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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 = SUB_Remove;
18         self.nextthink = time + 5;
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                         }
44                         break; // break here?
45                 }
46                 case "health":
47                 {
48                         switch(itemsize)
49                         {
50                                 case "mega": e.monster_delayedattack = spawnfunc_item_health_mega; break;
51                                 case "large": e.monster_delayedattack = spawnfunc_item_health_large; break;
52                                 case "medium": e.monster_delayedattack = spawnfunc_item_health_medium; break;
53                                 case "small": e.monster_delayedattack = spawnfunc_item_health_small; break;
54                         }
55                         break; // break here?
56                 }
57                 case "ammo":
58                 {
59                         switch(itemsize)
60                         {
61                                 case "shells": e.monster_delayedattack = spawnfunc_item_shells; break;
62                                 case "cells": e.monster_delayedattack = spawnfunc_item_cells; break;
63                                 case "rockets": e.monster_delayedattack = spawnfunc_item_rockets; break;
64                                 case "bullets":
65                                 case "nails": e.monster_delayedattack = spawnfunc_item_bullets; break;
66                         }
67                         break;
68                 }
69         }
70         
71         if(g_minstagib)
72                 e.monster_delayedattack = spawnfunc_item_minst_cells;
73                 
74         e.think = monster_item_spawn;
75         e.nextthink = time + 0.1;
76 }
77
78 void monsters_setframe(float _frame)
79 {
80         if(self.frame == _frame)
81                 return;
82                 
83         self.anim_start_time = time;
84         self.frame = _frame;
85         self.SendFlags |= MSF_ANIM;
86 }
87
88 float monster_isvalidtarget (entity targ, entity ent)
89 {
90         if(!targ || !ent)
91                 return FALSE; // someone doesn't exist
92                 
93         if(time < game_starttime)
94                 return FALSE; // monsters do nothing before the match has started
95                 
96         WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
97         
98         if(vlen(targ.origin - ent.origin) >= ent.target_range)
99                 return FALSE; // enemy is too far away
100                 
101         if not(targ.vehicle_flags & VHF_ISVEHICLE)
102         if(trace_ent != targ)
103                 return FALSE; // we can't see the enemy
104                 
105         if(targ.takedamage == DAMAGE_NO)
106                 return FALSE; // enemy can't be damaged
107                 
108         if(targ.items & IT_INVISIBILITY)
109                 return FALSE; // enemy is invisible
110         
111         if(IS_SPEC(targ) || IS_OBSERVER(targ))
112                 return FALSE; // enemy is a spectator
113         
114         if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
115         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
116                 return FALSE; // enemy/self is dead
117         
118         if(targ.monster_owner == ent || ent.monster_owner == targ)
119                 return FALSE; // enemy owns us, or we own them
120         
121         if not(targ.vehicle_flags & VHF_ISVEHICLE)
122         if(targ.flags & FL_NOTARGET)
123                 return FALSE; // enemy can't be targetted
124         
125         if not(autocvar_g_monsters_typefrag)
126         if(targ.BUTTON_CHAT)
127                 return FALSE; // no typefragging!
