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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 = this.origin + ((this.mins + this.maxs) * 0.5);
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                 e.monster_loot(e);
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) && !((get_monsterinfo(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         )
96         {
97                 // if any of the above checks fail, target is not valid
98                 return false;
99         }
100
101         traceline(this.origin + this.view_ofs, targ.origin, 0, this);
102
103         if((trace_fraction < 1) && (trace_ent != targ))
104                 return false;
105
106         if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
107         if(this.enemy != targ)
108         {
109                 float dot;
110
111                 makevectors (this.angles);
112                 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 mon)
121 {
122         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
123
124         entity closest_target = NULL;
125
126         // find the closest acceptable target to pass to
127         FOREACH_ENTITY_RADIUS(mon.origin, mon.target_range, it.monster_attack,
128         {
129                 if(Monster_ValidTarget(mon, it))
130                 {
131                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
132                         vector head_center = CENTER_OR_VIEWOFS(it);
133                         vector ent_center = CENTER_OR_VIEWOFS(mon);
134
135                         if(closest_target)
136                         {
137                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
138                                 if(vlen2(ent_center - head_center) < vlen2(ent_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 mon)
149 {
150         if(IS_PLAYER(mon.realowner))
151                 mon.colormap = mon.realowner.colormap;
152         else if(teamplay && mon.team)
153                 mon.colormap = 1024 + (mon.team - 1) * 17;
154         else
155         {
156                 if(mon.monster_skill <= MONSTER_SKILL_EASY)
157                         mon.colormap = 1029;
158                 else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
159                         mon.colormap = 1027;
160                 else if(mon.monster_skill <= MONSTER_SKILL_HARD)
161                         mon.colormap = 1038;
162                 else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
163                         mon.colormap = 1028;
164                 else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
165                         mon.colormap = 1032;
166                 else
167                         mon.colormap = 1024;
168         }
169 }
170
171 void monster_changeteam(entity ent, float newteam)
172 {
173         if(!teamplay) { return; }
174
175         ent.team = newteam;
176         ent.monster_attack = true; // new team, activate attacking
177         monster_setupcolors(ent);
178
179         if(ent.sprite)
180         {
181                 WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
182
183                 ent.sprite.team = newteam;
184                 ent.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         float fh;
298         string s;
299         var .string field;
300         fh = fopen(f, FILE_READ);
301         if(fh < 0)
302         {
303                 LOG_TRACE("Monster sound file not found: ", f);
304                 return false;
305         }
306         while((s = fgets(fh)))
307         {
308                 if(tokenize_console(s) != 3)
309                         continue;
310                 field = Monster_Sound_SampleField(argv(0));
311                 if(GetMonsterSoundSampleField_notFound)
312                         continue;
313                 if (this.(field))
314                         strunzone(this.(field));
315                 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
316         }
317         fclose(fh);
318         return true;
319 }
320
321 .int skin_for_monstersound;
322 void Monster_Sounds_Update(entity this)
323 {
324         if(this.skin == this.skin_for_monstersound) { return; }
325
326         this.skin_for_monstersound = this.skin;
327         Monster_Sounds_Clear(this);
328         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
329                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
330 }
331
332 void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan)
333 {
334         if(!autocvar_g_monsters_sounds) { return; }
335
336         if(delaytoo)
337         if(time < this.msound_delay)
338                 return; // too early
339         GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
340
341         this.msound_delay = time + sound_delay;
342 }
343
344
345 // =======================
346 // Monster attack handlers
347 // =======================
348
349 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
350 {
351         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
352
353         setanim(this, anim, false, true, false);
354
355         if(this.animstate_endtime > time && IS_MONSTER(this))
356                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
357         else
358                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
359
360         monster_makevectors(this, targ);
361
362         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
363
364         if(trace_ent.takedamage)
365                 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
366
367         return true;
368 }
369
370 bool Monster_Attack_Leap_Check(entity this, vector vel)
371 {
372         if(this.state && IS_MONSTER(this))
373                 return false; // already attacking
374         if(!IS_ONGROUND(this))
375                 return false; // not on the ground
376         if(this.health <= 0 || IS_DEAD(this))
377                 return false; // called when dead?
