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Merge branch 'master' into Mario/monsters
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 #include "sv_monsters.qh"
2
3 #include <lib/warpzone/common.qh>
4 #include "../constants.qh"
5 #include "../teams.qh"
6 #include "../util.qh"
7 #include "all.qh"
8 #include "../physics/movelib.qh"
9 #include "../weapons/_mod.qh"
10 #include <server/autocvars.qh>
11 #include <server/defs.qh>
12 #include "../deathtypes/all.qh"
13 #include <server/mutators/_mod.qh>
14 #include <server/steerlib.qh>
15 #include "../turrets/sv_turrets.qh"
16 #include "../turrets/util.qh"
17 #include "../vehicles/all.qh"
18 #include <server/campaign.qh>
19 #include <server/command/_mod.qh>
20 #include "../mapobjects/triggers.qh"
21 #include <lib/csqcmodel/sv_model.qh>
22 #include <server/round_handler.qh>
23 #include <server/weapons/_mod.qh>
24
25 void monsters_setstatus(entity this)
26 {
27         STAT(MONSTERS_TOTAL, this) = monsters_total;
28         STAT(MONSTERS_KILLED, this) = monsters_killed;
29 }
30
31 void monster_dropitem(entity this, entity attacker)
32 {
33         if(!this.candrop || !this.monster_loot)
34                 return;
35
36         vector org = CENTER_OR_VIEWOFS(this);
37         entity e = spawn();
38         Item_SetLoot(e, true);
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                 setorigin(e, org);
52                 e.velocity = randomvec() * 175 + '0 0 325';
53                 e.item_spawnshieldtime = time + 0.7;
54                 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
55         }
56 }
57
58 bool monster_facing(entity this, entity targ)
59 {
60         // relies on target having an origin
61         makevectors(this.angles);
62         vector targ_org = targ.origin, my_org = this.origin;
63         if(autocvar_g_monsters_target_infront_2d)
64         {
65                 targ_org = vec2(targ_org);
66                 my_org = vec2(my_org);
67         }
68         float dot = normalize(targ_org - my_org) * v_forward;
69
70         return !(dot <= autocvar_g_monsters_target_infront_range);
71 }
72
73 void monster_makevectors(entity this, entity targ)
74 {
75         if(IS_MONSTER(this))
76         {
77                 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
78                 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
79                 this.v_angle_x = -this.v_angle_x;
80         }
81
82         makevectors(this.v_angle);
83 }
84
85 // ===============
86 // Target handling
87 // ===============
88
89 bool Monster_ValidTarget(entity this, entity targ, bool skipfacing)
90 {
91         // ensure we're not checking nonexistent monster/target
92         if(!this || !targ) { return false; }
93
94         if((targ == this)
95         || (time < game_starttime) // monsters do nothing before match has started
96         || (targ.takedamage == DAMAGE_NO)
97         || (game_stopped)
98         || (targ.items & IT_INVISIBILITY)
99         || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
100         || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0))
101         || (this.monster_follow == targ || targ.monster_follow == this)
102         || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
103         || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
104         || (IS_VEHICLE(targ) && !((REGISTRY_GET(Monsters, this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
105         || (SAME_TEAM(targ, this))
106         || (STAT(FROZEN, targ))
107         || (targ.alpha != 0 && targ.alpha < 0.5)
108         || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
109         || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
110         )
111         {
112                 // if any of the above checks fail, target is not valid
113                 return false;
114         }
115
116         vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
117         traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this); // TODO: maybe we can rely a bit on PVS data instead?
118
119         if(trace_fraction < 1 && trace_ent != targ)
120                 return false; // solid
121
122         if(!skipfacing && (autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)))
123         if(this.enemy != targ)
124         {
125                 if(!monster_facing(this, targ))
126                         return false;
127         }
128
129         return true; // this target is valid!