128         
129         if not(IsDifferentTeam(targ, ent))
130                 return FALSE; // enemy is on our team
131         
132         return TRUE;
133 }
134
135 entity FindTarget (entity ent) 
136 {
137         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
138         entity e;
139         
140         for(e = world; (e = findflags(e, monster_attack, TRUE)); ) 
141         if(monster_isvalidtarget(e, ent))
142                 return e;
143
144         return world;
145 }
146
147 void MonsterTouch ()
148 {
149         if(other == world)
150                 return;
151                 
152         if(self.enemy != other)
153         if not(other.flags & FL_MONSTER)
154         if(monster_isvalidtarget(other, self))
155                 self.enemy = other;
156 }
157
158 void monster_sound(string msound, float sound_delay, float delaytoo)
159 {
160         if(delaytoo && time < self.msound_delay)
161                 return; // too early
162                 
163         if(msound == "")
164                 return; // sound doesn't exist
165
166         sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
167
168         self.msound_delay = time + sound_delay;
169 }
170
171 void monster_precachesounds(entity e)
172 {
173         precache_sound(e.msound_idle);
174         precache_sound(e.msound_death);
175         precache_sound(e.msound_attack_melee);
176         precache_sound(e.msound_attack_ranged);
177         precache_sound(e.msound_sight);
178         precache_sound(e.msound_pain);
179 }
180
181 void monster_setupsounds(string mon)
182 {
183         if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
184         if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
185         if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
186         if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
187         if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
188         if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
189 }
190
191 void monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
192 {
193         float dot, rdmg = damg * random();
194
195         if (self.health <= 0)
196                 return;
197         if (targ == world)
198                 return;
199                 
200         if(dostop)
201         {
202                 self.velocity_x = 0;
203                 self.velocity_y = 0;
204                 self.state = MONSTER_STATE_ATTACK_MELEE;
205                 self.SendFlags |= MSF_MOVE;
206         }
207
208         makevectors (self.angles);
209         dot = normalize (targ.origin - self.origin) * v_forward;
210         
211         if(dot > er)
212                 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
213 }
214
215 void Monster_CheckDropCvars (string mon)
216 {
217         if not(self.candrop)
218                 return; // forced off
219         
220         string dropitem;
221         string dropsize;
222         
223         dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
224         dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
225         
226         monster_dropitem = dropitem;
227         monster_dropsize = dropsize;
228         MUTATOR_CALLHOOK(MonsterDropItem);
229         dropitem = monster_dropitem;
230         dropsize = monster_dropsize;
231         
232         if(autocvar_g_monsters_forcedrop)
233                 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
234         else if(dropitem != "")
235                 Monster_DropItem(dropitem, dropsize);      
236         else
237                 Monster_DropItem("armor", "medium");
238 }
239
240 void Monster_CheckMinibossFlag ()
241 {
242         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
243                 return;
244                 
245         float chance = random() * 100;
246
247         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
248         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
249         {
250                 self.health += autocvar_g_monsters_miniboss_healthboost;
251                 self.flags |= MONSTERFLAG_MINIBOSS;
252                 if not(self.weapon)
253                         self.weapon = WEP_NEX;
254         }
255 }
256
257 float Monster_CanRespawn(entity ent)
258 {
259         other = ent;
260         if(MUTATOR_CALLHOOK(MonsterRespawn))
261                 return TRUE; // enabled by a mutator
262                 
263         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
264                 return FALSE;
265                 
266         if not(autocvar_g_monsters_respawn)
267                 return FALSE;
268                 
269         return TRUE;
270 }
271
272 void Monster_Fade ()
273 {
274         if(Monster_CanRespawn(self))
275         {
276                 self.monster_respawned = TRUE;
277                 self.think = self.monster_spawnfunc;
278                 self.nextthink = time + self.respawntime;
279                 self.deadflag = DEAD_RESPAWNING;
280                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
281                 {
282                         self.pos1 = self.origin;
283                         self.pos2 = self.angles;
284                 }
285                 self.event_damage = func_null;
286                 self.takedamage = DAMAGE_NO;
287                 setorigin(self, self.pos1);
288                 self.angles = self.pos2;
289                 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
290                 
291                 self.SendFlags |= MSF_MOVE;
292                 self.SendFlags |= MSF_STATUS;
293                 
294                 return;
295         }
296         SUB_SetFade(self, time + 3, 1);
297 }
298
299 float Monster_CanJump (vector vel)
300 {
301         if(self.state)
302                 return FALSE; // already attacking
303         if not(self.flags & FL_ONGROUND)
304                 return FALSE; // not on the ground
305         if(self.health <= 0)
306                 return FALSE; // called when dead?
307         if(time < self.attack_finished_single)
308                 return FALSE; // still attacking
309
310         vector old = self.velocity;
311         
312         self.velocity = vel;
313         tracetoss(self, self);
314         self.velocity = old;
315         if (trace_ent != self.enemy)
316                 return FALSE;
317
318         return TRUE;
319 }
320
321 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
322 {
323         if(!Monster_CanJump(vel))
324                 return FALSE;
325                 
326         monsters_setframe(anm);
327         self.state = MONSTER_STATE_ATTACK_LEAP;
328         self.touch = touchfunc;
329         self.origin_z += 1;
330         self.velocity = vel;
331         self.flags &~= FL_ONGROUND;
332                 
333         self.attack_finished_single = time + anim_finished;
334         
335         return TRUE;
336 }
337
338 float GenericCheckAttack ()
339 {
340         // checking attack while dead?
