]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/monsters/sv_monsters.qc
Merge branch 'terencehill/arc_suicide_message' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 #include "sv_monsters.qh"
2
3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/items/_mod.qh>
6 #include <common/mapobjects/teleporters.qh>
7 #include <common/mapobjects/triggers.qh>
8 #include <common/monsters/all.qh>
9 #include <common/mutators/mutator/nades/nades.qh>
10 #include <common/mutators/mutator/status_effects/_mod.qh>
11 #include <common/physics/movelib.qh>
12 #include <common/stats.qh>
13 #include <common/teams.qh>
14 #include <common/turrets/sv_turrets.qh>
15 #include <common/turrets/util.qh>
16 #include <common/util.qh>
17 #include <common/vehicles/all.qh>
18 #include <common/weapons/_all.qh>
19 #include <common/weapons/_mod.qh>
20 #include <lib/csqcmodel/sv_model.qh>
21 #include <lib/warpzone/common.qh>
22 #include <server/campaign.qh>
23 #include <server/cheats.qh>
24 #include <server/client.qh>
25 #include <server/command/_mod.qh>
26 #include <server/damage.qh>
27 #include <server/items/items.qh>
28 #include <server/mutators/_mod.qh>
29 #include <server/round_handler.qh>
30 #include <server/steerlib.qh>
31 #include <server/weapons/_mod.qh>
32
33 void monsters_setstatus(entity this)
34 {
35         STAT(MONSTERS_TOTAL, this) = monsters_total;
36         STAT(MONSTERS_KILLED, this) = monsters_killed;
37 }
38
39 void monster_dropitem(entity this, entity attacker)
40 {
41         if(!this.candrop || !this.monster_loot)
42                 return;
43
44         vector org = CENTER_OR_VIEWOFS(this);
45         entity e = spawn();
46         Item_SetLoot(e, true);
47         e.spawnfunc_checked = true;
48
49         e.monster_loot = this.monster_loot;
50
51         MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
52         e = M_ARGV(1, entity);
53
54         if(e && e.monster_loot)
55         {
56                 e.noalign = true;
57                 StartItem(e, e.monster_loot);
58                 e.gravity = 1;
59                 setorigin(e, org);
60                 e.velocity = randomvec() * 175 + '0 0 325';
61                 e.item_spawnshieldtime = time + 0.7;
62                 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
63         }
64 }
65
66 bool monster_facing(entity this, entity targ)
67 {
68         // relies on target having an origin
69         makevectors(this.angles);
70         vector targ_org = targ.origin, my_org = this.origin;
71         if(autocvar_g_monsters_target_infront_2d)
72         {
73                 targ_org = vec2(targ_org);
74                 my_org = vec2(my_org);
75         }
76         float dot = normalize(targ_org - my_org) * v_forward;
77
78         return !(dot <= autocvar_g_monsters_target_infront_range);
79 }
80
81 void monster_makevectors(entity this, entity targ)
82 {
83         if(IS_MONSTER(this))
84         {
85                 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
86                 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
87                 this.v_angle_x = -this.v_angle_x;
88         }
89
90         makevectors(this.v_angle);
91 }
92
93 // ===============
94 // Target handling
95 // ===============
96
97 bool Monster_ValidTarget(entity this, entity targ, bool skipfacing)
98 {
99         // ensure we're not checking nonexistent monster/target
100         if(!this || !targ) { return false; }
101
102         if((targ == this)
103         || (IS_VEHICLE(targ) && !(this.monsterdef.spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
104         || (time < game_starttime) // monsters do nothing before match has started
105         || (targ.takedamage == DAMAGE_NO)
106         || (game_stopped)
107         || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
108         || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0))
109         || (this.monster_follow == targ || targ.monster_follow == this)
110         || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
111         || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
112         || (SAME_TEAM(targ, this))
113         || (STAT(FROZEN, targ))
114         || (targ.alpha != 0 && targ.alpha < 0.5)
115         || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
116         || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
117         )
118         {
119                 // if any of the above checks fail, target is not valid
120                 return false;
121         }
122
123         vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
124         traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this); // TODO: maybe we can rely a bit on PVS data instead?
125
126         if(trace_fraction < 1 && trace_ent != targ)
127                 return false; // solid
128
129         if(!skipfacing && (autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)))
130         if(this.enemy != targ)
131         {
132                 if(!monster_facing(this, targ))
133                         return false;
134         }
135
136         return true; // this target is valid!
