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[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 = 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 bigdmg, 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         bigdmg = rdmg * self.scale;
212         
213         if(dot > er)
214                 Damage(targ, self, self, bigdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
215 }
216
217 void Monster_CheckDropCvars (string mon)
218 {
219         if not(self.candrop)
220                 return; // forced off
221         
222         string dropitem;
223         string dropsize;
224         
225         dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
226         dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
227         
228         monster_dropitem = dropitem;
229         monster_dropsize = dropsize;
230         MUTATOR_CALLHOOK(MonsterDropItem);
231         dropitem = monster_dropitem;
232         dropsize = monster_dropsize;
233         
234         if(autocvar_g_monsters_forcedrop)
235                 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
236         else if(dropitem != "")
237                 Monster_DropItem(dropitem, dropsize);      
238         else
239                 Monster_DropItem("armor", "medium");
240 }
241
242 void ScaleMonster (float scle, vector min_s, vector max_s)
243 {
244         // this should prevent monster from falling through floor when scale changes
245         self.scale = scle;
246         setsize(self, min_s * scle, max_s * scle);
247         setorigin(self, self.origin + ('0 0 30' * scle));
248         self.SendFlags |= MSF_SIZE | MSF_MOVE;
249 }
250
251 void Monster_CheckMinibossFlag ()
252 {
253         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
254                 return;
255                 
256         if(self.spawnflags & MONSTERFLAG_GIANT)
257                 return; // 1 size modifier at a time
258                 
259         float chance = random() * 100;
260
261         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
262         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
263         {
264                 self.health += autocvar_g_monsters_miniboss_healthboost;
265                 ScaleMonster(1.5, self.mins, self.maxs);
266                 self.flags |= MONSTERFLAG_MINIBOSS;
267                 if not(self.weapon)
268                         self.weapon = WEP_NEX;
269         }
270 }
271
272 float Monster_CanRespawn(entity ent)
273 {
274         other = ent;
275         if(MUTATOR_CALLHOOK(MonsterRespawn))
276                 return TRUE; // enabled by a mutator
277                 
278         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
279                 return FALSE;
280                 
281         if not(autocvar_g_monsters_respawn)
282                 return FALSE;
283                 
284         return TRUE;
285 }
286
287 void Monster_Fade ()
288 {
289         if(Monster_CanRespawn(self))
290         {
291                 self.monster_respawned = TRUE;
292                 self.think = self.monster_spawnfunc;
293                 self.nextthink = time + self.respawntime;
294                 self.deadflag = DEAD_RESPAWNING;
295                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
296                 {
297                         self.pos1 = self.origin;
298                         self.pos2 = self.angles;
299                 }
300                 self.event_damage = func_null;
301                 self.takedamage = DAMAGE_NO;
302                 setorigin(self, self.pos1);
303                 self.angles = self.pos2;
304                 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
305                 
306                 self.SendFlags |= MSF_MOVE;
307                 
308                 return;
309         }
310         SUB_SetFade(self, time + 3, 1);
311 }
312
313 float Monster_CanJump (vector vel)
314 {
315         if(self.state)
316                 return FALSE; // already attacking
317         if not(self.flags & FL_ONGROUND)
318                 return FALSE; // not on the ground
319         if(self.health <= 0)
320                 return FALSE; // called when dead?
321         if(time < self.attack_finished_single)
322                 return FALSE; // still attacking
323
324         vector old = self.velocity;
325         
326         self.velocity = vel;
327         tracetoss(self, self);
328         self.velocity = old;
329         if (trace_ent != self.enemy)
330                 return FALSE;
331
332         return TRUE;
333 }
334
335 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
336 {
337         if(!Monster_CanJump(vel))
338                 return FALSE;
339                 
340         monsters_setframe(anm);
341         self.state = MONSTER_STATE_ATTACK_LEAP;
342         self.touch = touchfunc;
343         self.origin_z += 1;
344         self.velocity = vel;
345         self.flags &~= FL_ONGROUND;
346                 
347         self.attack_finished_single = time + anim_finished;
348         
349         return TRUE;
350 }
351
352 float GenericCheckAttack ()
353 {
354         // checking attack while dead?