341         if (self.health <= 0)
342                 return FALSE;
343                 
344         // reset delays when we have no enemy
345         if not(self.enemy)
346         {
347                 self.monster_delayedattack = func_null;
348                 self.delay = -1;
349         }
350                 
351         if(self.monster_delayedattack && self.delay != -1)
352         {
353                 if(time < self.delay)
354                         return FALSE;
355                         
356                 self.monster_delayedattack();
357         }
358         
359         if (time < self.attack_finished_single)
360                 return FALSE;
361                 
362         if(self.attack_melee)
363         if(vlen(self.enemy.origin - self.origin) <= 100)
364         {
365                 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
366                 self.attack_melee(); // don't wait for nextthink - too slow
367                 return TRUE;
368         }
369         
370         // monster doesn't have a ranged attack function, so stop here
371         if not(self.attack_ranged)
372                 return FALSE;
373
374         // see if any entities are in the way of the shot
375         if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
376                 return FALSE;
377
378         if(self.attack_ranged())
379         {
380                 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
381                 return TRUE;
382         }
383
384         return FALSE;
385 }
386
387 void monster_use ()
388 {
389         if (self.enemy)
390                 return;
391         if (self.health <= 0)
392                 return;
393
394         if(!monster_isvalidtarget(activator, self))
395                 return;
396
397         self.enemy = activator;
398 }
399
400 float trace_path(vector from, vector to)
401 {
402         vector dir = normalize(to - from) * 15, offset = '0 0 0';
403         float trace1 = trace_fraction;
404         
405         offset_x = dir_y;
406         offset_y = -dir_x;
407         traceline (from+offset, to+offset, TRUE, self);
408         
409         traceline(from-offset, to-offset, TRUE, self);
410                 
411         return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
412 }
413
414 .float last_trace;
415 vector monster_pickmovetarget(entity targ)
416 {
417         // enemy is always preferred target
418         if(self.enemy)
419         {
420                 self.monster_movestate = MONSTER_MOVE_ENEMY;
421                 self.last_trace = time + 0.1;
422                 return self.enemy.origin;
423         }
424         if(targ)
425         {
426                 self.monster_movestate = MONSTER_MOVE_WANDER;
427                 self.last_trace = time + 0.5;
428                 return targ.origin;
429         }
430         
431         switch(self.monster_moveflags)
432         {
433                 case MONSTER_MOVE_OWNER:
434                 {
435                         self.monster_movestate = MONSTER_MOVE_OWNER;
436                         self.last_trace = time + 0.3;
437                         if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
438                                 return self.monster_owner.origin;
439                 }
440                 case MONSTER_MOVE_WANDER:
441                 {
442                         vector pos;
443                         self.monster_movestate = MONSTER_MOVE_WANDER;
444                         self.last_trace = time + 2;
445                                 
446                         self.angles_y = random() * 500;
447                         makevectors(self.angles);
448                         pos = self.origin + v_forward * 600;
449                         
450                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
451                         {
452                                 pos_z = random() * 200;
453                                 if(random() >= 0.5)
454                                         pos_z *= -1;
455                         }
456                         
457                         return pos;
458                 }
459                 case MONSTER_MOVE_SPAWNLOC:
460                 {
461                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
462                         self.last_trace = time + 2;
463                         return self.pos1;
464                 }
465                 default:
466                 case MONSTER_MOVE_NOMOVE:
467                 {
468                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
469                         self.last_trace = time + 2;
470                         return self.origin;
471                 }
472         }
473 }
474
475 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
476 {
477         if(self.target2)
478                 self.goalentity = find(world, targetname, self.target2);
479                 
480         entity targ;
481
482         if(self.frozen)
483         {
484                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
485                 self.health = max(1, self.max_health * self.revive_progress);
486                 
487                 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
488                         
489                 movelib_beak_simple(stopspeed);
490                         
491                 self.velocity = '0 0 0';
492                 self.enemy = world;
493                 self.nextthink = time + 0.1;
494                 
495                 if(self.revive_progress >= 1)