137 }
138
139 entity Monster_FindTarget(entity this)
140 {
141         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
142
143         entity closest_target = NULL;
144         vector my_center = CENTER_OR_VIEWOFS(this);
145
146         // find the closest acceptable target to pass to
147         IL_EACH(g_monster_targets, it.monster_attack,
148         {
149                 float trange = this.target_range;
150                 if(PHYS_INPUT_BUTTON_CROUCH(it))
151                         trange *= 0.75; // TODO cvar this
152                 vector theirmid = (it.absmin + it.absmax) * 0.5;
153                 if(vdist(theirmid - this.origin, >, trange))
154                         continue;
155                 if(!Monster_ValidTarget(this, it, false))
156                         continue;
157
158                 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
159                 vector targ_center = CENTER_OR_VIEWOFS(it);
160
161                 if(closest_target)
162                 {
163                         vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
164                         if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
165                                 { closest_target = it; }
166                 }
167                 else { closest_target = it; }
168         });
169
170         return closest_target;
171 }
172
173 void monster_setupcolors(entity this)
174 {
175         if(IS_PLAYER(this.realowner))
176                 this.colormap = this.realowner.colormap;
177         else if(teamplay && this.team)
178                 this.colormap = 1024 + (this.team - 1) * 17;
179         else
180         {
181                 if(this.monster_skill <= MONSTER_SKILL_EASY)
182                         this.colormap = 1126;
183                 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
184                         this.colormap = 1075;
185                 else if(this.monster_skill <= MONSTER_SKILL_HARD)
186                         this.colormap = 1228;
187                 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
188                         this.colormap = 1092;
189                 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
190                         this.colormap = 1160;
191                 else
192                         this.colormap = 1024;
193         }
194
195         if(this.colormap > 0)
196                 this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
197         else
198                 this.glowmod = '1 1 1';
199 }
200
201 void monster_changeteam(entity this, int newteam)
202 {
203         if(!teamplay) { return; }
204
205         this.team = newteam;
206         if(!this.monster_attack)
207                 IL_PUSH(g_monster_targets, this);
208         this.monster_attack = true; // new team, activate attacking
209         monster_setupcolors(this);
210
211         if(this.sprite)
212         {
213                 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
214
215                 this.sprite.team = newteam;
216                 this.sprite.SendFlags |= 1;
217         }
218 }
219
220 .void(entity) monster_delayedfunc;
221 void Monster_Delay_Action(entity this)
222 {
223         // TODO: maybe do check for facing here
224         if(Monster_ValidTarget(this.owner, this.owner.enemy, false))
225         {
226                 monster_makevectors(this.owner, this.owner.enemy);
227                 this.monster_delayedfunc(this.owner);
228         }
229
230         if(this.cnt > 1)
231         {
232                 this.cnt -= 1;
233                 setthink(this, Monster_Delay_Action);
234                 this.nextthink = time + this.count;
235         }
236         else
237         {
238                 setthink(this, SUB_Remove);
239                 this.nextthink = time;
240         }
241 }
242
243 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
244 {
245         // deferred attacking, checks if monster is still alive and target is still valid before attacking
246         entity e = new_pure(Monster_Delay);
247
248         setthink(e, Monster_Delay_Action);
249         e.nextthink = time + defer_amnt;
250         e.count = defer_amnt;
251         e.owner = this;
252         e.monster_delayedfunc = func;
253         e.cnt = repeat_count;
254 }
255
256
257 // ==============
258 // Monster sounds
259 // ==============
260
261 string get_monster_model_datafilename(string m, float sk, string fil)
262 {
263         if(m)
264                 m = strcat(m, "_");
265         else
266                 m = "models/monsters/*_";
267         if(sk >= 0)
268                 m = strcat(m, ftos(sk));
269         else
270                 m = strcat(m, "*");
271         return strcat(m, ".", fil);
272 }
273
274 void Monster_Sound_Precache(string f)
275 {
276         float fh;
277         string s;
278         fh = fopen(f, FILE_READ);
279         if(fh < 0)
280                 return;
281         while((s = fgets(fh)))
282         {
283                 if(tokenize_console(s) != 3)
284                 {
285                         //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
286                         continue;
287                 }
288                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
289         }
290         fclose(fh);
291 }
292
293 void Monster_Sounds_Precache(entity this)
294 {
295         string m = this.monsterdef.m_model.model_str();
296         float globhandle, n, i;
297         string f;
298
299         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
300         if (globhandle < 0)
301                 return;
302         n = search_getsize(globhandle);
303         for (i = 0; i < n; ++i)
304         {
305                 //print(search_getfilename(globhandle, i), "\n");
306                 f = search_getfilename(globhandle, i);
307                 Monster_Sound_Precache(f);
308         }
309         search_end(globhandle);
310 }
311
312 void Monster_Sounds_Clear(entity this)
313 {
314 #define _MSOUND(m) strfree(this.monstersound_##m);
315         ALLMONSTERSOUNDS
316 #undef _MSOUND
317 }
318
319 .string Monster_Sound_SampleField(string type)
320 {
321         GetMonsterSoundSampleField_notFound = 0;
322         switch(type)
323         {
324 #define _MSOUND(m) case #m: return monstersound_##m;
325                 ALLMONSTERSOUNDS
326 #undef _MSOUND
327         }
328         GetMonsterSoundSampleField_notFound = 1;
329         return string_null;
330 }
331
332 bool Monster_Sounds_Load(entity this, string f, int first)
333 {
334         string s;
335         var .string field;
336         float fh = fopen(f, FILE_READ);
337         if(fh < 0)
338         {