130 }
131
132 entity Monster_FindTarget(entity this)
133 {
134         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
135
136         entity closest_target = NULL;
137         vector my_center = CENTER_OR_VIEWOFS(this);
138
139         // find the closest acceptable target to pass to
140         IL_EACH(g_monster_targets, it.monster_attack,
141         {
142                 float trange = this.target_range;
143                 if(PHYS_INPUT_BUTTON_CROUCH(it))
144                         trange *= 0.75; // TODO cvar this
145                 vector theirmid = (it.absmin + it.absmax) * 0.5;
146                 if(vdist(theirmid - this.origin, >, trange))
147                         continue;
148                 if(!Monster_ValidTarget(this, it, false))
149                         continue;
150
151                 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
152                 vector targ_center = CENTER_OR_VIEWOFS(it);
153
154                 if(closest_target)
155                 {
156                         vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
157                         if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
158                                 { closest_target = it; }
159                 }
160                 else { closest_target = it; }
161         });
162
163         return closest_target;
164 }
165
166 void monster_setupcolors(entity this)
167 {
168         if(IS_PLAYER(this.realowner))
169                 this.colormap = this.realowner.colormap;
170         else if(teamplay && this.team)
171                 this.colormap = 1024 + (this.team - 1) * 17;
172         else
173         {
174                 if(this.monster_skill <= MONSTER_SKILL_EASY)
175                         this.colormap = 1126;
176                 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
177                         this.colormap = 1075;
178                 else if(this.monster_skill <= MONSTER_SKILL_HARD)
179                         this.colormap = 1228;
180                 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
181                         this.colormap = 1092;
182                 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
183                         this.colormap = 1160;
184                 else
185                         this.colormap = 1024;
186         }
187
188         if(this.colormap > 0)
189                 this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
190         else
191                 this.glowmod = '1 1 1';
192 }
193
194 void monster_changeteam(entity this, int newteam)
195 {
196         if(!teamplay) { return; }
197
198         this.team = newteam;
199         if(!this.monster_attack)
200                 IL_PUSH(g_monster_targets, this);
201         this.monster_attack = true; // new team, activate attacking
202         monster_setupcolors(this);
203
204         if(this.sprite)
205         {
206                 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
207
208                 this.sprite.team = newteam;
209                 this.sprite.SendFlags |= 1;
210         }
211 }
212
213 .void(entity) monster_delayedfunc;
214 void Monster_Delay_Action(entity this)
215 {
216         // TODO: maybe do check for facing here
217         if(Monster_ValidTarget(this.owner, this.owner.enemy, false))
218         {
219                 monster_makevectors(this.owner, this.owner.enemy);
220                 this.monster_delayedfunc(this.owner);
221         }
222
223         if(this.cnt > 1)
224         {
225                 this.cnt -= 1;
226                 setthink(this, Monster_Delay_Action);
227                 this.nextthink = time + this.count;
228         }
229         else
230         {
231                 setthink(this, SUB_Remove);
232                 this.nextthink = time;
233         }
234 }
235
236 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
237 {
238         // deferred attacking, checks if monster is still alive and target is still valid before attacking
239         entity e = spawn();
240
241         setthink(e, Monster_Delay_Action);
242         e.nextthink = time + defer_amnt;
243         e.count = defer_amnt;
244         e.owner = this;
245         e.monster_delayedfunc = func;
246         e.cnt = repeat_count;
247 }
248
249
250 // ==============
251 // Monster sounds
252 // ==============
253
254 string get_monster_model_datafilename(string m, float sk, string fil)
255 {
256         if(m)
257                 m = strcat(m, "_");
258         else
259                 m = "models/monsters/*_";
260         if(sk >= 0)
261                 m = strcat(m, ftos(sk));
262         else
263                 m = strcat(m, "*");
264         return strcat(m, ".", fil);
265 }
266
267 void Monster_Sound_Precache(string f)
268 {
269         float fh;
270         string s;
271         fh = fopen(f, FILE_READ);
272         if(fh < 0)
273                 return;
274         while((s = fgets(fh)))
275         {
276                 if(tokenize_console(s) != 3)
277                 {
278                         //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
279                         continue;
280                 }
281                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
282         }
283         fclose(fh);
284 }
285
286 void Monster_Sounds_Precache(entity this)
287 {
288         string m = (REGISTRY_GET(Monsters, this.monsterid)).m_model.model_str();
289         float globhandle, n, i;
290         string f;
291
292         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
293         if (globhandle < 0)
294                 return;
295         n = search_getsize(globhandle);
296         for (i = 0; i < n; ++i)
297         {
298                 //print(search_getfilename(globhandle, i), "\n");
299                 f = search_getfilename(globhandle, i);
300                 Monster_Sound_Precache(f);
301         }
302         search_end(globhandle);
303 }
304
305 void Monster_Sounds_Clear(entity this)
306 {
307 #define _MSOUND(m) strfree(this.monstersound_##m);
308         ALLMONSTERSOUNDS
309 #undef _MSOUND
310 }
311
312 .string Monster_Sound_SampleField(string type)
313 {
314         GetMonsterSoundSampleField_notFound = 0;
315         switch(type)
316         {
317 #define _MSOUND(m) case #m: return monstersound_##m;
318                 ALLMONSTERSOUNDS
319 #undef _MSOUND
320         }
321         GetMonsterSoundSampleField_notFound = 1;
322         return string_null;
323 }
324
325 bool Monster_Sounds_Load(entity this, string f, int first)
326 {
327         string s;
328         var .string field;
329         float fh = fopen(f, FILE_READ);
330         if(fh < 0)
331         {
332                 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
333                 return false;
334         }
335         while((s = fgets(fh)))
336         {
337                 if(tokenize_console(s) != 3)
338                         continue;
339                 field = Monster_Sound_SampleField(argv(0));
340                 if(GetMonsterSoundSampleField_notFound)
341                         continue;
342                 strcpy(this.(field), strcat(argv(1), " ", argv(2)));
343         }
344         fclose(fh);
345         return true;
346 }
347
348 .int skin_for_monstersound;
349 void Monster_Sounds_Update(entity this)
350 {
351         if(this.skin == this.skin_for_monstersound) { return; }
352
353         this.skin_for_monstersound = this.skin;
354         Monster_Sounds_Clear(this);
355         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
356                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
357 }
358
359 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
360 {
361         if(!autocvar_g_monsters_sounds) { return; }
362
363         if(delaytoo)
364         if(time < this.msound_delay)
365                 return; // too early
366         string sample = this.(samplefield);
367         if (sample != "") sample = GlobalSound_sample(sample, random());
368         float myscale = ((this.scale) ? this.scale : 1); // safety net
369         sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
370
371         this.msound_delay = time + sound_delay;
372 }
373
374
375 // =======================
376 // Monster attack handlers
377 // =======================
378
379 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
380 {
381         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
382
383         setanim(this, anim, false, true, false);
384
385         if(this.animstate_endtime > time && IS_MONSTER(this))
386                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
387         else
388                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
389
390         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
391
392         if(trace_ent.takedamage)
393                 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
394
395         return true;
396 }
397
398 bool Monster_Attack_Leap_Check(entity this, vector vel)
399 {
400         if(this.state && IS_MONSTER(this))
401                 return false; // already attacking
402         if(!IS_ONGROUND(this))
403                 return false; // not on the ground
404         if(GetResource(this, RES_HEALTH) <= 0 || IS_DEAD(this))
405                 return false; // called when dead?
