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1 // TODO: clean up this file?
2
3 void M_Item_Touch ()
4 {
5         if(self && other.classname == STR_PLAYER && 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_DropItem (string itype, string itemsize)
14 {
15         if(itype == "0")
16                 return; // someone didnt want an item...
17         vector backuporigin = self.origin + ((self.mins + self.maxs) * 0.5);
18         entity oldself;
19         
20         oldself = self;
21         self = spawn();
22         
23         if (itype == "armor")
24         {
25                 if(itemsize == "large") spawnfunc_item_armor_large();
26                 else if (itemsize == "small") spawnfunc_item_armor_small();
27                 else if (itemsize == "medium") spawnfunc_item_armor_medium();
28                 else print("Invalid monster drop item selected.\n");
29         }
30         else if (itype == "health")
31         {
32                 if(itemsize == "large") spawnfunc_item_health_large();
33                 else if (itemsize == "small") spawnfunc_item_health_small();
34                 else if (itemsize == "medium") spawnfunc_item_health_medium();
35                 else if (itemsize == "mega") spawnfunc_item_health_mega();
36                 else print("Invalid monster drop item selected.\n");
37         }
38         else if (itype == "ammo")
39         {
40                 if(itemsize == "shells") spawnfunc_item_shells();
41                 else if (itemsize == "cells") spawnfunc_item_cells();
42                 else if (itemsize == "bullets") spawnfunc_item_bullets();
43                 else if (itemsize == "rockets") spawnfunc_item_rockets();
44                 else print("Invalid monster drop item selected.\n");
45         }
46         
47         self.velocity = randomvec() * 175 + '0 0 325';
48         
49         self.gravity = 1;
50         self.origin = backuporigin;
51         
52         self.touch = M_Item_Touch;
53         
54         SUB_SetFade(self, time + 5, 1);
55         
56         self = oldself;
57 }
58
59 float monster_isvalidtarget (entity targ, entity ent, float neutral)
60 {
61         if(!targ || !ent)
62                 return FALSE; // this check should fix a crash
63                 
64         if(targ.vehicle_flags & VHF_ISVEHICLE)
65                 targ = targ.vehicle;
66                 
67         if(time < game_starttime)
68                 return FALSE; // monsters do nothing before the match has started
69                 
70         traceline(ent.origin, targ.origin, FALSE, ent);
71         
72         if(vlen(targ.origin - ent.origin) >= 2000)
73                 return FALSE; // enemy is too far away
74
75         if(trace_ent != targ)
76                 return FALSE; // we can't see the enemy
77                 
78         if(neutral == TRUE)
79                 return TRUE; // we come in peace!
80                 
81         if(targ.owner == ent.owner)
82                 return FALSE;
83                 
84         if(targ.takedamage == DAMAGE_NO)
85                 return FALSE; // enemy can't be damaged
86                 
87         if(targ.items & IT_INVISIBILITY)
88                 return FALSE; // enemy is invisible
89         
90         if(targ.classname == STR_SPECTATOR || targ.classname == STR_OBSERVER)
91                 return FALSE; // enemy is a spectator
92         
93         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
94                 return FALSE; // enemy/self is dead
95         
96         if(targ.monster_owner == ent || ent.monster_owner == targ)
97                 return FALSE; // enemy owns us, or we own them
98         
99         if(targ.flags & FL_NOTARGET)
100                 return FALSE; // enemy can't be targetted
101         
102         if not(autocvar_g_monsters_typefrag)
103         if(targ.BUTTON_CHAT)
104                 return FALSE; // no typefragging!