339                 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
340                 return false;
341         }
342         while((s = fgets(fh)))
343         {
344                 if(tokenize_console(s) != 3)
345                         continue;
346                 field = Monster_Sound_SampleField(argv(0));
347                 if(GetMonsterSoundSampleField_notFound)
348                         continue;
349                 strcpy(this.(field), strcat(argv(1), " ", argv(2)));
350         }
351         fclose(fh);
352         return true;
353 }
354
355 .int skin_for_monstersound;
356 void Monster_Sounds_Update(entity this)
357 {
358         if(this.skin == this.skin_for_monstersound) { return; }
359
360         this.skin_for_monstersound = this.skin;
361         Monster_Sounds_Clear(this);
362         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
363                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
364 }
365
366 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
367 {
368         if(!autocvar_g_monsters_sounds) { return; }
369
370         if(delaytoo)
371         if(time < this.msound_delay)
372                 return; // too early
373         string sample = this.(samplefield);
374         if (sample != "") sample = GlobalSound_sample(sample, random());
375         float myscale = ((this.scale) ? this.scale : 1); // safety net
376         sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
377
378         this.msound_delay = time + sound_delay;
379 }
380
381
382 // =======================
383 // Monster attack handlers
384 // =======================
385
386 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
387 {
388         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
389
390         setanim(this, anim, false, true, false);
391
392         if(this.animstate_endtime > time && IS_MONSTER(this))
393                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
394         else
395                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
396
397         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
398
399         if(trace_ent.takedamage)
400                 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
401
402         return true;
403 }
404
405 bool Monster_Attack_Leap_Check(entity this, vector vel)
406 {
407         if(this.state && IS_MONSTER(this))
408                 return false; // already attacking
409         if(!IS_ONGROUND(this))
410                 return false; // not on the ground
411         if(GetResource(this, RES_HEALTH) <= 0 || IS_DEAD(this))
412                 return false; // called when dead?
413         if(time < this.attack_finished_single[0])
414                 return false; // still attacking
415
416         vector old = this.velocity;
417
418         this.velocity = vel;
419         tracetoss(this, this);
420         this.velocity = old;
421         if(trace_ent != this.enemy)
422                 return false;
423
424         return true;
425 }
426
427 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
428 {
429         if(!Monster_Attack_Leap_Check(this, vel))
430                 return false;
431
432         setanim(this, anm, false, true, false);
433
434         if(this.animstate_endtime > time && IS_MONSTER(this))
435                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
436         else
437                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
438
439         if(IS_MONSTER(this))
440                 this.state = MONSTER_ATTACK_RANGED;
441         settouch(this, touchfunc);
442         this.origin_z += 1;
443         this.velocity = vel;
444         UNSET_ONGROUND(this);
445
446         return true;
447 }
448
449 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
450 {
451         int slot = weaponslot(weaponentity);
452
453         if((!this || !targ)
454         || (!this.monster_attackfunc)
455         || (game_stopped)
456         || (time < this.attack_finished_single[slot])
457         || ((autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)) && !monster_facing(this, targ))
458         ) { return; }
459
460         if(vdist(targ.origin - this.origin, <=, this.attack_range))
461         {
462                 monster_makevectors(this, targ);
463                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
464                 if(attack_success == 1)
465                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
466                 else if(attack_success > 0)
467                         return;
468         }
469
470         if(vdist(targ.origin - this.origin, >, this.attack_range))
471         {
472                 monster_makevectors(this, targ);
473                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
474                 if(attack_success == 1)
475                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
476                 else if(attack_success > 0)
477                         return;
478         }
479 }
480
481
482 // ======================
483 // Main monster functions
484 // ======================
485
486 void Monster_UpdateModel(entity this)
487 {
488         // assume some defaults
489         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
490         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
491         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
492         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
493         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
494         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
495         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
496         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
497         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
498         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
499
500         // then get the real values
501         Monster mon = this.monsterdef;
502         mon.mr_anim(mon, this);
503 }
504
505 void Monster_Touch(entity this, entity toucher)
506 {
507         if(!toucher) { return; }
508
509         if(toucher.monster_attack && this.enemy != toucher && !IS_MONSTER(toucher) && time >= this.spawn_time)
510         if(Monster_ValidTarget(this, toucher, true))
511                 this.enemy = toucher;
512 }
513
514 void Monster_Miniboss_Check(entity this)
515 {
516         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
517                 return;
518
519         float chance = random() * 100;
520
521         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
522         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
523         {
524                 GiveResource(this, RES_HEALTH, autocvar_g_monsters_miniboss_healthboost);