378         if(time < this.attack_finished_single[0])
379                 return false; // still attacking
380
381         vector old = this.velocity;
382
383         this.velocity = vel;
384         tracetoss(this, this);
385         this.velocity = old;
386         if (trace_ent != this.enemy)
387                 return false;
388
389         return true;
390 }
391
392 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
393 {
394         if(!Monster_Attack_Leap_Check(this, vel))
395                 return false;
396
397         setanim(this, anm, false, true, false);
398
399         if(this.animstate_endtime > time && (this.flags & FL_MONSTER))
400                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
401         else
402                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
403
404         if(this.flags & FL_MONSTER)
405                 this.state = MONSTER_ATTACK_RANGED;
406         settouch(this, touchfunc);
407         this.origin_z += 1;
408         this.velocity = vel;
409         UNSET_ONGROUND(this);
410
411         return true;
412 }
413
414 void Monster_Attack_Check(entity this, entity targ)
415 {
416         if((this == NULL || targ == NULL)
417         || (!this.monster_attackfunc)
418         || (time < this.attack_finished_single[0])
419         ) { return; }
420
421         if(vdist(targ.origin - this.origin, <=, this.attack_range))
422         {
423                 bool attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ);
424                 if(attack_success == 1)
425                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
426                 else if(attack_success > 0)
427                         return;
428         }
429
430         if(vdist(targ.origin - this.origin, >, this.attack_range))
431         {
432                 float attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ);
433                 if(attack_success == 1)
434                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
435                 else if(attack_success > 0)
436                         return;
437         }
438 }
439
440
441 // ======================
442 // Main monster functions
443 // ======================
444
445 void Monster_UpdateModel(entity this)
446 {
447         // assume some defaults
448         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
449         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
450         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
451         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
452         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
453         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
454         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
455         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
456         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
457         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
458
459         // then get the real values
460         Monster mon = get_monsterinfo(this.monsterid);
461         mon.mr_anim(mon, this);
462 }
463
464 void Monster_Touch(entity this, entity toucher)
465 {
466         if(toucher == NULL) { return; }
467
468         if(toucher.monster_attack)
469         if(this.enemy != toucher)
470         if(!IS_MONSTER(toucher))
471         if(Monster_ValidTarget(this, toucher))
472                 this.enemy = toucher;
473 }
474
475 void Monster_Miniboss_Check(entity this)
476 {
477         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
478                 return;
479
480         float chance = random() * 100;
481
482         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
483         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
484         {
485                 this.health += autocvar_g_monsters_miniboss_healthboost;
486                 this.effects |= EF_RED;
487                 if(!this.weapon)
488                         this.weapon = WEP_VORTEX.m_id;
489         }
490 }
491
492 bool Monster_Respawn_Check(entity this)
493 {
494         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
495         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
496                 return true; // enabled by a mutator
497
498         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
499                 return false;
500
501         if(!autocvar_g_monsters_respawn)
502                 return false;
503
504         return true;
505 }
506
507 void Monster_Respawn(entity this) { Monster_Spawn(this, this.monsterid); }
508
509 .vector pos1, pos2;
510
511 void Monster_Dead_Fade(entity this)
512 {
513         if(Monster_Respawn_Check(this))
514         {
515                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
516                 setthink(this, Monster_Respawn);
517                 this.nextthink = time + this.respawntime;
518                 this.monster_lifetime = 0;
519                 this.deadflag = DEAD_RESPAWNING;
520                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
521                 {
522                         this.pos1 = this.origin;
523                         this.pos2 = this.angles;
524                 }
525                 this.event_damage = func_null;
526                 this.takedamage = DAMAGE_NO;
527                 setorigin(this, this.pos1);
528                 this.angles = this.pos2;
529                 this.health = this.max_health;
530                 setmodel(this, MDL_Null);
531         }
532         else
533         {
534                 // number of monsters spawned with mobspawn command
535                 totalspawned -= 1;
536
537                 SUB_SetFade(this, time + 3, 1);
538         }
539 }
540
541 void Monster_Use(entity this, entity actor, entity trigger)
542 {
543         if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
544 }
545
546 .float pass_distance;
547 vector Monster_Move_Target(entity this, entity targ)
548 {
549         // enemy is always preferred target
550         if(this.enemy)
551         {
552                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
553                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
554                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
555
556                 if((this.enemy == NULL)
557                         || (IS_DEAD(this.enemy) || this.enemy.health < 1)
558                         || (STAT(FROZEN, this.enemy))