105         
106         if(teamplay)
107         if(targ.team == ent.team)
108                 return FALSE; // enemy is on our team
109         
110         return TRUE;
111 }
112
113 void MonsterTouch ()
114 {
115         if(other == world)
116                 return;
117                 
118         if(self.enemy != other)
119         if not(other.flags & FL_MONSTER)
120         if(monster_isvalidtarget(other, self, FALSE))
121                 self.enemy = other;
122 }
123
124 void monster_melee (entity targ, float damg, float er, float deathtype)
125 {
126         float bigdmg = 0, rdmg = damg * random();
127
128         if (self.health <= 0)
129                 return;
130         if (targ == world)
131                 return;
132
133         if (vlen(self.origin - targ.origin) > er * self.scale)
134                 return;
135                 
136         bigdmg = rdmg * self.scale;
137         
138         if(random() < 0.01) // critical hit ftw
139                 bigdmg = 200;
140         
141         Damage(targ, self, self, bigdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
142 }
143
144 void Monster_CheckDropCvars (string mon)
145 {
146         string dropitem;
147         string dropsize;
148         
149         dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
150         dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
151         
152         monster_dropitem = dropitem;
153         monster_dropsize = dropsize;
154         MUTATOR_CALLHOOK(MonsterDropItem);
155         dropitem = monster_dropitem;
156         dropsize = monster_dropsize;
157         
158         if(autocvar_g_monsters_forcedrop)
159                 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
160         else if(dropitem != "")
161                 Monster_DropItem(dropitem, dropsize);      
162         else
163                 Monster_DropItem("armor", "medium");
164 }
165
166 void ScaleMonster (float scle)
167 {
168         // this should prevent monster from falling through floor when scale changes
169         self.scale = scle;
170         setorigin(self, self.origin + ('0 0 30' * scle));
171 }
172
173 void Monster_CheckMinibossFlag ()
174 {
175         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
176                 return;
177                 
178         float healthboost = autocvar_g_monsters_miniboss_healthboost;
179         float r = random() * 4;
180
181         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
182         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (random() * 100 < autocvar_g_monsters_miniboss_chance))
183         {
184                 if (r < 2 || self.team == COLOR_TEAM2)
185                 {
186                         self.strength_finished = -1;  
187                         healthboost *= monster_skill;
188                         self.effects |= (EF_FULLBRIGHT | EF_BLUE);
189                 }
190                 else if (r >= 1 || self.team == COLOR_TEAM1)
191                 {
192                         self.invincible_finished = -1;
193                         healthboost *= bound(0.5, monster_skill, 1.5);
194                         self.effects |= (EF_FULLBRIGHT | EF_RED);
195                 }
196                 self.health += healthboost;
197                 self.cnt += 20;
198                 ScaleMonster(1.5);
199                 self.flags |= MONSTERFLAG_MINIBOSS;
200                 if(teamplay && autocvar_g_monsters_teams)
201                         return;
202                 do
203                 {
204                         self.colormod_x = random();
205                         self.colormod_y = random();
206                         self.colormod_z = random();
207                         self.colormod = normalize(self.colormod);
208                 }
209                 while (self.colormod_x > 0.6 && self.colormod_y > 0.6 && self.colormod_z > 0.6);
210         }
211 }
212
213 void Monster_Fade ()
214 {
215         if not(self.spawnflags & MONSTERFLAG_NORESPAWN)
216         if(autocvar_g_monsters_respawn)
217         {
218                 self.monster_respawned = TRUE;
219                 setmodel(self, "");
220                 self.think = self.monster_spawnfunc;
221                 self.nextthink = time + autocvar_g_monsters_respawn_delay;
222                 setorigin(self, self.pos1);
223                 self.angles = self.pos2;
224                 self.health = 0;
225                 return;
226         }
227         self.think = SUB_Remove;
228         self.nextthink = time + 4;
229         SUB_SetFade(self, time + 3, 1);
230 }
231
232 float Monster_CanJump (vector vel)
233 {
234         local vector old = self.velocity;
235         
236         self.velocity = vel;
237         tracetoss(self, self);
238         self.velocity = old;
239         if (trace_ent != self.enemy)
240                 return FALSE;
241
242         return TRUE;
243 }
244
245 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
246 {
247         if not(self.flags & FL_ONGROUND)
248                 return FALSE;
249         if(self.health < 1)
250                 return FALSE; // called when dead?
251         if not(Monster_CanJump(vel))
252                 return FALSE;
253                 
254         self.frame = anm;
255         self.state = MONSTER_STATE_ATTACK_LEAP;
256         self.touch = touchfunc;
257         self.origin_z += 1;
258         self.velocity = vel;
259         if (self.flags & FL_ONGROUND)
260                 self.flags -= FL_ONGROUND;
261                 
262         self.attack_finished_single = time + anim_finished;
263         
264         return TRUE;
265 }
266
267 float GenericCheckAttack ()
268 {
269         // checking attack while dead?