525                 this.effects |= EF_RED;
526                 if(!this.weapon)
527                         this.weapon = WEP_VORTEX.m_id;
528         }
529 }
530
531 bool Monster_Respawn_Check(entity this)
532 {
533         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
534         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
535                 return true; // enabled by a mutator
536
537         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
538                 return false;
539
540         if(!autocvar_g_monsters_respawn)
541                 return false;
542
543         return true;
544 }
545
546 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterdef); }
547
548 .vector pos1, pos2;
549
550 void Monster_Dead_Fade(entity this)
551 {
552         if(Monster_Respawn_Check(this))
553         {
554                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
555                 setthink(this, Monster_Respawn);
556                 this.nextthink = time + this.respawntime;
557                 this.monster_lifetime = 0;
558                 this.deadflag = DEAD_RESPAWNING;
559                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
560                 {
561                         this.pos1 = this.origin;
562                         this.pos2 = this.angles;
563                 }
564                 this.event_damage = func_null;
565                 this.event_heal = func_null;
566                 this.takedamage = DAMAGE_NO;
567                 setorigin(this, this.pos1);
568                 this.angles = this.pos2;
569                 SetResourceExplicit(this, RES_HEALTH, this.max_health);
570                 setmodel(this, MDL_Null);
571         }
572         else
573         {
574                 // number of monsters spawned with mobspawn command
575                 totalspawned -= 1;
576
577                 SUB_SetFade(this, time + 3, 1);
578         }
579 }
580
581 void Monster_Use(entity this, entity actor, entity trigger)
582 {
583         if(Monster_ValidTarget(this, actor, true)) { this.enemy = actor; }
584 }
585
586 vector Monster_Move_Target(entity this, entity targ)
587 {
588         // enemy is always preferred target
589         if(this.enemy)
590         {
591                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
592                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
593
594                 if(this.enemy)
595                 {
596                         /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
597                         print("Trace origin: ", vtos(targ_origin), "\n");
598                         print("Target origin: ", vtos(this.enemy.origin), "\n");
599                         print("My origin: ", vtos(this.origin), "\n"); */
600
601                         this.monster_movestate = MONSTER_MOVE_ENEMY;
602                         this.last_trace = time + 1.2;
603                         if(this.monster_moveto)
604                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
605                         else
606                                 return targ_origin;
607                 }
608
609                 /*makevectors(this.angles);
610                 this.monster_movestate = MONSTER_MOVE_ENEMY;
611                 this.last_trace = time + 1.2;
612                 return this.enemy.origin; */
613         }
614
615         switch(this.monster_moveflags)
616         {
617                 case MONSTER_MOVE_FOLLOW:
618                 {
619                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
620                         this.last_trace = time + 0.3;
621                         return (this.monster_follow) ? this.monster_follow.origin : this.origin;
622                 }
623                 case MONSTER_MOVE_SPAWNLOC:
624                 {
625                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
626                         this.last_trace = time + 2;
627                         return this.pos1;
628                 }
629                 case MONSTER_MOVE_NOMOVE:
630                 {
631                         if(this.monster_moveto)
632                         {
633                                 this.last_trace = time + 0.5;
634                                 return this.monster_moveto;
635                         }
636                         else
637                         {
638                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
639                                 this.last_trace = time + 2;
640                         }
641                         return this.origin;
642                 }
643                 default:
644                 case MONSTER_MOVE_WANDER:
645                 {
646                         vector pos;
647                         this.monster_movestate = MONSTER_MOVE_WANDER;
648
649                         if(this.monster_moveto)
650                         {
651                                 this.last_trace = time + 0.5;
652                                 pos = this.monster_moveto;
653                         }
654                         else if(targ)
655                         {
656                                 this.last_trace = time + 0.5;
657                                 pos = targ.origin;
658                         }
659                         else
660                         {
661                                 this.last_trace = time + this.wander_delay;
662
663                                 this.angles_y = rint(random() * 500);
664                                 makevectors(this.angles);
665                                 pos = this.origin + v_forward * this.wander_distance;
666
667                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
668                                 {
669                                         pos.z = random() * 200;
670                                         if(random() >= 0.5)
671                                                 pos.z *= -1;
672                                 }
673                         }
674
675                         return pos;
676                 }
677         }
678 }
679
680 .entity draggedby;
681
682 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
683 {
684         // update goal entity if lost
685         if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
686                 this.goalentity = find(NULL, targetname, this.target2);
687
688         if(STAT(FROZEN, this))
689         {
690                 movelib_brake_simple(this, stpspeed);
691                 setanim(this, this.anim_idle, true, false, false);
692                 return; // no physics while frozen!