496                         Unfreeze(self); // wait for next think before attacking
497                         
498                 self.SendFlags |= MSF_MOVE;
499                         
500                 return; // no moving while frozen
501         }
502         
503         if(self.flags & FL_SWIM)
504         {
505                 if(self.waterlevel < WATERLEVEL_WETFEET)
506                 {
507                         if(time >= self.last_trace)
508                         {
509                                 self.last_trace = time + 0.4;
510                                 
511                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
512                                 self.angles = '90 90 0';
513                                 if(random() < 0.5)
514                                 {
515                                         self.velocity_y += random() * 50;
516                                         self.velocity_x -= random() * 50;
517                                 }
518                                 else
519                                 {
520                                         self.velocity_y -= random() * 50;
521                                         self.velocity_x += random() * 50;
522                                 }
523                                 self.velocity_z += random() * 150;
524                         }
525                                 
526                         
527                         self.movetype = MOVETYPE_BOUNCE;
528                         //self.velocity_z = -200;
529                                 
530                         self.SendFlags |= MSF_MOVE | MSF_ANG;
531                         
532                         return;
533                 }
534                 else
535                 {
536                         self.angles = '0 0 0';
537                         self.movetype = MOVETYPE_WALK;
538                 }
539         }
540         
541         if(gameover || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
542         {
543                 runspeed = walkspeed = 0;
544                 if(time >= self.spawn_time)
545                         monsters_setframe(manim_idle);
546                 movelib_beak_simple(stopspeed);
547                 self.SendFlags |= MSF_MOVE;
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.flags & FL_FLY || self.flags & FL_SWIM))
589                 self.moveto_z = self.origin_z;
590         
591         if(self.state != MONSTER_STATE_ATTACK_LEAP)
592         {
593                 self.angles_y = angles_face_y;
594                 self.v_angle = self.angles;
595         }
596         
597         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
598         {
599                 self.state = 0;
600                 self.touch = MonsterTouch;
601         }
602          
603         v_forward = normalize(self.moveto - self.origin);
604         
605         float l = vlen(self.moveto - self.origin);
606         float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
607         float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15'); 
608         
609         if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
610         if(self.flags & FL_ONGROUND)
611                 movelib_jump_simple(100);
612
613         if(vlen(self.origin - self.moveto) > 64)
614         {
615                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
616                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
617                 else
618                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
619                 if(time > self.pain_finished)
620                 if(time > self.attack_finished_single)
621                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
622         }
623         else
624         {
625                 if(targ.target)
626                         self.target2 = targ.target;
627                 else if(targ.target2)
628                         self.target2 = targ.target2;
629                 else
630                 {
631                         movelib_beak_simple(stopspeed);
632                         if(time > self.attack_finished_single)
633                         if(time > self.pain_finished)
634                         if (vlen(self.velocity) <= 30)
635                         {
636                                 monsters_setframe(manim_idle);
637                                 if(self.enemy)
638                                         self.angles_y = enemy_face_y;
639                                 else
640                                         self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
641                         }
642                 }
643         }
644                 
645         if(self.enemy && self.checkattack)
646                 self.checkattack();
647                 
648         self.SendFlags |= MSF_ANG;
649         self.SendFlags |= MSF_MOVE;
650 }
651
652 void monster_dead_think()
653 {
654         self.think = monster_dead_think;
655         self.nextthink = time + 0.3; // don't need to update so often now
656         
657         self.deadflag = DEAD_DEAD;
658
659         if(time >= self.ltime)
660         {
661                 Monster_Fade();
662                 return;
663         }
664         
665         self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
666 }
667
668 void monsters_setstatus()
669 {
670         self.stat_monsters_total = monsters_total;
671         self.stat_monsters_killed = monsters_killed;
672 }
673
674 void Monster_Appear()
675 {
676         self.enemy = activator;