355         if (self.health <= 0)
356                 return FALSE;
357                 
358         // reset delays when we have no enemy
359         if not(self.enemy)
360         {
361                 self.monster_delayedattack = func_null;
362                 self.delay = -1;
363         }
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.target2)
482                 self.goalentity = find(world, targetname, self.target2);
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                 self.SendFlags |= MSF_MOVE;
503                         
504                 return; // no moving while frozen
505         }
506         
507         if(self.flags & FL_SWIM)
508         {
509                 if(self.waterlevel < WATERLEVEL_WETFEET)
510                 {
511                         if(time >= self.last_trace)
512                         {
513                                 self.last_trace = time + 0.4;
514                                 
515                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
516                                 self.angles = '90 90 0';
517                                 if(random() < 0.5)
518                                 {
519                                         self.velocity_y += random() * 50;
520                                         self.velocity_x -= random() * 50;
521                                 }
522                                 else
523                                 {
524                                         self.velocity_y -= random() * 50;
525                                         self.velocity_x += random() * 50;
526                                 }
527                                 self.velocity_z += random() * 150;
528                         }
529                                 
530                         
531                         self.movetype = MOVETYPE_BOUNCE;
532                         //self.velocity_z = -200;
533                                 
534                         self.SendFlags |= MSF_MOVE | MSF_ANG;
535                         
536                         return;
537                 }
538                 else
539                 {
540                         self.angles = '0 0 0';
541                         self.movetype = MOVETYPE_WALK;
542                 }
543         }
544         
545         if(gameover || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start))
546         {
547                 runspeed = walkspeed = 0;
548                 monsters_setframe(manim_idle);
549                 movelib_beak_simple(stopspeed);
550                 self.SendFlags |= MSF_MOVE;
551                 return;
552         }
553         
554         targ = self.goalentity;
555         
556         monster_target = targ;
557         monster_speed_run = runspeed;
558         monster_speed_walk = walkspeed;
559         MUTATOR_CALLHOOK(MonsterMove);
560         targ = monster_target;
561         runspeed = monster_speed_run;
562         walkspeed = monster_speed_walk;
563                 
564         if(IsDifferentTeam(self.monster_owner, self))
565                 self.monster_owner = world;
566                 
567         if not(monster_isvalidtarget(self.enemy, self))
568                 self.enemy = world; // check enemy each think frame?
569                 
570         if not(self.enemy)
571         {
572                 self.enemy = FindTarget(self);
573                 if(self.enemy)
574                         monster_sound(self.msound_sight, 0, FALSE);
575         }
576         
577         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
578                 self.state = 0;
579                 
580         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
581         if(time >= self.last_trace || self.enemy) // update enemy instantly
582                 self.moveto = monster_pickmovetarget(targ);
583
584         if not(self.enemy)
585                 monster_sound(self.msound_idle, 5, TRUE);
586         
587         vector angles_face = vectoangles(self.moveto - self.origin);
588         vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
589         vector enemy_face = vectoangles(self.enemy.origin - self.origin);
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 * self.scale)
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(self.goalentity.target)
626                         self.target2 = self.goalentity.target;
627                 else if(self.goalentity.target2)
628                         self.target2 = self.goalentity.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.scale);
725                 WriteByte(MSG_ENTITY, self.skin);
726     }
727         
728         if(sf & MSF_SIZE)
729         {
730                 WriteByte(MSG_ENTITY, self.scale);
731                 
732                 WriteCoord(MSG_ENTITY, self.mins_x);
733             WriteCoord(MSG_ENTITY, self.mins_y);
734             WriteCoord(MSG_ENTITY, self.mins_z);
735                 
736                 WriteCoord(MSG_ENTITY, self.maxs_x);
737             WriteCoord(MSG_ENTITY, self.maxs_y);
738             WriteCoord(MSG_ENTITY, self.maxs_z);
739         }
740     
741     if(sf & MSF_ANG)
742     {
743         WriteShort(MSG_ENTITY, rint(self.angles_x));
744         WriteShort(MSG_ENTITY, rint(self.angles_y));
745     }
746     
747     if(sf & MSF_MOVE)
748     {
749         WriteShort(MSG_ENTITY, rint(self.origin_x));
750         WriteShort(MSG_ENTITY, rint(self.origin_y));
751         WriteShort(MSG_ENTITY, rint(self.origin_z));
752
753         WriteShort(MSG_ENTITY, rint(self.velocity_x));
754         WriteShort(MSG_ENTITY, rint(self.velocity_y));
755         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
756         
757         WriteShort(MSG_ENTITY, rint(self.angles_y));        
758     }
759     
760     if(sf & MSF_ANIM)
761     {
762         WriteCoord(MSG_ENTITY, self.anim_start_time);
763         WriteByte(MSG_ENTITY, self.frame);
764     }
765     
766     if(sf & MSF_STATUS)
767     {
768                 WriteByte(MSG_ENTITY, self.skin);
769                 
770         WriteByte(MSG_ENTITY, self.team);
771                 
772                 WriteByte(MSG_ENTITY, self.deadflag);
773         
774         if(self.health <= 0)
775             WriteByte(MSG_ENTITY, 0);
776         else
777             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
778     }
779     
780         return TRUE;
781 }
782
783 void monster_link(void() spawnproc)
784 {
785     Net_LinkEntity(self, TRUE, 0, monster_send);
786     self.think      = spawnproc;
787     self.nextthink  = time;
788 }
789
790 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
791 {
792         self.health -= damage;
793                 
794         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
795                 
796         if(self.health <= -100) // 100 health until gone?
