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