406         if(time < this.attack_finished_single[0])
407                 return false; // still attacking
408
409         vector old = this.velocity;
410
411         this.velocity = vel;
412         tracetoss(this, this);
413         this.velocity = old;
414         if(trace_ent != this.enemy)
415                 return false;
416
417         return true;
418 }
419
420 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
421 {
422         if(!Monster_Attack_Leap_Check(this, vel))
423                 return false;
424
425         setanim(this, anm, false, true, false);
426
427         if(this.animstate_endtime > time && IS_MONSTER(this))
428                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
429         else
430                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
431
432         if(IS_MONSTER(this))
433                 this.state = MONSTER_ATTACK_RANGED;
434         settouch(this, touchfunc);
435         this.origin_z += 1;
436         this.velocity = vel;
437         UNSET_ONGROUND(this);
438
439         return true;
440 }
441
442 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
443 {
444         int slot = weaponslot(weaponentity);
445
446         if((!this || !targ)
447         || (!this.monster_attackfunc)
448         || (time < this.attack_finished_single[slot])
449         || ((autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)) && !monster_facing(this, targ))
450         ) { return; }
451
452         if(vdist(targ.origin - this.origin, <=, this.attack_range))
453         {
454                 monster_makevectors(this, targ);
455                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
456                 if(attack_success == 1)
457                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
458                 else if(attack_success > 0)
459                         return;
460         }
461
462         if(vdist(targ.origin - this.origin, >, this.attack_range))
463         {
464                 monster_makevectors(this, targ);
465                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
466                 if(attack_success == 1)
467                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
468                 else if(attack_success > 0)
469                         return;
470         }
471 }
472
473
474 // ======================
475 // Main monster functions
476 // ======================
477
478 void Monster_UpdateModel(entity this)
479 {
480         // assume some defaults
481         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
482         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
483         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
484         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
485         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
486         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
487         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
488         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
489         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
490         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
491
492         // then get the real values
493         Monster mon = REGISTRY_GET(Monsters, this.monsterid);
494         mon.mr_anim(mon, this);
495 }
496
497 void Monster_Touch(entity this, entity toucher)
498 {
499         if(!toucher) { return; }
500
501         if(toucher.monster_attack && this.enemy != toucher && !IS_MONSTER(toucher) && time >= this.spawn_time)
502         if(Monster_ValidTarget(this, toucher, true))
503                 this.enemy = toucher;
504 }
505
506 void Monster_Miniboss_Check(entity this)
507 {
508         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
509                 return;
510
511         float chance = random() * 100;
512
513         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
514         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
515         {
516                 GiveResource(this, RES_HEALTH, autocvar_g_monsters_miniboss_healthboost);
517                 this.effects |= EF_RED;
518                 if(!this.weapon)
519                         this.weapon = WEP_VORTEX.m_id;
520         }
521 }
522
523 bool Monster_Respawn_Check(entity this)
524 {
525         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
526         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
527                 return true; // enabled by a mutator
528
529         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
530                 return false;
531
532         if(!autocvar_g_monsters_respawn)
533                 return false;
534
535         return true;
536 }
537
538 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
539
540 .vector pos1, pos2;
541
542 void Monster_Dead_Fade(entity this)
543 {
544         if(Monster_Respawn_Check(this))
545         {
546                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
547                 setthink(this, Monster_Respawn);
548                 this.nextthink = time + this.respawntime;
549                 this.monster_lifetime = 0;
550                 this.deadflag = DEAD_RESPAWNING;
551                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
552                 {
553                         this.pos1 = this.origin;
554                         this.pos2 = this.angles;
555                 }
556                 this.event_damage = func_null;
557                 this.event_heal = func_null;
558                 this.takedamage = DAMAGE_NO;
559                 setorigin(this, this.pos1);
560                 this.angles = this.pos2;
561                 SetResourceExplicit(this, RES_HEALTH, this.max_health);
562                 setmodel(this, MDL_Null);