693         }
694
695         if(this.flags & FL_SWIM)
696         {
697                 if(this.waterlevel < WATERLEVEL_WETFEET)
698                 {
699                         if(time >= this.last_trace)
700                         {
701                                 this.last_trace = time + 0.4;
702
703                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
704                                 this.angles = '90 90 0';
705                                 if(random() < 0.5)
706                                 {
707                                         this.velocity_y += random() * 50;
708                                         this.velocity_x -= random() * 50;
709                                 }
710                                 else
711                                 {
712                                         this.velocity_y -= random() * 50;
713                                         this.velocity_x += random() * 50;
714                                 }
715                                 this.velocity_z += random() * 150;
716                         }
717
718
719                         set_movetype(this, MOVETYPE_BOUNCE);
720                         //this.velocity_z = -200;
721
722                         return;
723                 }
724                 else if(this.move_movetype == MOVETYPE_BOUNCE)
725                 {
726                         this.angles_x = 0;
727                         set_movetype(this, MOVETYPE_WALK);
728                 }
729         }
730
731         entity targ = this.goalentity;
732
733         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
734                 || game_stopped
735                 || this.draggedby != NULL
736                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
737                 || time < game_starttime
738                 || (autocvar_g_campaign && !campaign_bots_may_start)
739                 || time < this.spawn_time)
740         {
741                 runspeed = walkspeed = 0;
742                 if(time >= this.spawn_time)
743                         setanim(this, this.anim_idle, true, false, false);
744                 movelib_brake_simple(this, stpspeed);
745                 return;
746         }
747
748         targ = M_ARGV(3, entity);
749         runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
750         walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
751
752         if(teamplay && autocvar_g_monsters_teams)
753         if(DIFF_TEAM(this.monster_follow, this))
754                 this.monster_follow = NULL;
755
756         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
757         {
758                 this.state = 0;
759                 settouch(this, Monster_Touch);
760         }
761
762         if(this.state && time >= this.attack_finished_single[0])
763                 this.state = 0; // attack is over
764
765         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
766         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
767                 this.moveto = Monster_Move_Target(this, targ);
768
769         if(!this.enemy)
770                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
771
772         if(this.state == MONSTER_ATTACK_MELEE)
773                 this.moveto = this.origin;
774
775         if(this.enemy && this.enemy.vehicle)
776                 runspeed = 0;
777
778         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
779                 this.moveto_z = this.origin_z;
780
781         fixedmakevectors(this.angles);
782         float vz = this.velocity_z;
783
784         if(!turret_closetotarget(this, this.moveto, 16))
785         {
786                 bool do_run = (this.enemy || this.monster_moveto);
787                 movelib_move_simple(this, v_forward, ((do_run) ? runspeed : walkspeed), 0.4);
788
789                 if(time > this.pain_finished && time > this.anim_finished)
790                 if(!this.state)
791                 {
792                         if(vdist(this.velocity, >, 10))
793                                 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
794                         else
795                                 setanim(this, this.anim_idle, true, false, false);
796                 }
797         }
798         else
799         {
800                 entity e = this.goalentity; //find(NULL, targetname, this.target2);
801                 if(e.target2 && e.target2 != "")
802                         this.target2 = e.target2;
803                 else if(e.target && e.target != "") // compatibility
804                         this.target2 = e.target;
805
806                 movelib_brake_simple(this, stpspeed);
807                 if(time > this.anim_finished && time > this.pain_finished)
808                 if(!this.state)
809                 if(vdist(this.velocity, <=, 30))
810                         setanim(this, this.anim_idle, true, false, false);
811         }
812
813         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
814                 this.velocity_z = vz;
815
816         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
817
818         vector real_angle = vectoangles(this.steerto) - this.angles;
819         float turny = 25;
820         if(this.state == MONSTER_ATTACK_MELEE)
821                 turny = 0;
822         if(turny)
823         {
824                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
825                 this.angles_y += turny;
826         }
827 }
828
829 void Monster_Remove(entity this)
830 {
831         if(IS_CLIENT(this))
832                 return; // don't remove it?