559                         || (this.enemy.flags & FL_NOTARGET)
560                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
561                         || (this.enemy.takedamage == DAMAGE_NO)
562                         || (vdist(this.origin - targ_origin, >, this.target_range))
563                         || ((trace_fraction < 1) && (trace_ent != this.enemy)))
564                 {
565                         this.enemy = NULL;
566                         this.pass_distance = 0;
567                 }
568
569                 if(this.enemy)
570                 {
571                         /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
572                         print("Trace origin: ", vtos(targ_origin), "\n");
573                         print("Target origin: ", vtos(this.enemy.origin), "\n");
574                         print("My origin: ", vtos(this.origin), "\n"); */
575
576                         this.monster_movestate = MONSTER_MOVE_ENEMY;
577                         this.last_trace = time + 1.2;
578                         if(this.monster_moveto)
579                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
580                         else
581                                 return targ_origin;
582                 }
583
584                 /*makevectors(this.angles);
585                 this.monster_movestate = MONSTER_MOVE_ENEMY;
586                 this.last_trace = time + 1.2;
587                 return this.enemy.origin; */
588         }
589
590         switch(this.monster_moveflags)
591         {
592                 case MONSTER_MOVE_FOLLOW:
593                 {
594                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
595                         this.last_trace = time + 0.3;
596                         return (this.monster_follow) ? this.monster_follow.origin : this.origin;
597                 }
598                 case MONSTER_MOVE_SPAWNLOC:
599                 {
600                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
601                         this.last_trace = time + 2;
602                         return this.pos1;
603                 }
604                 case MONSTER_MOVE_NOMOVE:
605                 {
606                         if(this.monster_moveto)
607                         {
608                                 this.last_trace = time + 0.5;
609                                 return this.monster_moveto;
610                         }
611                         else
612                         {
613                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
614                                 this.last_trace = time + 2;
615                         }
616                         return this.origin;
617                 }
618                 default:
619                 case MONSTER_MOVE_WANDER:
620                 {
621                         vector pos;
622                         this.monster_movestate = MONSTER_MOVE_WANDER;
623
624                         if(this.monster_moveto)
625                         {
626                                 this.last_trace = time + 0.5;
627                                 pos = this.monster_moveto;
628                         }
629                         else if(targ)
630                         {
631                                 this.last_trace = time + 0.5;
632                                 pos = targ.origin;
633                         }
634                         else
635                         {
636                                 this.last_trace = time + this.wander_delay;
637
638                                 this.angles_y = rint(random() * 500);
639                                 makevectors(this.angles);
640                                 pos = this.origin + v_forward * this.wander_distance;
641
642                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
643                                 {
644                                         pos.z = random() * 200;
645                                         if(random() >= 0.5)
646                                                 pos.z *= -1;
647                                 }
648                         }
649
650                         return pos;
651                 }
652         }
653 }
654
655 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
656 {
657         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
658         float initial_height = 0; //min(50, (targ_distance * tanh(20)));
659         float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
660         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
661
662         vector targpos;
663         if(current_height) // make sure we can actually do this arcing path
664         {
665                 targpos = (to + ('0 0 1' * current_height));
666                 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
667                 if(trace_fraction < 1)
668                 {
669                         //print("normal arc line failed, trying to find new pos...");
670                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
671                         targpos = (trace_endpos + '0 0 -10');
672                         WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
673                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
674                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
675                 }
676         }
677         else { targpos = to; }
678
679         //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
680
681         vector desired_direction = normalize(targpos - from);
682         if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
683         else { this.velocity = (desired_direction * movespeed); }
684
685         //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
686         //this.angles = vectoangles(this.velocity);
687 }
688
689 .entity draggedby;
690 .entity target2;
691
692 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
693 {
694         if(this.target2) { this.goalentity = find(NULL, targetname, this.target2); }
695
696         entity targ;
697
698         if(STAT(FROZEN, this) == 2)
699         {
700                 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
701                 this.health = max(1, this.revive_progress * this.max_health);
702                 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
703