563         }
564         else
565         {
566                 // number of monsters spawned with mobspawn command
567                 totalspawned -= 1;
568
569                 SUB_SetFade(this, time + 3, 1);
570         }
571 }
572
573 void Monster_Use(entity this, entity actor, entity trigger)
574 {
575         if(Monster_ValidTarget(this, actor, true)) { this.enemy = actor; }
576 }
577
578 vector Monster_Move_Target(entity this, entity targ)
579 {
580         // enemy is always preferred target
581         if(this.enemy)
582         {
583                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
584                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
585                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
586
587                 // cases where the enemy may have changed their state (don't need to check everything here)
588                 if(    (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
589                         || (STAT(FROZEN, this.enemy))
590                         || (this.enemy.flags & FL_NOTARGET)
591                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
592                         || (this.enemy.takedamage == DAMAGE_NO)
593                         || (vdist(this.origin - targ_origin, >, this.target_range))
594                         || ((trace_fraction < 1) && (trace_ent != this.enemy))
595                         )
596                 {
597                         this.enemy = NULL;
598                 }
599
600                 if(this.enemy)
601                 {
602                         /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
603                         print("Trace origin: ", vtos(targ_origin), "\n");
604                         print("Target origin: ", vtos(this.enemy.origin), "\n");
605                         print("My origin: ", vtos(this.origin), "\n"); */
606
607                         this.monster_movestate = MONSTER_MOVE_ENEMY;
608                         this.last_trace = time + 1.2;
609                         if(this.monster_moveto)
610                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
611                         else
612                                 return targ_origin;
613                 }
614
615                 /*makevectors(this.angles);
616                 this.monster_movestate = MONSTER_MOVE_ENEMY;
617                 this.last_trace = time + 1.2;
618                 return this.enemy.origin; */
619         }
620
621         switch(this.monster_moveflags)
622         {
623                 case MONSTER_MOVE_FOLLOW:
624                 {
625                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
626                         this.last_trace = time + 0.3;
627                         return (this.monster_follow) ? this.monster_follow.origin : this.origin;
628                 }
629                 case MONSTER_MOVE_SPAWNLOC:
630                 {
631                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
632                         this.last_trace = time + 2;
633                         return this.pos1;
634                 }
635                 case MONSTER_MOVE_NOMOVE:
636                 {
637                         if(this.monster_moveto)
638                         {
639                                 this.last_trace = time + 0.5;
640                                 return this.monster_moveto;
641                         }
642                         else
643                         {
644                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
645                                 this.last_trace = time + 2;
646                         }
647                         return this.origin;
648                 }
649                 default:
650                 case MONSTER_MOVE_WANDER:
651                 {
652                         vector pos;
653                         this.monster_movestate = MONSTER_MOVE_WANDER;
654
655                         if(this.monster_moveto)
656                         {
657                                 this.last_trace = time + 0.5;
658                                 pos = this.monster_moveto;
659                         }
660                         else if(targ)
661                         {
662                                 this.last_trace = time + 0.5;
663                                 pos = targ.origin;
664                         }
665                         else
666                         {
667                                 this.last_trace = time + this.wander_delay;
668
669                                 this.angles_y = rint(random() * 500);
670                                 makevectors(this.angles);
671                                 pos = this.origin + v_forward * this.wander_distance;
672
673                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
674                                 {
675                                         pos.z = random() * 200;
676                                         if(random() >= 0.5)
677                                                 pos.z *= -1;
678                                 }
679                         }
680
681                         return pos;
682                 }
683         }
684 }
685
686 .entity draggedby;
687
688 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
689 {
690         // update goal entity if lost
691         if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
692                 this.goalentity = find(NULL, targetname, this.target2);
693
694         if(STAT(FROZEN, this))
695         {
696                 movelib_brake_simple(this, stpspeed);
697                 setanim(this, this.anim_idle, true, false, false);
698                 return; // no physics while frozen!
