVE_WANDER:
455                 {
456                         self.monster_movestate = MONSTER_MOVE_WANDER;
457                         self.last_trace = time + 2;
458                                 
459                         self.angles_y = random() * 500;
460                         makevectors(self.angles);
461                         return self.origin + v_forward * 600;
462                 }
463                 case MONSTER_MOVE_SPAWNLOC:
464                 {
465                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
466                         self.last_trace = time + 2;
467                         return self.pos1;
468                 }
469                 default:
470                 case MONSTER_MOVE_NOMOVE:
471                 {
472                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
473                         self.last_trace = time + 2;
474                         return self.origin;
475                 }
476         }
477 }
478
479 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
480 {
481         if(self.target)
482                 self.goalentity = find(world, targetname, self.target);
483                 
484         entity targ;
485
486         if(self.frozen)
487         {
488                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
489                 self.health = max(1, self.max_health * self.revive_progress);
490                 
491                 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
492                         
493                 movelib_beak_simple(stopspeed);
494                         
495                 self.velocity = '0 0 0';
496                 self.enemy = world;
497                 self.nextthink = time + 0.1;
498                 
499                 if(self.revive_progress >= 1)
500                         Unfreeze(self); // wait for next think before attacking
501                         
502                 return; // no moving while frozen
503         }
504         
505         if(self.flags & FL_SWIM)
506         {
507                 if(self.waterlevel < WATERLEVEL_WETFEET)
508                 {
509                         if(time >= self.last_trace)
510                         {
511                                 self.last_trace = time + 0.4;
512                                 
513                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
514                                 self.angles = '90 90 0';
515                                 if(random() < 0.5)
516                                 {
517                                         self.velocity_y += random() * 50;
518                                         self.velocity_x -= random() * 50;
519                                 }
520                                 else
521                                 {
522                                         self.velocity_y -= random() * 50;
523                                         self.velocity_x += random() * 50;
524                                 }
525                                 self.velocity_z += random() * 150;
526                         }
527                                 
528                         
529                         self.movetype = MOVETYPE_BOUNCE;
530                         //self.velocity_z = -200;
531                                 
532                         self.SendFlags |= MSF_MOVE | MSF_ANG;
533                         
534                         return;
535                 }
536                 else
537                 {
538                         self.angles = '0 0 0';
539                         self.movetype = MOVETYPE_WALK;
540                 }
541         }
542         
543         if(gameover || time < game_starttime)
544         {
545                 runspeed = walkspeed = 0;
546                 monsters_setframe(manim_idle);
547                 movelib_beak_simple(stopspeed);
548                 return;
549         }
550         
551         targ = self.goalentity;
552         
553         monster_target = targ;
554         monster_speed_run = runspeed;
555         monster_speed_walk = walkspeed;
556         MUTATOR_CALLHOOK(MonsterMove);
557         targ = monster_target;
558         runspeed = monster_speed_run;
559         walkspeed = monster_speed_walk;
560                 
561         if(IsDifferentTeam(self.monster_owner, self))
562                 self.monster_owner = world;
563                 
564         if not(monster_isvalidtarget(self.enemy, self))
565                 self.enemy = world; // check enemy each think frame?