797         {
798                 Violence_GibSplash(self, 1, 0.5, attacker);
799                 
800                 self.think = SUB_Remove;
801                 self.nextthink = time + 0.1;
802         }
803 }
804
805 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
806 {
807         if(self.frozen && deathtype != DEATH_KILL)
808                 return;
809                 
810         if(time < self.pain_finished && deathtype != DEATH_KILL)
811                 return;
812                 
813         if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
814         if(monster_isvalidtarget(attacker, self))
815                 self.enemy = attacker;
816                 
817         if(deathtype != DEATH_KILL)
818                 damage *= self.armorvalue;
819                 
820         if(self.weaponentity && self.weaponentity.classname == "shield")
821                 self.weaponentity.health -= damage;
822                 
823         self.health -= damage;
824         
825         if(self.sprite)
826                 WaypointSprite_UpdateHealth(self.sprite, self.health);
827                 
828         self.dmg_time = time;
829
830         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
831                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
832         
833         self.velocity += force * self.damageforcescale;
834                 
835         if(deathtype != DEATH_DROWN)
836         {
837                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
838                 if (damage > 50)
839                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
840                 if (damage > 100)
841                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
842         }
843                 
844         if(self.health <= 0)
845         {        
846                 if(self.sprite)
847                 {
848                         // Update one more time to avoid waypoint fading without emptying healthbar
849                         WaypointSprite_UpdateHealth(self.sprite, 0);
850                 }
851                 
852                 if(deathtype == DEATH_KILL)
853                         self.candrop = FALSE; // killed by mobkill command
854                         
855                 // TODO: fix this?
856                 activator = attacker;
857                 other = self.enemy;
858                 SUB_UseTargets();
859                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
860         
861                 self.monster_die();
862                 
863                 frag_attacker = attacker;
864                 frag_target = self;
865                 MUTATOR_CALLHOOK(MonsterDies);
866                 
867                 if(self.health <= -100) // check if we're already gibbed
868                 {
869                         Violence_GibSplash(self, 1, 0.5, attacker);
870                 
871                         self.think = SUB_Remove;
872                         self.nextthink = time + 0.1;
873                 }
874         }
875         
876         self.SendFlags |= MSF_STATUS;
877 }
878
879 // used to hook into monster post death functions without a mutator
880 void monster_hook_death()
881 {
882         WaypointSprite_Kill(self.sprite);
883                 
884         if(self.weaponentity)
885         {
886                 remove(self.weaponentity);
887                 self.weaponentity = world;
888         }
889                 
890         monster_sound(self.msound_death, 0, FALSE);
891                 
892         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
893                 monsters_killed += 1;
894                 
895         if(self.candrop && self.weapon)
896                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
897                 
898         if(IS_CLIENT(self.realowner))
899                 self.realowner.monstercount -= 1;
900                 
901         self.event_damage       = monsters_corpse_damage;
902         self.solid                      = SOLID_CORPSE;
903         self.takedamage         = DAMAGE_AIM;
904         self.enemy                      = world;
905         self.movetype           = MOVETYPE_TOSS;
906         self.moveto                     = self.origin;
907         
908         if not(self.flags & FL_FLY)
909                 self.velocity = '0 0 0';
910         
911         self.SendFlags |= MSF_MOVE;
912                 
913         totalspawned -= 1;
914 }
915
916 // used to hook into monster post spawn functions without a mutator
917 void monster_hook_spawn()
918 {
919         if not(self.monster_respawned)
920                 Monster_CheckMinibossFlag();
921
922         self.max_health = self.health;
923         self.pain_finished = self.nextthink;
924         self.anim_start_time = time;
925         
926         if(self.noalign)
927         {
928                 setorigin(self, self.origin);