699         }
700
701         if(this.flags & FL_SWIM)
702         {
703                 if(this.waterlevel < WATERLEVEL_WETFEET)
704                 {
705                         if(time >= this.last_trace)
706                         {
707                                 this.last_trace = time + 0.4;
708
709                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
710                                 this.angles = '90 90 0';
711                                 if(random() < 0.5)
712                                 {
713                                         this.velocity_y += random() * 50;
714                                         this.velocity_x -= random() * 50;
715                                 }
716                                 else
717                                 {
718                                         this.velocity_y -= random() * 50;
719                                         this.velocity_x += random() * 50;
720                                 }
721                                 this.velocity_z += random() * 150;
722                         }
723
724
725                         set_movetype(this, MOVETYPE_BOUNCE);
726                         //this.velocity_z = -200;
727
728                         return;
729                 }
730                 else if(this.move_movetype == MOVETYPE_BOUNCE)
731                 {
732                         this.angles_x = 0;
733                         set_movetype(this, MOVETYPE_WALK);
734                 }
735         }
736
737         entity targ = this.goalentity;
738
739         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
740                 || game_stopped
741                 || this.draggedby != NULL
742                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
743                 || time < game_starttime
744                 || (autocvar_g_campaign && !campaign_bots_may_start)
745                 || time < this.spawn_time)
746         {
747                 runspeed = walkspeed = 0;
748                 if(time >= this.spawn_time)
749                         setanim(this, this.anim_idle, true, false, false);
750                 movelib_brake_simple(this, stpspeed);
751                 return;
752         }
753
754         targ = M_ARGV(3, entity);
755         runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
756         walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
757
758         if(teamplay && autocvar_g_monsters_teams)
759         if(DIFF_TEAM(this.monster_follow, this))
760                 this.monster_follow = NULL;
761
762         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
763         {
764                 this.state = 0;
765                 settouch(this, Monster_Touch);
766         }
767
768         if(this.state && time >= this.attack_finished_single[0])
769                 this.state = 0; // attack is over
770
771         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
772         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
773                 this.moveto = Monster_Move_Target(this, targ);
774
775         if(!this.enemy)
776                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
777
778         if(this.state == MONSTER_ATTACK_MELEE)
779                 this.moveto = this.origin;
780
781         if(this.enemy && this.enemy.vehicle)
782                 runspeed = 0;
783
784         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
785                 this.moveto_z = this.origin_z;
786
787         fixedmakevectors(this.angles);
788         float vz = this.velocity_z;
789
790         if(!turret_closetotarget(this, this.moveto, 16))
791         {
792                 bool do_run = (this.enemy || this.monster_moveto);
793                 movelib_move_simple(this, v_forward, ((do_run) ? runspeed : walkspeed), 0.4);
794
795                 if(time > this.pain_finished && time > this.anim_finished)
796                 if(!this.state)
797                 {
798                         if(vdist(this.velocity, >, 10))
799                                 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
800                         else
801                                 setanim(this, this.anim_idle, true, false, false);
802                 }
803         }
804         else
805         {
806                 entity e = this.goalentity; //find(NULL, targetname, this.target2);
807                 if(e.target2 && e.target2 != "")
808                         this.target2 = e.target2;
809                 else if(e.target && e.target != "") // compatibility
810                         this.target2 = e.target;
811
812                 movelib_brake_simple(this, stpspeed);
813                 if(time > this.anim_finished && time > this.pain_finished)
814                 if(!this.state)
815                 if(vdist(this.velocity, <=, 30))
816                         setanim(this, this.anim_idle, true, false, false);
817         }
818
819         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
820                 this.velocity_z = vz;
821
822         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
823
824         vector real_angle = vectoangles(this.steerto) - this.angles;
825         float turny = 25;
826         if(this.state == MONSTER_ATTACK_MELEE)
827                 turny = 0;
828         if(turny)
829         {
830                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
831                 this.angles_y += turny;
832         }
833 }
834
835 void Monster_Remove(entity this)
836 {
837         if(IS_CLIENT(this))
838                 return; // don't remove it?
839
840         if(!this) { return; }
841
842         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
843                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
844
845         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
846         {
847                 .entity weaponentity = weaponentities[slot];
848                 if(this.(weaponentity))
849                         delete(this.(weaponentity));
850         }
851         if(this.iceblock) { delete(this.iceblock); }
852         WaypointSprite_Kill(this.sprite);
853         delete(this);
854 }
855
856 void Monster_Dead_Think(entity this)
857 {
858         this.nextthink = time + this.ticrate;
859
860         Monster mon = Monsters_from(this.monsterid);
861         mon.mr_deadthink(mon, this);
862
863         if(this.monster_lifetime != 0)
864         if(time >= this.monster_lifetime)
865         {
866                 Monster_Dead_Fade(this);
867                 return;
868         }
869 }
870
871 void Monster_Appear(entity this, entity actor, entity trigger)
872 {
873         this.enemy = actor;
874         Monster_Spawn(this, false, this.monsterid);
875 }
876
877 bool Monster_Appear_Check(entity this, int monster_id)
878 {
879         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
880                 return false;
881
882         setthink(this, func_null);
883         this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
884         this.nextthink = 0;
885         this.use = Monster_Appear;
886         this.flags = FL_MONSTER; // set so this monster can get butchered
887
888         return true;
889 }
890
891 void Monster_Reset(entity this)
892 {
893         setorigin(this, this.pos1);
894         this.angles = this.pos2;
895
896         Unfreeze(this, false); // remove any icy remains
897
898         SetResourceExplicit(this, RES_HEALTH, this.max_health);
899         this.velocity = '0 0 0';
900         this.enemy = NULL;
901         this.goalentity = NULL;
902         this.attack_finished_single[0] = 0;
903         this.moveto = this.origin;
904 }
905
906 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
907 {
908         TakeResource(this, RES_HEALTH, damage);
909
910         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
911
912         if(GetResource(this, RES_HEALTH) <= -50) // 100 health until gone?