566                 
567         if not(self.enemy)
568         {
569                 self.enemy = FindTarget(self);
570                 if(self.enemy)
571                         monster_sound(self.msound_sight, 0, FALSE);
572         }
573         
574         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
575                 self.state = 0;
576                 
577         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
578         if(time >= self.last_trace || self.enemy) // update enemy instantly
579                 self.moveto = monster_pickmovetarget(targ);
580
581         if not(self.enemy)
582                 monster_sound(self.msound_idle, 5, TRUE);
583         
584         vector angles_face = vectoangles(self.moveto - self.origin);
585         vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
586         vector enemy_face = vectoangles(self.enemy.origin - self.origin);
587         
588         if(self.state != MONSTER_STATE_ATTACK_LEAP)
589         {
590                 self.angles_y = angles_face_y;
591                 self.v_angle = self.angles;
592         }
593         
594         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
595         {
596                 self.state = 0;
597                 self.touch = MonsterTouch;
598         }
599          
600         v_forward = normalize(self.moveto - self.origin);
601         
602         float l = vlen(self.moveto - self.origin);
603         float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
604         float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15'); 
605         
606         if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
607         if(self.flags & FL_ONGROUND)
608                 movelib_jump_simple(100);
609
610         if(vlen(self.origin - self.moveto) > 64 * self.scale)
611         {
612                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
613                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
614                 else
615                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
616                 if(time > self.pain_finished)
617                 if(time > self.attack_finished_single)
618                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
619         }
620         else
621         {
622                 movelib_beak_simple(stopspeed);
623                 if(time > self.attack_finished_single)
624                 if(time > self.pain_finished)
625                 if (vlen(self.velocity) <= 30)
626                 {
627                         monsters_setframe(manim_idle);
628                         if(self.enemy)
629                                 self.angles_y = enemy_face_y;
630                         else
631                                 self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
632                 }
633         }
634                 
635         if(self.enemy && self.checkattack)
636                 self.checkattack();
637                 
638         self.SendFlags |= MSF_ANG;
639         self.SendFlags |= MSF_MOVE;
640 }
641
642 void monsters_setstatus()
643 {
644         self.stat_monsters_total = monsters_total;
645         self.stat_monsters_killed = monsters_killed;
646 }
647
648 void Monster_Appear()
649 {
650         self.enemy = activator;
651         self.spawnflags &~= MONSTERFLAG_APPEAR;
652         self.monster_spawnfunc();
653 }
654
655 float Monster_CheckAppearFlags(entity ent)
656 {
657         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
658                 return FALSE;
659         
660         ent.think = func_null;
661         ent.nextthink = -1;
662         ent.use = Monster_Appear;
663         ent.flags = FL_MONSTER; // set so this monster can get butchered
664         
665         return TRUE;
666 }
667
668 void monsters_reset()
669 {
670         setorigin(self, self.pos1);
671         self.angles = self.pos2;
672         
673         self.health = self.max_health;
674         self.velocity = '0 0 0';
675         self.enemy = world;
676         self.goalentity = world;
677         self.attack_finished_single = 0;
678         self.moveto = self.origin;
679         
680         WaypointSprite_UpdateHealth(self.sprite, self.health);
681 }
682
683 float monster_send(entity to, float sf)
684 {
685         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
686         WriteByte(MSG_ENTITY, sf);
687         if(sf & MSF_SETUP)
688         {
689             WriteByte(MSG_ENTITY, self.monsterid);
690             
691             WriteCoord(MSG_ENTITY, self.origin_x);
692             WriteCoord(MSG_ENTITY, self.origin_y);
693             WriteCoord(MSG_ENTITY, self.origin_z);
694             
695             WriteAngle(MSG_ENTITY, self.angles_x);
696             WriteAngle(MSG_ENTITY, self.angles_y);
697                 
698                 WriteByte(MSG_ENTITY, self.scale);
699                 WriteByte(MSG_ENTITY, self.skin);
700     }
701         
702         if(sf & MSF_SIZE)
703         {
704                 WriteByte(MSG_ENTITY, self.scale);
705                 
706                 WriteCoord(MSG_ENTITY, self.mins_x);
707             WriteCoord(MSG_ENTITY, self.mins_y);
708             WriteCoord(MSG_ENTITY, self.mins_z);
709                 
710                 WriteCoord(MSG_ENTITY, self.maxs_x);
711             WriteCoord(MSG_ENTITY, self.maxs_y);
712             WriteCoord(MSG_ENTITY, self.maxs_z);
713         }
714     
715     if(sf & MSF_ANG)
716     {
717         WriteShort(MSG_ENTITY, rint(self.angles_x));
718         WriteShort(MSG_ENTITY, rint(self.angles_y));
719     }
720     
721     if(sf & MSF_MOVE)
722     {
723         WriteShort(MSG_ENTITY, rint(self.origin_x));
724         WriteShort(MSG_ENTITY, rint(self.origin_y));
725         WriteShort(MSG_ENTITY, rint(self.origin_z));
726
727         WriteShort(MSG_ENTITY, rint(self.velocity_x));
728         WriteShort(MSG_ENTITY, rint(self.velocity_y));
729         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
730         
731         WriteShort(MSG_ENTITY, rint(self.angles_y));        
732     }
733     
734     if(sf & MSF_ANIM)
735     {
736         WriteCoord(MSG_ENTITY, self.anim_start_time);
737         WriteByte(MSG_ENTITY, self.frame);
738     }
739     
740     if(sf & MSF_STATUS)
741     {
742                 WriteByte(MSG_ENTITY, self.skin);
743                 
744         WriteByte(MSG_ENTITY, self.team);
745         
746         if(self.health <= 0)
747             WriteByte(MSG_ENTITY, 0);
748         else
749             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
750     }
751     
752         return TRUE;
753 }
754
755 void monster_link(void() spawnproc)
756 {
757     Net_LinkEntity(self, TRUE, 0, monster_send);
758     self.think      = spawnproc;
759     self.nextthink  = time;
760 }
761
762 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
763 {
764         self.health -= damage;
765                 
766         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
767                 
768         if(self.health <= -100) // 100 health until gone?