677         self.spawnflags &~= MONSTERFLAG_APPEAR;
678         self.monster_spawnfunc();
679 }
680
681 float Monster_CheckAppearFlags(entity ent)
682 {
683         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
684                 return FALSE;
685         
686         ent.think = func_null;
687         ent.nextthink = 0;
688         ent.use = Monster_Appear;
689         ent.flags = FL_MONSTER; // set so this monster can get butchered
690         
691         return TRUE;
692 }
693
694 void monsters_reset()
695 {
696         setorigin(self, self.pos1);
697         self.angles = self.pos2;
698         
699         self.health = self.max_health;
700         self.velocity = '0 0 0';
701         self.enemy = world;
702         self.goalentity = world;
703         self.attack_finished_single = 0;
704         self.moveto = self.origin;
705         
706         WaypointSprite_UpdateHealth(self.sprite, self.health);
707 }
708
709 float monster_send(entity to, float sf)
710 {
711         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
712         WriteByte(MSG_ENTITY, sf);
713         if(sf & MSF_SETUP)
714         {
715             WriteByte(MSG_ENTITY, self.monsterid);
716             
717             WriteCoord(MSG_ENTITY, self.origin_x);
718             WriteCoord(MSG_ENTITY, self.origin_y);
719             WriteCoord(MSG_ENTITY, self.origin_z);
720             
721             WriteAngle(MSG_ENTITY, self.angles_x);
722             WriteAngle(MSG_ENTITY, self.angles_y);
723                 
724                 WriteByte(MSG_ENTITY, self.skin);
725     }
726     
727     if(sf & MSF_ANG)
728     {
729         WriteShort(MSG_ENTITY, rint(self.angles_x));
730         WriteShort(MSG_ENTITY, rint(self.angles_y));
731     }
732     
733     if(sf & MSF_MOVE)
734     {
735         WriteShort(MSG_ENTITY, rint(self.origin_x));
736         WriteShort(MSG_ENTITY, rint(self.origin_y));
737         WriteShort(MSG_ENTITY, rint(self.origin_z));
738
739         WriteShort(MSG_ENTITY, rint(self.velocity_x));
740         WriteShort(MSG_ENTITY, rint(self.velocity_y));
741         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
742         
743         WriteShort(MSG_ENTITY, rint(self.angles_y));        
744     }
745     
746     if(sf & MSF_ANIM)
747     {
748         WriteCoord(MSG_ENTITY, self.anim_start_time);
749         WriteByte(MSG_ENTITY, self.frame);
750     }
751     
752     if(sf & MSF_STATUS)
753     {
754                 WriteByte(MSG_ENTITY, self.skin);
755                 
756         WriteByte(MSG_ENTITY, self.team);
757                 
758                 WriteByte(MSG_ENTITY, self.deadflag);
759         
760         if(self.health <= 0)
761             WriteByte(MSG_ENTITY, 0);
762         else
763             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
764     }
765     
766         return TRUE;
767 }
768
769 void monster_link(void() spawnproc)
770 {
771     Net_LinkEntity(self, TRUE, 0, monster_send);
772     self.think      = spawnproc;
773     self.nextthink  = time;
774 }
775
776 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
777 {
778         self.health -= damage;
779                 
780         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
781                 
782         if(self.health <= -100) // 100 health until gone?
783         {
784                 Violence_GibSplash(self, 1, 0.5, attacker);
785                 
786                 self.think = SUB_Remove;
787                 self.nextthink = time + 0.1;
788         }
789 }
790
791 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
792 {
793         if(self.frozen && deathtype != DEATH_KILL)
794                 return;
795                 
796         if(time < self.pain_finished && deathtype != DEATH_KILL)
797                 return;
798                 
799         if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
800         if(monster_isvalidtarget(attacker, self))
801                 self.enemy = attacker;
802                 
803         if(deathtype != DEATH_KILL)
804                 damage *= self.armorvalue;
805                 
806         if(self.weaponentity && self.weaponentity.classname == "shield")
807                 self.weaponentity.health -= damage;
808                 
809         self.health -= damage;
810         
811         if(self.sprite)
812                 WaypointSprite_UpdateHealth(self.sprite, self.health);
813                 
814         self.dmg_time = time;
815
816         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
817                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
818         
819         self.velocity += force * self.damageforcescale;
820                 
821         if(deathtype != DEATH_DROWN)
822         {
823                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
824                 if (damage > 50)
825                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
826                 if (damage > 100)
827                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
828         }
829                 
830         if(self.health <= 0)
831         {        
832                 if(self.sprite)
833                 {
834                         // Update one more time to avoid waypoint fading without emptying healthbar
835                         WaypointSprite_UpdateHealth(self.sprite, 0);
836                 }
837                 
838                 if(deathtype == DEATH_KILL)
839                         self.candrop = FALSE; // killed by mobkill command
840                         
841                 // TODO: fix this?