704                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
705                         WaypointSprite_UpdateHealth(this.sprite, this.health);
706
707                 movelib_brake_simple(this, stpspeed);
708                 setanim(this, this.anim_idle, true, false, false);
709
710                 this.enemy = NULL;
711                 this.nextthink = time + this.ticrate;
712
713                 if(this.revive_progress >= 1)
714                         Unfreeze(this);
715
716                 return;
717         }
718         else if(STAT(FROZEN, this) == 3)
719         {
720                 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
721                 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
722
723                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
724                         WaypointSprite_UpdateHealth(this.sprite, this.health);
725
726                 movelib_brake_simple(this, stpspeed);
727                 setanim(this, this.anim_idle, true, false, false);
728
729                 this.enemy = NULL;
730                 this.nextthink = time + this.ticrate;
731
732                 if(this.health < 1)
733                 {
734                         Unfreeze(this);
735                         this.health = 0;
736                         if(this.event_damage)
737                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
738                 }
739
740                 else if ( this.revive_progress <= 0 )
741                         Unfreeze(this);
742
743                 return;
744         }
745
746         if(this.flags & FL_SWIM)
747         {
748                 if(this.waterlevel < WATERLEVEL_WETFEET)
749                 {
750                         if(time >= this.last_trace)
751                         {
752                                 this.last_trace = time + 0.4;
753
754                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
755                                 this.angles = '90 90 0';
756                                 if(random() < 0.5)
757                                 {
758                                         this.velocity_y += random() * 50;
759                                         this.velocity_x -= random() * 50;
760                                 }
761                                 else
762                                 {
763                                         this.velocity_y -= random() * 50;
764                                         this.velocity_x += random() * 50;
765                                 }
766                                 this.velocity_z += random() * 150;
767                         }
768
769
770                         set_movetype(this, MOVETYPE_BOUNCE);
771                         //this.velocity_z = -200;
772
773                         return;
774                 }
775                 else if(this.move_movetype == MOVETYPE_BOUNCE)
776                 {
777                         this.angles_x = 0;
778                         set_movetype(this, MOVETYPE_WALK);
779                 }
780         }
781
782         targ = this.goalentity;
783
784         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
785                 || gameover
786                 || this.draggedby != NULL
787                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
788                 || time < game_starttime
789                 || (autocvar_g_campaign && !campaign_bots_may_start)
790                 || time < this.spawn_time)
791         {
792                 runspeed = walkspeed = 0;
793                 if(time >= this.spawn_time)
794                         setanim(this, this.anim_idle, true, false, false);
795                 movelib_brake_simple(this, stpspeed);
796                 return;
797         }
798
799         targ = M_ARGV(3, entity);
800         runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
801         walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
802
803         if(teamplay)
804         if(autocvar_g_monsters_teams)
805         if(DIFF_TEAM(this.monster_follow, this))
806                 this.monster_follow = NULL;
807
808         if(time >= this.last_enemycheck)
809         {
810                 if(!this.enemy)
811                 {
812                         this.enemy = Monster_FindTarget(this);
813                         if(this.enemy)
814                         {
815                                 WarpZone_RefSys_Copy(this.enemy, this);
816                                 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
817                                 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
818                                 this.monster_moveto = '0 0 0';
819                                 this.monster_face = '0 0 0';
820
821                                 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)));
822                                 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
823                         }
824                 }
825
826                 this.last_enemycheck = time + 1; // check for enemies every second
827         }
828
829         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
830         {
831                 this.state = 0;
832                 settouch(this, Monster_Touch);
833         }
834
835         if(this.state && time >= this.attack_finished_single[0])
836                 this.state = 0; // attack is over
837
838         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
839         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
840                 this.moveto = Monster_Move_Target(this, targ);
841
842         if(!this.enemy)
843                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
844
845         if(this.state == MONSTER_ATTACK_MELEE)
846                 this.moveto = this.origin;
847
848         if(this.enemy && this.enemy.vehicle)
849                 runspeed = 0;
850
851         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
852                 this.moveto_z = this.origin_z;
853
854         if(vdist(this.origin - this.moveto, >, 100))
855         {
856                 float do_run = (this.enemy || this.monster_moveto);
857                 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
858                         Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
859
860                 if(time > this.pain_finished) // TODO: use anim_finished instead!