833
834         if(!this) { return; }
835
836         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
837                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
838
839         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
840         {
841                 .entity weaponentity = weaponentities[slot];
842                 if(this.(weaponentity))
843                         delete(this.(weaponentity));
844         }
845         if(this.iceblock) { delete(this.iceblock); }
846         WaypointSprite_Kill(this.sprite);
847         delete(this);
848 }
849
850 void Monster_Dead_Think(entity this)
851 {
852         this.nextthink = time + this.ticrate;
853
854         Monster mon = REGISTRY_GET(Monsters, this.monsterid);
855         mon.mr_deadthink(mon, this);
856
857         if(this.monster_lifetime != 0)
858         if(time >= this.monster_lifetime)
859         {
860                 Monster_Dead_Fade(this);
861                 return;
862         }
863 }
864
865 void Monster_Appear(entity this, entity actor, entity trigger)
866 {
867         this.enemy = actor;
868         Monster_Spawn(this, false, this.monsterdef);
869 }
870
871 bool Monster_Appear_Check(entity this, Monster monster_id)
872 {
873         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
874                 return false;
875
876         setthink(this, func_null);
877         this.monsterdef = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
878         this.nextthink = 0;
879         this.use = Monster_Appear;
880         this.flags = FL_MONSTER; // set so this monster can get butchered
881
882         return true;
883 }
884
885 void Monster_Reset(entity this)
886 {
887         setorigin(this, this.pos1);
888         this.angles = this.pos2;
889
890         Unfreeze(this, false); // remove any icy remains
891
892         SetResourceExplicit(this, RES_HEALTH, this.max_health);
893         this.velocity = '0 0 0';
894         this.enemy = NULL;
895         this.goalentity = NULL;
896         this.attack_finished_single[0] = 0;
897         this.moveto = this.origin;
898 }
899
900 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
901 {
902         TakeResource(this, RES_HEALTH, damage);
903
904         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
905
906         if(GetResource(this, RES_HEALTH) <= -50) // 100 health until gone?
907         {
908                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
909
910                 // number of monsters spawned with mobspawn command
911                 totalspawned -= 1;
912
913                 setthink(this, SUB_Remove);
914                 this.nextthink = time + 0.1;
915                 this.event_damage = func_null;
916         }
917 }
918
919 void Monster_Dead(entity this, entity attacker, float gibbed)
920 {
921         setthink(this, Monster_Dead_Think);
922         this.nextthink = time;
923         this.monster_lifetime = time + 5;
924
925         if(STAT(FROZEN, this))
926                 Unfreeze(this, false); // remove any icy remains
927
928         monster_dropitem(this, attacker);
929
930         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
931
932         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
933                 monsters_killed += 1;
934
935         if(IS_PLAYER(attacker))
936         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
937                 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
938
939         if(gibbed)
940         {
941                 // number of monsters spawned with mobspawn command
942                 totalspawned -= 1;
943         }
944
945         if(!gibbed && this.mdl_dead && this.mdl_dead != "")
946                 _setmodel(this, this.mdl_dead);
947
948         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
949         this.event_heal         = func_null;
950         this.solid                      = SOLID_CORPSE;
951         this.takedamage         = DAMAGE_AIM;
952         this.deadflag           = DEAD_DEAD;
953         this.enemy                      = NULL;
954         set_movetype(this, MOVETYPE_TOSS);
955         this.moveto                     = this.origin;
956         settouch(this, Monster_Touch); // reset incase monster was pouncing
957         this.reset                      = func_null;
958         this.state                      = 0;
959         this.attack_finished_single[0] = 0;
960         this.effects = 0;
961         this.dphitcontentsmask &= ~DPCONTENTS_BODY;
962
963         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
964                 this.velocity = '0 0 0';
965
966         CSQCModel_UnlinkEntity(this);
967
968         Monster mon = this.monsterdef;
969         mon.mr_death(mon, this);
970
971         if(this.candrop && this.weapon)
972         {
973                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
974                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
975         }
976 }
977
978 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
979 {
980         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
981                 return;
982
983         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
984                 return;
985
986         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
987                 //return;
988
989         if(StatusEffects_active(STATUSEFFECT_SpawnShield, this) && deathtype != DEATH_KILL.m_id)
990                 return;
991
992         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
993                 return;
994
995         vector v = healtharmor_applydamage(100, GetResource(this, RES_ARMOR) / 100, deathtype, damage);
996         float take = v.x;
997         //float save = v.y;
998
999         Monster mon = this.monsterdef;
1000         take = mon.mr_pain(mon, this, take, attacker, deathtype);
1001
1002         if(take)
1003         {
1004                 TakeResource(this, RES_HEALTH, take);
1005                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1006         }
1007
1008         if(this.sprite)
1009                 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1010
1011         this.dmg_time = time;
1012
1013         if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1014                 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1015
1016         this.velocity += force * this.damageforcescale;
1017
1018         if(deathtype != DEATH_DROWN.m_id && take)
1019         {
1020                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1021                 if (take > 50)
1022                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1023                 if (take > 100)
1024                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1025         }
1026
1027         if(GetResource(this, RES_HEALTH) <= 0)
1028         {
1029                 if(deathtype == DEATH_KILL.m_id)
1030                         this.candrop = false; // killed by mobkill command
1031
1032                 // TODO: fix this?