842                 activator = attacker;
843                 other = self.enemy;
844                 SUB_UseTargets();
845                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
846         
847                 self.monster_die();
848                 
849                 frag_attacker = attacker;
850                 frag_target = self;
851                 MUTATOR_CALLHOOK(MonsterDies);
852                 
853                 if(self.health <= -100) // check if we're already gibbed
854                 {
855                         Violence_GibSplash(self, 1, 0.5, attacker);
856                 
857                         self.think = SUB_Remove;
858                         self.nextthink = time + 0.1;
859                 }
860         }
861         
862         self.SendFlags |= MSF_STATUS;
863 }
864
865 // used to hook into monster post death functions without a mutator
866 void monster_hook_death()
867 {
868         WaypointSprite_Kill(self.sprite);
869                 
870         if(self.weaponentity)
871         {
872                 remove(self.weaponentity);
873                 self.weaponentity = world;
874         }
875                 
876         monster_sound(self.msound_death, 0, FALSE);
877                 
878         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
879                 monsters_killed += 1;
880                 
881         if(self.candrop && self.weapon)
882                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
883                 
884         if(IS_CLIENT(self.realowner))
885                 self.realowner.monstercount -= 1;
886                 
887         self.event_damage       = monsters_corpse_damage;
888         self.solid                      = SOLID_CORPSE;
889         self.takedamage         = DAMAGE_AIM;
890         self.enemy                      = world;
891         self.movetype           = MOVETYPE_TOSS;
892         self.moveto                     = self.origin;
893         
894         if not(self.flags & FL_FLY)
895                 self.velocity = '0 0 0';
896         
897         self.SendFlags |= MSF_MOVE;
898                 
899         totalspawned -= 1;
900 }
901
902 // used to hook into monster post spawn functions without a mutator
903 void monster_hook_spawn()
904 {
905         if not(self.monster_respawned)
906                 Monster_CheckMinibossFlag();
907         
908         self.max_health = self.health;
909         self.pain_finished = self.nextthink;
910         self.anim_start_time = time;
911         
912         if not(self.noalign)
913         {
914                 setorigin(self, self.origin + '0 0 20');
915                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
916                 setorigin(self, trace_endpos);
917         }
918         
919         self.pos1 = self.origin;
920
921         monster_precachesounds(self);
922         
923         if(teamplay)
924                 self.monster_attack = TRUE; // we can have monster enemies in team games
925                 
926         if(autocvar_g_monsters_healthbars)
927         {
928                 WaypointSprite_Spawn(strzone(strdecolorize(self.netname)), 0, 600, self, '0 0 1' * (self.maxs_z + 15), world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));    
929                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
930                 WaypointSprite_UpdateHealth(self.sprite, self.health);
931         }
932         
933         monster_sound(self.msound_spawn, 0, FALSE);
934
935         MUTATOR_CALLHOOK(MonsterSpawn);
936         
937         self.SendFlags = MSF_SETUP;
938 }
939
940 float monster_initialize(string  net_name, float mon_id,
941                                                  vector  min_s,
942                                                  vector  max_s,
943                                                  float   nodrop,
944                                                  void() dieproc,
945                                                  void() spawnproc)
946 {
947         if not(autocvar_g_monsters)
948                 return FALSE;
949                 
950         // support for quake style removing monsters based on skill
951         if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
952         if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
953         if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
954         if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
955         if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
956
957         if(self.netname == "")
958                 self.netname = ((net_name == "") ? self.classname : net_name);
959         
960         if(self.team && !teamplay)
961                 self.team = 0;
962
963         self.flags = FL_MONSTER;
964                 
965         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
966         if not(self.monster_respawned)
967                 monsters_total += 1;
968
969         setsize(self, min_s, max_s);
970         self.takedamage                 = DAMAGE_AIM;
971         self.bot_attack                 = TRUE;
972         self.iscreature                 = TRUE;
973         self.teleportable               = TRUE;
974         self.damagedbycontents  = TRUE;
975         self.monsterid                  = mon_id;
976         self.damageforcescale   = 0.003;
977         self.monster_die                = dieproc;
978         self.event_damage               = monsters_damage;
979         self.touch                              = MonsterTouch;
980         self.use                                = monster_use;
981         self.solid                              = SOLID_BBOX;
982         self.scale                              = 1;
983         self.movetype                   = MOVETYPE_WALK;
984         self.delay                              = -1; // used in attack delay code
985         monsters_spawned           += 1;
986         self.enemy                              = world;
987         self.velocity                   = '0 0 0';
988         self.moveto                             = self.origin;
989         self.pos2                               = self.angles;
990         self.reset                              = monsters_reset;
991         self.candrop                    = TRUE;
992         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
993         self.oldtarget2                 = self.target2;
994         self.deadflag                   = DEAD_NO; // UNDEAD
995         self.noalign                    = nodrop;
996         self.spawn_time                 = time;
997         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
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         monster_link(spawnproc);
1017
1018         return TRUE;
1019 }