270         if (self.health <= 0 || self.enemy == world)
271                 return FALSE;
272                 
273         if(self.monster_delayedattack && self.delay != -1)
274         {
275                 if(time < self.delay)
276                         return FALSE;
277                         
278                 self.monster_delayedattack();
279         }
280         
281         if (time < self.attack_finished_single)
282                 return FALSE;
283         
284         if (enemy_range() > 2000) // long traces are slow
285                 return FALSE;   
286                 
287         if(self.attack_melee)
288         if(enemy_range() <= 100 * self.scale)
289         {
290                 self.attack_melee(); // don't wait for nextthink - too slow
291                 return TRUE;
292         }
293         
294         // monster doesn't have a ranged attack function, so stop here
295         if(!self.attack_ranged)
296                 return FALSE;
297
298         // see if any entities are in the way of the shot
299         if (!findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
300                 return FALSE;
301
302         self.attack_ranged(); // don't wait for nextthink - too slow
303         return TRUE;
304 }
305
306 void monster_use ()
307 {
308         if (self.enemy)
309                 return;
310         if (self.health <= 0)
311                 return;
312
313         if(!monster_isvalidtarget(activator, self, -1))
314                 return;
315
316         self.enemy = activator;
317 }
318
319 float trace_path(vector from, vector to)
320 {
321         vector dir = normalize(to - from) * 15, offset = '0 0 0';
322         float trace1 = trace_fraction;
323         
324         offset_x = dir_y;
325         offset_y = -dir_x;
326         traceline (from+offset, to+offset, TRUE, self);
327         
328         traceline(from-offset, to-offset, TRUE, self);
329                 
330         return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
331 }
332
333 vector monster_pickmovetarget(entity targ)
334 {
335         // enemy is always preferred target
336         if(self.enemy)
337         {
338                 self.monster_movestate = MONSTER_MOVE_ENEMY;
339                 return self.enemy.origin;
340         }
341         
342         switch(self.monster_moveflags)
343         {
344                 case MONSTER_MOVE_OWNER:
345                 {
346                         self.monster_movestate = MONSTER_MOVE_OWNER;
347                         if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
348                                 return self.monster_owner.origin;
349                 }
350                 case MONSTER_MOVE_WANDER:
351                 {
352                         self.monster_movestate = MONSTER_MOVE_WANDER;
353                         if(targ)
354                                 return targ.origin;
355                                 
356                         self.angles_y = random() * 500;
357                         makevectors(self.angles);
358                         return self.origin + v_forward * 600;
359                 }
360                 case MONSTER_MOVE_SPAWNLOC:
361                 {
362                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
363                         return self.pos1;
364                 }
365                 default:
366                 case MONSTER_MOVE_NOMOVE:
367                 {
368                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
369                         return self.origin;
370                 }
371         }
372 }
373
374 .float last_trace;
375 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
376 {
377         if(self.target)
378                 self.goalentity = find(world, targetname, self.target);
379                 
380         float l = vlen(self.moveto - self.origin);
381         float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
382         float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15'); 
383         entity targ = self.goalentity;
384
385         if(self.frozen)
386         {
387                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
388                 self.health = max(1, self.revive_progress * self.max_health);
389                 
390                 if(self.sprite)
391                 {
392                         WaypointSprite_UpdateHealth(self.sprite, self.health);
393                 }
394                         
395                 self.velocity = '0 0 0';
396                 self.enemy = world;
397                 if(self.revive_progress >= 1)
398                         Unfreeze(self); // wait for next think before attacking
399                 self.nextthink = time + 0.1;
400                         
401                 return; // no moving while frozen
402         }
403         
404         if(self.flags & FL_SWIM)
405         {
406                 if(self.waterlevel < WATERLEVEL_WETFEET)
407                 {
408                         if(time < self.last_trace)
409                                 return;
410                         self.last_trace = time + 0.4;
411                         self.angles = '0 0 -90';
412                         Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
413                         if(random() < 0.5)
414                         {
415                                 self.velocity_y += random() * 50;
416                                 self.velocity_x -= random() * 50;
417                         }
418                         else
419                         {
420                                 self.velocity_y -= random() * 50;
421                                 self.velocity_x += random() * 50;
422                         }
423                         self.velocity_z += random()*150;
424                         if (self.flags & FL_ONGROUND)
425                                 self.flags -= FL_ONGROUND;
426                         self.movetype = MOVETYPE_BOUNCE;
427                         self.velocity_z = -200;
428                         return;
429                 }
430                 else
431                 {
432                         self.angles = '0 0 0';
433                         self.movetype = MOVETYPE_WALK;
434                 }
435         }
436         
437         if(gameover || time < game_starttime)
438         {
439                 runspeed = walkspeed = 0;
440                 self.frame = manim_idle;
441                 movelib_beak_simple(stopspeed);
442                 return;
443         }
444         
445         runspeed *= monster_skill;