861                 if(!this.state)
862                 if(time > this.anim_finished)
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 = find(NULL, targetname, this.target2);
871                 if(e.target2)
872                         this.target2 = e.target2;
873                 else if(e.target)
874                         this.target2 = e.target;
875
876                 movelib_brake_simple(this, stpspeed);
877                 if(time > this.anim_finished)
878                 if(time > this.pain_finished)
879                 if(!this.state)
880                 if(vdist(this.velocity, <=, 30))
881                         setanim(this, this.anim_idle, true, false, false);
882         }
883
884         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
885
886         vector real_angle = vectoangles(this.steerto) - this.angles;
887         float turny = 25;
888         if(this.state == MONSTER_ATTACK_MELEE)
889                 turny = 0;
890         if(turny)
891         {
892                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
893                 this.angles_y += turny;
894         }
895
896         Monster_Attack_Check(this, this.enemy);
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         this.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
936         Monster_Spawn(this, this.monsterid);
937 }
938
939 bool Monster_Appear_Check(entity this, int monster_id)
940 {
941         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
942                 return false;
943
944         setthink(this, func_null);
945         this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
946         this.nextthink = 0;
947         this.use = Monster_Appear;
948         this.flags = FL_MONSTER; // set so this monster can get butchered
949
950         return true;
951 }
952
953 void Monster_Reset(entity this)
954 {
955         setorigin(this, this.pos1);
956         this.angles = this.pos2;
957
958         Unfreeze(this); // remove any icy remains
959
960         this.health = this.max_health;
961         this.velocity = '0 0 0';
962         this.enemy = NULL;
963         this.goalentity = NULL;
964         this.attack_finished_single[0] = 0;
965         this.moveto = this.origin;
966 }
967
968 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
969 {
970         this.health -= damage;
971
972         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
973
974         if(this.health <= -50) // 100 health until gone?
975         {
976                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
977
978                 // number of monsters spawned with mobspawn command
979                 totalspawned -= 1;
980
981                 setthink(this, SUB_Remove);
982                 this.nextthink = time + 0.1;
983                 this.event_damage = func_null;
984         }
985 }
986
987 void Monster_Dead(entity this, entity attacker, float gibbed)
988 {
989         setthink(this, Monster_Dead_Think);
990         this.nextthink = time;
991         this.monster_lifetime = time + 5;
992
993         if(STAT(FROZEN, this))
994         {
995                 Unfreeze(this); // remove any icy remains
996                 this.health = 0; // reset by Unfreeze
997         }
998
999         monster_dropitem(this, attacker);
1000
1001         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
1002
1003         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1004                 monsters_killed += 1;
1005
1006         if(IS_PLAYER(attacker))
1007         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
1008                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1009
1010         if(gibbed)
1011         {
1012                 // number of monsters spawned with mobspawn command
1013                 totalspawned -= 1;
1014         }
1015
1016         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
1017         this.solid                      = SOLID_CORPSE;
1018         this.takedamage         = DAMAGE_AIM;
1019         this.deadflag           = DEAD_DEAD;
1020         this.enemy                      = NULL;
1021         set_movetype(this, MOVETYPE_TOSS);
1022         this.moveto                     = this.origin;
1023         settouch(this, Monster_Touch); // reset incase monster was pouncing
1024         this.reset                      = func_null;
1025         this.state                      = 0;
1026         this.attack_finished_single[0] = 0;
1027         this.effects = 0;
1028
1029         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
1030                 this.velocity = '0 0 0';
1031
1032         CSQCModel_UnlinkEntity(this);
1033
1034         Monster mon = get_monsterinfo(this.monsterid);
1035         mon.mr_death(mon, this);
1036
1037         if(this.candrop && this.weapon)
1038                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325');
1039 }
1040
1041 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1042 {
1043         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1044                 return;
1045
1046         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1047                 return;
1048
1049         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1050                 //return;
1051
1052         if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1053                 return;
1054
1055         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1056                 return;
1057
1058         vector v;
1059         float take, save;
1060
1061         v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1062         take = v_x;
1063         save = v_y;
1064
1065         Monster mon = get_monsterinfo(this.monsterid);
1066         take = mon.mr_pain(mon, this, take, attacker, deathtype);
1067
1068         if(take)
1069         {
1070                 this.health -= take;
1071                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1072         }
1073
1074         if(this.sprite)
1075                 WaypointSprite_UpdateHealth(this.sprite, this.health);
1076
1077         this.dmg_time = time;
1078
1079         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
1080                 spamsound (this, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1081
1082         this.velocity += force * this.damageforcescale;
1083
1084         if(deathtype != DEATH_DROWN.m_id && take)
1085         {
1086                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1087                 if (take > 50)
1088                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1089                 if (take > 100)
1090                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1091         }
1092
1093         if(this.health <= 0)
1094         {
1095                 if(deathtype == DEATH_KILL.m_id)
1096                         this.candrop = false; // killed by mobkill command
1097
1098                 // TODO: fix this?