769         {
770                 Violence_GibSplash(self, 1, 0.5, attacker);
771                 
772                 self.think = SUB_Remove;
773                 self.nextthink = time + 0.1;
774         }
775 }
776
777 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
778 {
779         if(self.frozen && deathtype != DEATH_KILL)
780                 return;
781                 
782         if(time < self.pain_finished && deathtype != DEATH_KILL)
783                 return;
784                 
785         if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
786         if(monster_isvalidtarget(attacker, self))
787                 self.enemy = attacker;
788                 
789         if(deathtype != DEATH_KILL)
790                 damage *= self.armorvalue;
791                 
792         self.health -= damage;
793         
794         if(self.sprite)
795                 WaypointSprite_UpdateHealth(self.sprite, self.health);
796                 
797         self.dmg_time = time;
798
799         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
800                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
801         
802         self.velocity += force * self.damageforcescale;
803                 
804         if(deathtype != DEATH_DROWN)
805         {
806                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
807                 if (damage > 50)
808                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
809                 if (damage > 100)
810                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
811         }
812                 
813         if(self.health <= 0)
814         {        
815                 if(self.sprite)
816                 {
817                         // Update one more time to avoid waypoint fading without emptying healthbar
818                         WaypointSprite_UpdateHealth(self.sprite, 0);
819                 }
820                 
821                 if(deathtype == DEATH_KILL)
822                         self.candrop = FALSE; // killed by mobkill command
823                         
824                 activator = attacker;
825                 other = self.enemy;
826                 self.target = self.target2;
827                 self.target2 = "";
828                 SUB_UseTargets();
829         
830                 self.monster_die();
831                 
832                 frag_attacker = attacker;
833                 frag_target = self;
834                 MUTATOR_CALLHOOK(MonsterDies);
835                 
836                 self.SendFlags |= MSF_MOVE;
837                 
838                 if(self.health <= -100) // check if we're already gibbed
839                 {
840                         Violence_GibSplash(self, 1, 0.5, attacker);
841                 
842                         self.think = SUB_Remove;
843                         self.nextthink = time + 0.1;
844                 }
845         }
846         
847         self.SendFlags |= MSF_STATUS;
848 }
849
850 // used to hook into monster post death functions without a mutator
851 void monster_hook_death()
852 {
853         WaypointSprite_Kill(self.sprite);
854                 
855         if(self.weaponentity)
856         {
857                 remove(self.weaponentity);
858                 self.weaponentity = world;
859         }
860                 
861         monster_sound(self.msound_death, 0, FALSE);
862                 
863         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
864                 monsters_killed += 1;
865                 
866         if(self.candrop && self.weapon)
867                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
868                 
869         if(IS_CLIENT(self.realowner))
870                 self.realowner.monstercount -= 1;
871                 
872         self.event_damage       = monsters_corpse_damage;
873         self.solid                      = SOLID_CORPSE;
874         self.takedamage         = DAMAGE_AIM;
875         self.enemy                      = world;
876         self.movetype           = MOVETYPE_TOSS;
877                 
878         totalspawned -= 1;
879 }
880
881 // used to hook into monster post spawn functions without a mutator
882 void monster_hook_spawn()
883 {
884         if not(self.monster_respawned)
885                 Monster_CheckMinibossFlag();
886
887         self.max_health = self.health;
888         self.pain_finished = self.nextthink;
889         self.anim_start_time = time;
890
891         monster_precachesounds(self);
892         
893         if(self.team)
894         {
895                 //self.colormod = Team_ColorRGB(self.team);
896                 //self.glowmod = self.colormod;
897                 self.colormap = 1024 + (self.team - 1) * 17;
898                 self.colormod = '1 1 1';
899                 self.glowmod = Team_ColorRGB(self.team);
900                 self.monster_attack = TRUE;
901         }
902         else
903                 self.colormod = self.glowmod = '1 1 1';
904         
905         // TODO: fix this...