446         walkspeed *= monster_skill;
447         
448         monster_target = targ;
449         monster_speed_run = runspeed;
450         monster_speed_walk = walkspeed;
451         MUTATOR_CALLHOOK(MonsterMove);
452         targ = monster_target;
453         runspeed = monster_speed_run;
454         walkspeed = monster_speed_walk;
455                 
456         if(IsDifferentTeam(self.monster_owner, self))
457                 self.monster_owner = world;
458         
459         if(self.enemy.health <= 0 || (!autocvar_g_monsters_typefrag && self.enemy.BUTTON_CHAT))
460                 self.enemy = world;
461                 
462         if not(self.enemy)
463                 self.enemy = FindTarget(self);
464                 
465         if(time >= self.last_trace)
466         {
467                 if(self.monster_movestate == MONSTER_MOVE_WANDER && (self.goalentity.classname != "td_waypoint" || self.goalentity != self.sprite))
468                         self.last_trace = time + 2;
469                 else
470                         self.last_trace = time + 0.5;
471                 self.moveto = monster_pickmovetarget(targ);
472         }
473         
474         vector angles_face = vectoangles(self.moveto - self.origin);
475         self.angles_y = angles_face_y;
476         
477         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
478         {
479                 self.state = 0;
480                 self.touch = MonsterTouch;
481         }
482          
483         v_forward = normalize(self.moveto - self.origin);
484         
485         if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
486         if(self.flags & FL_ONGROUND)
487                 movelib_jump_simple(100);
488
489         if(vlen(self.origin - self.moveto) > 64)
490         {
491                 if(self.flags & FL_FLY)
492                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
493                 else
494                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
495                 if(time > self.pain_finished)
496                 if(time > self.attack_finished_single)
497                         self.frame = ((self.enemy) ? manim_run : manim_walk);
498         }
499         else
500         {
501                 movelib_beak_simple(stopspeed);
502                 if(time > self.attack_finished_single)
503                 if(time > self.pain_finished)
504                 if (vlen(self.velocity) <= 30)
505                         self.frame = manim_idle;
506         }
507                 
508         if(self.enemy)
509         {
510                 if(!self.checkattack)
511                         return; // to stop other code from crashing here
512                         
513                 self.checkattack();
514         }
515 }
516
517 void monsters_setstatus()
518 {
519         self.stat_monsters_total = monsters_total;
520         self.stat_monsters_killed = monsters_killed;
521 }
522
523
524 /*
525 ===================
526
527 Monster spawn code
528
529 ===================
530 */
531
532 void Monster_Appear ()
533 {
534         self.enemy = activator;
535         self.spawnflags &~= MONSTERFLAG_APPEAR;
536         self.monster_spawnfunc();
537 }
538
539 entity FindTarget (entity ent) 
540 {
541         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
542         local entity e;
543         for(e = world; (e = findflags(e, monster_attack, TRUE)); ) 
544         {
545                 if(monster_isvalidtarget(e, ent, FALSE))
546                 {
547                         return e;
548                 }
549         }
550         return world;
551 }
552
553 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
554 {
555         if(self.frozen)
556                 return;
557                 
558         if(monster_isvalidtarget(attacker, self, FALSE))
559                 self.enemy = attacker;
560         
561         self.health -= damage;
562         
563         if(self.sprite)
564         {
565                 WaypointSprite_UpdateHealth(self.sprite, self.health);
566         }
567                 
568         self.dmg_time = time;
569
570         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
571                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
572         
573         if(self.damageforcescale < 1 && self.damageforcescale > 0)
574                 self.velocity += force * self.damageforcescale;
575         else
576                 self.velocity += force;
577                 
578         if(deathtype != DEATH_DROWN)
579         {
580                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
581                 if (damage > 50)
582                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
583                 if (damage > 100)
584                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
585         }
586                 
587         if(self.health <= 0)
588         {        
589                 if(self.sprite)
590                 {
591                         // Update one more time to avoid waypoint fading without emptying healthbar
592                         WaypointSprite_UpdateHealth(self.sprite, 0);
593                 }
594                 
595                 if(self.flags & MONSTERFLAG_MINIBOSS) // TODO: cvarise the weapon drop?
596                         W_ThrowNewWeapon(self, WEP_NEX, 0, self.origin, self.velocity);
597                         
598                 activator = attacker;
599                 other = self.enemy;
600                 self.target = self.target2;
601                 self.target2 = "";
602                 SUB_UseTargets();
603         
604                 self.monster_die();     
605         }
606 }
607
608 // used to hook into monster post death functions without a mutator
609 void monster_hook_death()
610 {
611         if(self.sprite)
612         WaypointSprite_Kill(self.sprite);
613                 
614         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
615                 monsters_killed += 1;
616                 
617         if(self.realowner.classname == "monster_spawner")
618                 self.realowner.spawner_monstercount -= 1;
619                 
620         if(self.realowner.flags & FL_CLIENT)
621                 self.realowner.monstercount -= 1;
622                 
623         totalspawned -= 1;
624         
625         MUTATOR_CALLHOOK(MonsterDies);
626 }
627
628 // used to hook into monster post spawn functions without a mutator
629 void monster_hook_spawn()
630 {
631         self.health *= monster_skill; // skill based monster health?