913         {
914                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
915
916                 // number of monsters spawned with mobspawn command
917                 totalspawned -= 1;
918
919                 setthink(this, SUB_Remove);
920                 this.nextthink = time + 0.1;
921                 this.event_damage = func_null;
922         }
923 }
924
925 void Monster_Dead(entity this, entity attacker, float gibbed)
926 {
927         setthink(this, Monster_Dead_Think);
928         this.nextthink = time;
929         this.monster_lifetime = time + 5;
930
931         if(STAT(FROZEN, this))
932                 Unfreeze(this, false); // remove any icy remains
933
934         monster_dropitem(this, attacker);
935
936         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
937
938         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
939                 monsters_killed += 1;
940
941         if(IS_PLAYER(attacker))
942         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
943                 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
944
945         if(gibbed)
946         {
947                 // number of monsters spawned with mobspawn command
948                 totalspawned -= 1;
949         }
950
951         if(!gibbed && this.mdl_dead && this.mdl_dead != "")
952                 _setmodel(this, this.mdl_dead);
953
954         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
955         this.event_heal         = func_null;
956         this.solid                      = SOLID_CORPSE;
957         this.takedamage         = DAMAGE_AIM;
958         this.deadflag           = DEAD_DEAD;
959         this.enemy                      = NULL;
960         set_movetype(this, MOVETYPE_TOSS);
961         this.moveto                     = this.origin;
962         settouch(this, Monster_Touch); // reset incase monster was pouncing
963         this.reset                      = func_null;
964         this.state                      = 0;
965         this.attack_finished_single[0] = 0;
966         this.effects = 0;
967         this.dphitcontentsmask &= ~DPCONTENTS_BODY;
968
969         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
970                 this.velocity = '0 0 0';
971
972         CSQCModel_UnlinkEntity(this);
973
974         Monster mon = REGISTRY_GET(Monsters, this.monsterid);
975         mon.mr_death(mon, this);
976
977         if(this.candrop && this.weapon)
978         {
979                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
980                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
981         }
982 }
983
984 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
985 {
986         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
987                 return;
988
989         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
990                 return;
991
992         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
993                 //return;
994
995         if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
996                 return;
997
998         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
999                 return;
1000
1001         vector v = healtharmor_applydamage(100, GetResource(this, RES_ARMOR) / 100, deathtype, damage);
1002         float take = v.x;
1003         //float save = v.y;
1004
1005         Monster mon = REGISTRY_GET(Monsters, this.monsterid);
1006         take = mon.mr_pain(mon, this, take, attacker, deathtype);
1007
1008         if(take)
1009         {
1010                 TakeResource(this, RES_HEALTH, take);
1011                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1012         }
1013
1014         if(this.sprite)
1015                 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1016
1017         this.dmg_time = time;
1018
1019         if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1020                 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1021
1022         this.velocity += force * this.damageforcescale;
1023
1024         if(deathtype != DEATH_DROWN.m_id && take)
1025         {
1026                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1027                 if (take > 50)
1028                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1029                 if (take > 100)
1030                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1031         }
1032
1033         if(GetResource(this, RES_HEALTH) <= 0)
1034         {
1035                 if(deathtype == DEATH_KILL.m_id)
1036                         this.candrop = false; // killed by mobkill command
1037
1038                 // TODO: fix this?
1039                 SUB_UseTargets(this, attacker, this.enemy);
1040                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1041
1042                 Monster_Dead(this, attacker, (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id));
1043
1044                 WaypointSprite_Kill(this.sprite);
1045
1046                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1047
1048                 if(GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1049                 {
1050                         Violence_GibSplash(this, 1, 0.5, attacker);
1051
1052                         setthink(this, SUB_Remove);
1053                         this.nextthink = time + 0.1;
1054                 }
1055         }
1056 }
1057
1058 bool Monster_Heal(entity targ, entity inflictor, float amount, float limit)
1059 {
1060         float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
1061         if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
1062                 return false;
1063
1064         GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
1065         if(targ.sprite)
1066                 WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH));
1067         return true;
1068 }
1069
1070 // don't check for enemies, just keep walking in a straight line
1071 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1072 {
1073         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)
1074         {
1075                 mspeed = 0;
1076                 if(time >= this.spawn_time)
1077                         setanim(this, this.anim_idle, true, false, false);
1078                 movelib_brake_simple(this, 0.6);
1079                 return;
1080         }
1081
1082         makevectors(this.angles);
1083         vector a = CENTER_OR_VIEWOFS(this);
1084         vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1085
1086         traceline(a, b, MOVE_NORMAL, this);
1087
1088         bool reverse = false;
1089         if(trace_fraction != 1.0)
1090                 reverse = true;
1091         if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1092                 reverse = false;
1093         if(trace_ent && IS_MONSTER(trace_ent))
1094                 reverse = true;
1095
1096         if(!allow_jumpoff && IS_ONGROUND(this))
1097         {
1098                 traceline(b, b - '0 0 32', MOVE_NORMAL, this);
1099                 if(trace_fraction == 1.0)
1100                         reverse = true;
1101         }
1102
1103         if(reverse)
1104         {
1105                 this.angles_y = anglemods(this.angles_y - 180);
1106                 makevectors(this.angles);
1107         }
1108
1109         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1110
1111         if(time > this.pain_finished && time > this.attack_finished_single[0])
1112         {
1113                 if(vdist(this.velocity, >, 10))
1114                         setanim(this, this.anim_walk, true, false, false);
1115                 else
1116                         setanim(this, this.anim_idle, true, false, false);
1117         }
1118 }
1119
1120 void Monster_Anim(entity this)
1121 {
1122         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1123         if(IS_DEAD(this))
1124         {
1125                 if (!deadbits)
1126                 {
1127                         // Decide on which death animation to use.