1033                 SUB_UseTargets(this, attacker, this.enemy);
1034                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1035
1036                 Monster_Dead(this, attacker, (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id));
1037
1038                 WaypointSprite_Kill(this.sprite);
1039
1040                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1041
1042                 if(GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1043                 {
1044                         Violence_GibSplash(this, 1, 0.5, attacker);
1045
1046                         setthink(this, SUB_Remove);
1047                         this.nextthink = time + 0.1;
1048                 }
1049         }
1050 }
1051
1052 bool Monster_Heal(entity targ, entity inflictor, float amount, float limit)
1053 {
1054         float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
1055         if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
1056                 return false;
1057
1058         GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
1059         if(targ.sprite)
1060                 WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH));
1061         return true;
1062 }
1063
1064 // don't check for enemies, just keep walking in a straight line
1065 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1066 {
1067         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)
1068         {
1069                 mspeed = 0;
1070                 if(time >= this.spawn_time)
1071                         setanim(this, this.anim_idle, true, false, false);
1072                 movelib_brake_simple(this, 0.6);
1073                 return;
1074         }
1075
1076         makevectors(this.angles);
1077         vector a = CENTER_OR_VIEWOFS(this);
1078         vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1079
1080         traceline(a, b, MOVE_NORMAL, this);
1081
1082         bool reverse = false;
1083         if(trace_fraction != 1.0)
1084                 reverse = true;
1085         if(trace_ent && IS_PLAYER(trace_ent))
1086                 reverse = false;
1087         if(trace_ent && IS_MONSTER(trace_ent))
1088                 reverse = true;
1089
1090         if(!allow_jumpoff && IS_ONGROUND(this))
1091         {
1092                 traceline(b, b - '0 0 32', MOVE_NORMAL, this);
1093                 if(trace_fraction == 1.0)
1094                         reverse = true;
1095         }
1096
1097         if(reverse)
1098         {
1099                 this.angles_y = anglemods(this.angles_y - 180);
1100                 makevectors(this.angles);
1101         }
1102
1103         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1104
1105         if(time > this.pain_finished && time > this.attack_finished_single[0])
1106         {
1107                 if(vdist(this.velocity, >, 10))
1108                         setanim(this, this.anim_walk, true, false, false);
1109                 else
1110                         setanim(this, this.anim_idle, true, false, false);
1111         }
1112 }
1113
1114 void Monster_Anim(entity this)
1115 {
1116         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1117         if(IS_DEAD(this))
1118         {
1119                 if (!deadbits)
1120                 {
1121                         // Decide on which death animation to use.
1122                         if(random() < 0.5)
1123                                 deadbits = ANIMSTATE_DEAD1;
1124                         else
1125                                 deadbits = ANIMSTATE_DEAD2;
1126                 }
1127         }
1128         else
1129         {
1130                 // Clear a previous death animation.
1131                 deadbits = 0;
1132         }
1133         int animbits = deadbits;
1134         if(STAT(FROZEN, this))
1135                 animbits |= ANIMSTATE_FROZEN;
1136         if(IS_DUCKED(this))
1137                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1138         animdecide_setstate(this, animbits, false);
1139         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1140
1141         /* // weapon entities for monsters?
1142         if (this.weaponentity)
1143         {
1144                 updateanim(this.weaponentity);
1145                 if (!this.weaponentity.animstate_override)
1146                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1147         }
1148         */
1149 }
1150
1151 void Monster_Frozen_Think(entity this)
1152 {
1153         if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
1154         {
1155                 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1);
1156                 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health));
1157                 if (this.iceblock)
1158                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
1159
1160                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1161                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1162
1163                 if(STAT(REVIVE_PROGRESS, this) >= 1)
1164                         Unfreeze(this, false);
1165         }
1166         else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
1167         {
1168                 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - this.ticrate * this.revive_speed, 1);
1169                 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
1170
1171                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1172                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1173
1174                 if(GetResource(this, RES_HEALTH) < 1)
1175                 {
1176                         Unfreeze(this, false);
1177                         if(this.event_damage)
1178                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
1179                 }
1180                 else if ( STAT(REVIVE_PROGRESS, this) <= 0 )
1181                         Unfreeze(this, false);
1182         }
1183         // otherwise, no revival!
1184
1185         this.enemy = NULL; // TODO: save enemy, and attack when revived?