929                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
930                 setorigin(self, trace_endpos);
931         }
932         
933         self.pos1 = self.origin;
934
935         monster_precachesounds(self);
936         
937         if(teamplay)
938                 self.monster_attack = TRUE; // we can have monster enemies in team games
939                 
940         if(autocvar_g_monsters_healthbars)
941         {
942                 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'));    
943                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
944                 WaypointSprite_UpdateHealth(self.sprite, self.health);
945         }
946         
947         monster_sound(self.msound_spawn, 0, FALSE);
948
949         MUTATOR_CALLHOOK(MonsterSpawn);
950         
951         self.SendFlags = MSF_SETUP;
952 }
953
954 float monster_initialize(string  net_name, float mon_id,
955                                                  vector  min_s,
956                                                  vector  max_s,
957                                                  float   nodrop,
958                                                  void() dieproc,
959                                                  void() spawnproc)
960 {
961         if not(autocvar_g_monsters)
962                 return FALSE;
963                 
964         // support for quake style removing monsters based on skill
965         if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
966         if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
967         if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
968         if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
969         if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
970
971         if(self.netname == "")
972                 self.netname = ((net_name == "") ? self.classname : net_name);
973         
974         if(autocvar_g_monsters_giants_only)
975                 self.spawnflags |= MONSTERFLAG_GIANT;
976         
977         if not(self.scale)
978                 self.scale = 1;
979                 
980         if(self.spawnflags & MONSTERFLAG_GIANT && !autocvar_g_monsters_nogiants)
981                 self.scale = 5;
982         
983         if(self.team && !teamplay)
984                 self.team = 0;
985
986         self.flags = FL_MONSTER;
987                 
988         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
989         if not(self.monster_respawned)
990                 monsters_total += 1;
991
992         ScaleMonster(self.scale, min_s, max_s);
993
994         self.takedamage                 = DAMAGE_AIM;
995         self.bot_attack                 = TRUE;
996         self.iscreature                 = TRUE;
997         self.teleportable               = TRUE;
998         self.damagedbycontents  = TRUE;
999         self.monsterid                  = mon_id;
1000         self.damageforcescale   = 0.003;
1001         self.monster_die                = dieproc;
1002         self.event_damage               = monsters_damage;
1003         self.touch                              = MonsterTouch;
1004         self.use                                = monster_use;
1005         self.solid                              = SOLID_BBOX;
1006         self.movetype                   = MOVETYPE_WALK;
1007         self.delay                              = -1; // used in attack delay code
1008         monsters_spawned           += 1;
1009         self.enemy                              = world;
1010         self.velocity                   = '0 0 0';
1011         self.moveto                             = self.origin;
1012         self.pos2                               = self.angles;
1013         self.reset                              = monsters_reset;
1014         self.candrop                    = TRUE;
1015         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1016         self.oldtarget2                 = self.target2;
1017         self.deadflag                   = DEAD_NO; // UNDEAD
1018         self.noalign                    = !nodrop;
1019         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1020         
1021         if not(self.ticrate)
1022                 self.ticrate = autocvar_g_monsters_think_delay;
1023                 
1024         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1025         
1026         if not(self.armorvalue)
1027                 self.armorvalue = 1; // multiplier
1028         
1029         if not(self.target_range)
1030                 self.target_range = autocvar_g_monsters_target_range;
1031         
1032         if not(self.respawntime)
1033                 self.respawntime = autocvar_g_monsters_respawn_delay;
1034         
1035         if not(self.monster_moveflags)
1036                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1037         
1038         monster_link(spawnproc);
1039
1040         return TRUE;
1041 }