1128                         if(random() < 0.5)
1129                                 deadbits = ANIMSTATE_DEAD1;
1130                         else
1131                                 deadbits = ANIMSTATE_DEAD2;
1132                 }
1133         }
1134         else
1135         {
1136                 // Clear a previous death animation.
1137                 deadbits = 0;
1138         }
1139         int animbits = deadbits;
1140         if(STAT(FROZEN, this))
1141                 animbits |= ANIMSTATE_FROZEN;
1142         if(this.crouch)
1143                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1144         animdecide_setstate(this, animbits, false);
1145         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1146
1147         /* // weapon entities for monsters?
1148         if (this.weaponentity)
1149         {
1150                 updateanim(this.weaponentity);
1151                 if (!this.weaponentity.animstate_override)
1152                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1153         }
1154         */
1155 }
1156
1157 void Monster_Frozen_Think(entity this)
1158 {
1159         if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
1160         {
1161                 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1);
1162                 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health));
1163                 if (this.iceblock)
1164                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
1165
1166                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1167                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1168
1169                 if(STAT(REVIVE_PROGRESS, this) >= 1)
1170                         Unfreeze(this, false);
1171         }
1172         else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
1173         {
1174                 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - this.ticrate * this.revive_speed, 1);
1175                 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
1176
1177                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1178                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1179
1180                 if(GetResource(this, RES_HEALTH) < 1)
1181                 {
1182                         Unfreeze(this, false);
1183                         if(this.event_damage)
1184                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
1185                 }
1186                 else if ( STAT(REVIVE_PROGRESS, this) <= 0 )
1187                         Unfreeze(this, false);
1188         }
1189         // otherwise, no revival!
1190
1191         this.enemy = NULL; // TODO: save enemy, and attack when revived?
1192 }
1193
1194 void Monster_Enemy_Check(entity this)
1195 {
1196         if(this.enemy)
1197                 return;
1198
1199         this.enemy = Monster_FindTarget(this);
1200         if(this.enemy)
1201         {
1202                 WarpZone_RefSys_Copy(this.enemy, this);
1203                 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1204                 // update move target immediately?
1205                 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1206                 this.monster_moveto = '0 0 0';
1207                 this.monster_face = '0 0 0';
1208
1209                 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1210         }
1211 }
1212
1213 void Monster_Think(entity this)
1214 {
1215         setthink(this, Monster_Think);
1216         this.nextthink = time + this.ticrate;
1217
1218         if(this.monster_lifetime && time >= this.monster_lifetime)
1219         {
1220                 Damage(this, this, this, GetResource(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin);
1221                 return;
1222         }
1223
1224         if(STAT(FROZEN, this))
1225                 Monster_Frozen_Think(this);
1226         else if(time >= this.last_enemycheck)
1227         {
1228                 Monster_Enemy_Check(this);
1229                 this.last_enemycheck = time + 1; // check for enemies every second
1230         }
1231
1232         Monster mon = REGISTRY_GET(Monsters, this.monsterid);
1233         if(mon.mr_think(mon, this))
1234         {
1235                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1236
1237                 .entity weaponentity = weaponentities[0]; // TODO?