1099                 SUB_UseTargets(this, attacker, this.enemy);
1100                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1101
1102                 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1103
1104                 WaypointSprite_Kill(this.sprite);
1105
1106                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1107
1108                 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1109                 {
1110                         Violence_GibSplash(this, 1, 0.5, attacker);
1111
1112                         setthink(this, SUB_Remove);
1113                         this.nextthink = time + 0.1;
1114                 }
1115         }
1116 }
1117
1118 // don't check for enemies, just keep walking in a straight line
1119 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1120 {
1121         if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1122         {
1123                 mspeed = 0;
1124                 if(time >= this.spawn_time)
1125                         setanim(this, this.anim_idle, true, false, false);
1126                 movelib_brake_simple(this, 0.6);
1127                 return;
1128         }
1129
1130         float reverse = false;
1131         vector a, b;
1132
1133         makevectors(this.angles);
1134         a = this.origin + '0 0 16';
1135         b = this.origin + '0 0 16' + v_forward * 32;
1136
1137         traceline(a, b, MOVE_NORMAL, this);
1138
1139         if(trace_fraction != 1.0)
1140         {
1141                 reverse = true;
1142
1143                 if(trace_ent)
1144                 if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH))
1145                         reverse = false;
1146         }
1147
1148         // TODO: fix this... tracing is broken if the floor is thin
1149         /*
1150         if(!allow_jumpoff)
1151         {
1152                 a = b - '0 0 32';
1153                 traceline(b, a, MOVE_WORLDONLY, this);
1154                 if(trace_fraction == 1.0)
1155                         reverse = true;
1156         } */
1157
1158         if(reverse)
1159         {
1160                 this.angles_y = anglemods(this.angles_y - 180);
1161                 makevectors(this.angles);
1162         }
1163
1164         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1165
1166         if(time > this.pain_finished)
1167         if(time > this.attack_finished_single[0])
1168         if(vdist(this.velocity, >, 10))
1169                 setanim(this, this.anim_walk, true, false, false);
1170         else
1171                 setanim(this, this.anim_idle, true, false, false);
1172 }
1173
1174 void Monster_Anim(entity this)
1175 {
1176         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1177         if(IS_DEAD(this))
1178         {
1179                 if (!deadbits)
1180                 {
1181                         // Decide on which death animation to use.
1182                         if(random() < 0.5)
1183                                 deadbits = ANIMSTATE_DEAD1;
1184                         else
1185                                 deadbits = ANIMSTATE_DEAD2;
1186                 }
1187         }
1188         else
1189         {
1190                 // Clear a previous death animation.
1191                 deadbits = 0;
1192         }
1193         int animbits = deadbits;
1194         if(STAT(FROZEN, this))
1195                 animbits |= ANIMSTATE_FROZEN;
1196         if(this.crouch)
1197                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1198         animdecide_setstate(this, animbits, false);
1199         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1200
1201         /* // weapon entities for monsters?
1202         if (this.weaponentity)
1203         {
1204                 updateanim(this.weaponentity);
1205                 if (!this.weaponentity.animstate_override)
1206                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1207         }
1208         */
1209 }
1210
1211 void Monster_Think(entity this)
1212 {
1213         setthink(this, Monster_Think);
1214         this.nextthink = this.ticrate;
1215
1216         if(this.monster_lifetime)
1217         if(time >= this.monster_lifetime)
1218         {
1219                 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1220                 return;
1221         }
1222
1223         Monster mon = get_monsterinfo(this.monsterid);
1224         if(mon.mr_think(mon, this))
1225                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1226
1227         Monster_Anim(this);
1228
1229         CSQCMODEL_AUTOUPDATE(this);
1230 }
1231
1232 bool Monster_Spawn_Setup(entity this)
1233 {
1234         Monster mon = Monsters_from(this.monsterid);
1235         mon.mr_setup(mon, this);
1236
1237         // ensure some basic needs are met
1238         if(!this.health) { this.health = 100; }
1239         if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1240         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1241         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1242         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1243         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1244         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1245
1246         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1247         {
1248                 Monster_Miniboss_Check(this);
1249                 this.health *= MONSTER_SKILLMOD(this);
1250
1251                 if(!this.skin)
1252                         this.skin = rint(random() * 4);
1253         }
1254
1255         this.max_health = this.health;
1256         this.pain_finished = this.nextthink;
1257
1258         if(IS_PLAYER(this.monster_follow))
1259                 this.effects |= EF_DIMLIGHT;
1260
1261         if(!this.wander_delay) { this.wander_delay = 2; }
1262         if(!this.wander_distance) { this.wander_distance = 600; }
1263
1264         Monster_Sounds_Precache(this);
1265         Monster_Sounds_Update(this);
1266
1267         if(teamplay)