906         if (self.target)
907         {
908                 self.target2 = self.target;
909                 self.goalentity = find(world, targetname, self.target);
910         }
911         
912         self.sprite_height *= self.scale; // do this after setting the monster's scale
913                 
914         if(autocvar_g_monsters_healthbars)
915         {
916                 WaypointSprite_Spawn(self.message, 0, 600, self, '0 0 1' * self.sprite_height, world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));    
917                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
918                 WaypointSprite_UpdateHealth(self.sprite, self.health);
919         }
920         
921         self.message = self.oldmessage;
922         
923         monster_sound(self.msound_spawn, 0, FALSE);
924
925         MUTATOR_CALLHOOK(MonsterSpawn);
926         
927         self.SendFlags = MSF_SETUP;
928 }
929
930 float monster_initialize(string  net_name, float mon_id,
931                                                  vector  min_s,
932                                                  vector  max_s,
933                                                  float   nodrop,
934                                                  void() dieproc,
935                                                  void() spawnproc)
936 {
937         if not(autocvar_g_monsters)
938                 return FALSE;
939                 
940         // support for quake style removing monsters based on skill
941         if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
942         if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
943         if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
944         if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
945         if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
946
947         if(self.netname == "")
948         {
949                 if(net_name != "" && IS_PLAYER(self.realowner))
950                         net_name = strzone(sprintf("%s^7's %s", self.realowner.netname, net_name));
951                 self.netname = ((net_name == "") ? self.classname : net_name);
952                 self.oldmessage = self.message;
953                 self.message = strzone(strdecolorize(self.netname));
954         }
955         
956         if(autocvar_g_monsters_giants_only)
957                 self.spawnflags |= MONSTERFLAG_GIANT;
958         
959         if not(self.scale)
960                 self.scale = 1;
961                 
962         if(self.spawnflags & MONSTERFLAG_GIANT && !autocvar_g_monsters_nogiants)
963                 self.scale = 5;
964         
965         if(self.team && !teamplay)
966                 self.team = 0;
967
968         self.flags = FL_MONSTER;
969                 
970         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
971         if not(self.monster_respawned)
972                 monsters_total += 1;
973
974         ScaleMonster(self.scale, min_s, max_s);
975
976         self.takedamage                 = DAMAGE_AIM;
977         self.bot_attack                 = TRUE;
978         self.iscreature                 = TRUE;
979         self.teleportable               = TRUE;
980         self.damagedbycontents  = TRUE;
981         self.monsterid                  = mon_id;
982         self.damageforcescale   = 0.003;
983         self.monster_die                = dieproc;
984         self.event_damage               = monsters_damage;
985         self.touch                              = MonsterTouch;
986         self.use                                = monster_use;
987         self.solid                              = SOLID_BBOX;
988         self.movetype                   = MOVETYPE_WALK;
989         self.delay                              = -1; // used in attack delay code
990         monsters_spawned           += 1;
991         self.enemy                              = world;
992         self.velocity                   = '0 0 0';
993         self.moveto                             = self.origin;
994         self.pos2                               = self.angles;
995         self.reset                              = monsters_reset;
996         self.candrop                    = TRUE;
997         self.view_ofs                   = '0 0 1' * self.maxs_z;
998         
999         if not(self.ticrate)
1000                 self.ticrate = autocvar_g_monsters_think_delay;
1001                 
1002         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1003         
1004         if not(self.armorvalue)
1005                 self.armorvalue = 1; // multiplier
1006         
1007         if not(self.target_range)
1008                 self.target_range = autocvar_g_monsters_target_range;
1009         
1010         if not(self.respawntime)
1011                 self.respawntime = autocvar_g_monsters_respawn_delay;
1012         
1013         if not(self.monster_moveflags)
1014                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1015
1016         if(autocvar_g_nodepthtestplayers)
1017                 self.effects |= EF_NODEPTHTEST;
1018
1019         if(autocvar_g_fullbrightplayers)
1020                 self.effects |= EF_FULLBRIGHT;
1021
1022         if not(nodrop)
1023         {
1024                 setorigin(self, self.origin);
1025                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1026                 setorigin(self, trace_endpos);
1027         }
1028         
1029         self.pos1 = self.origin;
1030         
1031         monster_link(spawnproc);
1032
1033         return TRUE;
1034 }