1238                 Monster_Attack_Check(this, this.enemy, weaponentity);
1239         }
1240
1241         Monster_Anim(this);
1242
1243         CSQCMODEL_AUTOUPDATE(this);
1244 }
1245
1246 bool Monster_Spawn_Setup(entity this)
1247 {
1248         Monster mon = REGISTRY_GET(Monsters, this.monsterid);
1249         mon.mr_setup(mon, this);
1250
1251         // ensure some basic needs are met
1252         if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 100); }
1253         if(!GetResource(this, RES_ARMOR)) { SetResourceExplicit(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); }
1254         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1255         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1256         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1257         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1258         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1259
1260         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1261         {
1262                 Monster_Miniboss_Check(this);
1263                 SetResourceExplicit(this, RES_HEALTH, GetResource(this, RES_HEALTH) * MONSTER_SKILLMOD(this));
1264
1265                 if(!this.skin)
1266                         this.skin = rint(random() * 4);
1267         }
1268
1269         this.max_health = GetResource(this, RES_HEALTH);
1270         this.pain_finished = this.nextthink;
1271         this.last_enemycheck = this.spawn_time + random(); // slight delay
1272
1273         if(IS_PLAYER(this.monster_follow))
1274                 this.effects |= EF_DIMLIGHT;
1275
1276         if(!this.wander_delay) { this.wander_delay = 2; }
1277         if(!this.wander_distance) { this.wander_distance = 600; }
1278
1279         Monster_Sounds_Precache(this);
1280         Monster_Sounds_Update(this);
1281
1282         if(teamplay)
1283         {
1284                 if(!this.monster_attack)
1285                         IL_PUSH(g_monster_targets, this);
1286                 this.monster_attack = true; // we can have monster enemies in team games
1287         }
1288
1289         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1290
1291         if(autocvar_g_monsters_healthbars)
1292         {
1293                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1294                 wp.wp_extra = this.monsterid;
1295                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1296                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1297                 {
1298                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1299                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1300                 }
1301         }
1302
1303         setthink(this, Monster_Think);
1304         this.nextthink = time + this.ticrate;
1305
1306         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1307                 return false;
1308
1309         return true;
1310 }
1311
1312 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1313 {
1314         // setup the basic required properties for a monster
1315         entity mon = REGISTRY_GET(Monsters, mon_id);
1316         if(!mon.monsterid) { return false; } // invalid monster
1317
1318         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1319
1320         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED) && !(this.flags & FL_MONSTER))
1321         {
1322                 IL_PUSH(g_monsters, this);
1323                 if(this.mdl && this.mdl != "")
1324                         precache_model(this.mdl);
1325                 if(this.mdl_dead && this.mdl_dead != "")
1326                         precache_model(this.mdl_dead);
1327         }
1328
1329         if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1330
1331         if(!this.monster_skill)
1332                 this.monster_skill = cvar("g_monsters_skill");
1333
1334         // support for quake style removing monsters based on skill
1335         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1336         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1337         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1338
1339         if(this.team && !teamplay)
1340                 this.team = 0;
1341
1342         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1343         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1344                 monsters_total += 1;
1345
1346         if(this.mdl && this.mdl != "")
1347                 _setmodel(this, this.mdl);
1348         else
1349                 setmodel(this, mon.m_model);
1350
1351         if(!this.monster_name || this.monster_name == "")
1352                 this.monster_name = mon.monster_name;
1353
1354         this.flags                              = FL_MONSTER;
1355         this.classname                  = "monster";
1356         this.takedamage                 = DAMAGE_AIM;
1357         if(!this.bot_attack)
1358                 IL_PUSH(g_bot_targets, this);
1359         this.bot_attack                 = true;
1360         this.iscreature                 = true;
1361         this.teleportable               = true;
1362         if(!this.damagedbycontents)
1363                 IL_PUSH(g_damagedbycontents, this);
1364         this.damagedbycontents  = true;
1365         this.monsterid                  = mon_id;
1366         this.event_damage               = Monster_Damage;
1367         this.event_heal                 = Monster_Heal;
1368         settouch(this, Monster_Touch);
1369         this.use                                = Monster_Use;
1370         this.solid                              = SOLID_BBOX;
1371         set_movetype(this, MOVETYPE_WALK);
1372         this.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1373         this.enemy                              = NULL;
1374         this.velocity                   = '0 0 0';
1375         this.moveto                             = this.origin;
1376         this.pos1                               = this.origin;
1377         this.pos2                               = this.angles;
1378         this.reset                              = Monster_Reset;
1379         this.netname                    = mon.netname;
1380         this.monster_attackfunc = mon.monster_attackfunc;
1381         this.candrop                    = true;
1382         this.oldtarget2                 = this.target2;
1383         this.deadflag                   = DEAD_NO;
1384         this.spawn_time                 = time;
1385         this.gravity                    = 1;
1386         this.monster_moveto             = '0 0 0';
1387         this.monster_face               = '0 0 0';
1388         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1389
1390         if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1391         if(!this.scale) { this.scale = 1; }
1392         if(autocvar_g_monsters_edit) { this.grab = 1; }
1393         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1394         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1395         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1396
1397         if(autocvar_g_monsters_playerclip_collisions)
1398                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1399
1400         if(mon.spawnflags & MONSTER_TYPE_FLY)
1401         {
1402                 this.flags |= FL_FLY;
1403                 set_movetype(this, MOVETYPE_FLY);
1404         }
1405
1406         if((mon.spawnflags & MONSTER_SIZE_QUAKE) && autocvar_g_monsters_quake_resize && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1407                 this.scale *= 1.3;
1408
1409         setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1410         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1411
1412         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1413
1414         Monster_UpdateModel(this);
1415
1416         if(!Monster_Spawn_Setup(this))
1417         {
1418                 Monster_Remove(this);
1419                 return false;
1420         }
1421
1422         if(!this.noalign)
1423         {
1424                 setorigin(this, this.origin + '0 0 20');
1425                 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1426                 setorigin(this, trace_endpos);
1427         }
1428
1429         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1430                 monster_setupcolors(this);
1431
1432         CSQCMODEL_AUTOINIT(this);
1433
1434         return true;
1435 }