1268                 this.monster_attack = true; // we can have monster enemies in team games
1269
1270         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1271
1272         if(autocvar_g_monsters_healthbars)
1273         {
1274                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1275                 wp.wp_extra = this.monsterid;
1276                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1277                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1278                 {
1279                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1280                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1281                 }
1282         }
1283
1284         setthink(this, Monster_Think);
1285         this.nextthink = time + this.ticrate;
1286
1287         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1288                 return false;
1289
1290         return true;
1291 }
1292
1293 bool Monster_Spawn(entity this, int mon_id)
1294 {
1295         // setup the basic required properties for a monster
1296         entity mon = Monsters_from(mon_id);
1297         if(!mon.monsterid) { return false; } // invalid monster
1298
1299         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1300
1301         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1302                 IL_PUSH(g_monsters, this);
1303
1304         if(Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1305
1306         if(!this.monster_skill)
1307                 this.monster_skill = cvar("g_monsters_skill");
1308
1309         // support for quake style removing monsters based on skill
1310         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1311         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1312         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1313
1314         if(this.team && !teamplay)
1315                 this.team = 0;
1316
1317         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1318         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1319                 monsters_total += 1;
1320
1321         setmodel(this, mon.m_model);
1322         this.flags                              = FL_MONSTER;
1323         this.classname                  = "monster";
1324         this.takedamage                 = DAMAGE_AIM;
1325         this.bot_attack                 = true;
1326         this.iscreature                 = true;
1327         this.teleportable               = true;
1328         this.damagedbycontents  = true;
1329         this.monsterid                  = mon_id;
1330         this.event_damage               = Monster_Damage;
1331         settouch(this, Monster_Touch);
1332         this.use                                = Monster_Use;
1333         this.solid                              = SOLID_BBOX;
1334         set_movetype(this, MOVETYPE_WALK);
1335         this.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1336         this.enemy                              = NULL;
1337         this.velocity                   = '0 0 0';
1338         this.moveto                             = this.origin;
1339         this.pos1                               = this.origin;
1340         this.pos2                               = this.angles;
1341         this.reset                              = Monster_Reset;
1342         this.netname                    = mon.netname;
1343         this.monster_attackfunc = mon.monster_attackfunc;
1344         this.monster_name               = mon.monster_name;
1345         this.candrop                    = true;
1346         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1347         this.oldtarget2                 = this.target2;
1348         this.pass_distance              = 0;
1349         this.deadflag                   = DEAD_NO;
1350         this.noalign                    = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
1351         this.spawn_time                 = time;
1352         this.gravity                    = 1;
1353         this.monster_moveto             = '0 0 0';
1354         this.monster_face               = '0 0 0';
1355         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1356
1357         if(!this.scale) { this.scale = 1; }
1358         if(autocvar_g_monsters_edit) { this.grab = 1; }
1359         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1360         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1361         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1362
1363         if(autocvar_g_playerclip_collisions)
1364                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1365
1366         if(mon.spawnflags & MONSTER_TYPE_FLY)
1367         {
1368                 this.flags |= FL_FLY;
1369                 set_movetype(this, MOVETYPE_FLY);
1370         }
1371
1372         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1373         {
1374                 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1375                         this.scale *= 1.3;
1376
1377                 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1378                 if(autocvar_g_monsters_quake_resize)
1379                         this.scale *= 1.3;
1380         }
1381
1382         setsize(this, mon.mins * this.scale, mon.maxs * this.scale);
1383
1384         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1385
1386         Monster_UpdateModel(this);
1387
1388         if(!Monster_Spawn_Setup(this))
1389         {
1390                 Monster_Remove(this);
1391                 return false;
1392         }
1393
1394         if(!this.noalign)
1395         {
1396                 setorigin(this, this.origin + '0 0 20');
1397                 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1398                 setorigin(this, trace_endpos);
1399         }
1400
1401         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1402                 monster_setupcolors(this);
1403
1404         CSQCMODEL_AUTOINIT(this);
1405
1406         return true;
1407 }