632         self.max_health = self.health;
633         
634         if(teamplay && autocvar_g_monsters_teams)
635         {
636                 self.colormod = TeamColor(self.team);
637                 self.monster_attack = TRUE;
638         }
639         
640         if (self.target)
641         {
642                 self.target2 = self.target;
643                 self.goalentity = find(world, targetname, self.target);
644         }
645                 
646         if(autocvar_g_monsters_healthbars)
647         {
648                 WaypointSprite_Spawn(self.netname, 0, 600, self, '0 0 1' * self.sprite_height, world, 0, self, sprite, FALSE, RADARICON_DANGER, ((teamplay) ? TeamColor(self.team) : '1 0 0')); 
649                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
650                 WaypointSprite_UpdateHealth(self.sprite, self.health);
651         }
652         
653         MUTATOR_CALLHOOK(MonsterSpawn);
654 }
655
656 float monster_initialize(string  net_name,
657                                                  string  bodymodel,
658                                                  vector  min_s,
659                                                  vector  max_s,
660                                                  float   nodrop,
661                                                  void() dieproc,
662                                                  void() spawnproc)
663 {
664         if not(autocvar_g_monsters)
665                 return FALSE;
666                 
667         // support for quake style removing monsters based on skill
668         if(autocvar_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
669         else if(autocvar_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
670         else if(autocvar_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
671         else if(autocvar_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
672         else if(autocvar_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
673
674         if(self.model == "")
675         if(bodymodel == "")
676                 error("monsters: missing bodymodel!");
677
678         if(self.netname == "")
679         {
680                 if(net_name != "" && self.realowner.classname == STR_PLAYER)
681                         net_name = strzone(strdecolorize(sprintf("%s's %s", self.realowner.netname, net_name)));
682                 self.netname = ((net_name == "") ? self.classname : net_name);
683         }
684         
685         if(self.spawnflags & MONSTERFLAG_GIANT && !autocvar_g_monsters_nogiants)
686                 ScaleMonster(5);
687         else if(!self.scale)
688                 ScaleMonster(1);
689         else
690                 ScaleMonster(self.scale);
691                 
692         Monster_CheckMinibossFlag();
693                 
694         min_s *= self.scale;
695         max_s *= self.scale;
696
697         if(self.team && !teamplay)
698                 self.team = 0;
699
700         self.flags = FL_MONSTER;
701         
702         if(self.model != "")
703                 bodymodel = self.model;
704                 
705         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
706         if not(self.monster_respawned)
707                 monsters_total += 1;
708         
709         precache_model(bodymodel);
710
711         setmodel(self, bodymodel);
712         
713         setsize(self, min_s, max_s);
714
715         self.takedamage                 = DAMAGE_AIM;
716         self.bot_attack                 = TRUE;
717         self.iscreature                 = TRUE;
718         self.teleportable               = TRUE;
719         self.damagedbycontents  = TRUE;
720         self.damageforcescale   = 0.003;
721         self.monster_die                = dieproc;
722         self.event_damage               = monsters_damage;
723         self.touch                              = MonsterTouch;
724         self.use                                = monster_use;
725         self.solid                              = SOLID_BBOX;
726         self.movetype                   = MOVETYPE_WALK;
727         self.delay                              = -1; // used in attack delay code
728         monsters_spawned           += 1;
729         self.think                              = spawnproc;
730         self.nextthink                  = time;
731         self.enemy                              = world;
732         self.velocity                   = '0 0 0';
733         self.moveto                             = self.origin;
734         self.pos1                               = self.origin;
735         self.pos2                               = self.angles;
736         
737         if not(self.monster_moveflags)
738                 self.monster_moveflags = MONSTER_MOVE_WANDER;
739
740         if(autocvar_g_nodepthtestplayers)
741                 self.effects |= EF_NODEPTHTEST;
742
743         if(autocvar_g_fullbrightplayers)
744                 self.effects |= EF_FULLBRIGHT;
745
746         if not(nodrop)
747         {
748                 setorigin(self, self.origin);
749                 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
750                 setorigin(self, trace_endpos);
751         }
752
753         return TRUE;
754 }