1186 }
1187
1188 void Monster_Enemy_Check(entity this)
1189 {
1190         if(this.enemy)
1191         {
1192                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
1193                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
1194                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
1195
1196                 // cases where the enemy may have changed their state (don't need to check everything here)
1197                 if(    (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
1198                         || (STAT(FROZEN, this.enemy))
1199                         || (this.enemy.flags & FL_NOTARGET)
1200                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
1201                         || (this.enemy.takedamage == DAMAGE_NO)
1202                         || (vdist(this.origin - targ_origin, >, this.target_range))
1203                         || ((trace_fraction < 1) && (trace_ent != this.enemy))
1204                         )
1205                 {
1206                         this.enemy = NULL;
1207                 }
1208                 else
1209                 {
1210                         return;
1211                 }
1212         }
1213
1214         this.enemy = Monster_FindTarget(this);
1215         if(this.enemy)
1216         {
1217                 WarpZone_RefSys_Copy(this.enemy, this);
1218                 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1219                 // update move target immediately?
1220                 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1221                 this.monster_moveto = '0 0 0';
1222                 this.monster_face = '0 0 0';
1223
1224                 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1225         }
1226 }
1227
1228 void Monster_Think(entity this)
1229 {
1230         setthink(this, Monster_Think);
1231         this.nextthink = time + this.ticrate;
1232
1233         if(this.monster_lifetime && time >= this.monster_lifetime)
1234         {
1235                 Damage(this, this, this, GetResource(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin);
1236                 return;
1237         }
1238
1239         if(STAT(FROZEN, this))
1240                 Monster_Frozen_Think(this);
1241         else if(time >= this.last_enemycheck)
1242         {
1243                 Monster_Enemy_Check(this);
1244                 this.last_enemycheck = time + 1; // check for enemies every second
1245         }
1246
1247         Monster mon = this.monsterdef;
1248         if(mon.mr_think(mon, this))
1249         {
1250                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1251
1252                 .entity weaponentity = weaponentities[0]; // TODO?
1253                 Monster_Attack_Check(this, this.enemy, weaponentity);
1254         }
1255
1256         Monster_Anim(this);
1257
1258         CSQCMODEL_AUTOUPDATE(this);
1259 }
1260
1261 bool Monster_Spawn_Setup(entity this)
1262 {
1263         Monster mon = this.monsterdef;
1264         mon.mr_setup(mon, this);
1265
1266         // ensure some basic needs are met
1267         if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 100); }
1268         if(!GetResource(this, RES_ARMOR)) { SetResourceExplicit(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); }
1269         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1270         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1271         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1272         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1273         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1274
1275         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1276         {
1277                 Monster_Miniboss_Check(this);
1278                 SetResourceExplicit(this, RES_HEALTH, GetResource(this, RES_HEALTH) * MONSTER_SKILLMOD(this));
1279
1280                 if(!this.skin)
1281                         this.skin = rint(random() * 4);
1282         }
1283
1284         this.max_health = GetResource(this, RES_HEALTH);
1285         this.pain_finished = this.nextthink;
1286         this.last_enemycheck = this.spawn_time + random(); // slight delay
1287
1288         if(IS_PLAYER(this.monster_follow))
1289                 this.effects |= EF_DIMLIGHT;
1290
1291         if(!this.wander_delay) { this.wander_delay = 2; }
1292         if(!this.wander_distance) { this.wander_distance = 600; }
1293
1294         Monster_Sounds_Precache(this);
1295         Monster_Sounds_Update(this);
1296
1297         if(teamplay)
1298         {
1299                 if(!this.monster_attack)
1300                         IL_PUSH(g_monster_targets, this);
1301                 this.monster_attack = true; // we can have monster enemies in team games
1302         }
1303
1304         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1305
1306         if(autocvar_g_monsters_healthbars)
1307         {
1308                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1309                 wp.wp_extra = this.monsterdef.monsterid;
1310                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1311                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1312                 {
1313                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1314                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1315                 }
1316         }
1317
1318         setthink(this, Monster_Think);
1319         this.nextthink = time + this.ticrate;
1320
1321         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1322                 return false;
1323
1324         return true;
1325 }
1326
1327 bool Monster_Spawn(entity this, bool check_appear, Monster mon)
1328 {
1329         // setup the basic required properties for a monster
1330
1331         if(!mon || mon == MON_Null) { return false; } // invalid monster
1332         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1333
1334         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED) && !(this.flags & FL_MONSTER))
1335         {
1336                 IL_PUSH(g_monsters, this);
1337                 if(this.mdl && this.mdl != "")
1338                         precache_model(this.mdl);
1339                 if(this.mdl_dead && this.mdl_dead != "")
1340                         precache_model(this.mdl_dead);
1341         }
1342
1343         if(check_appear && Monster_Appear_Check(this, mon)) { return true; } // return true so the monster isn't removed
1344
1345         if(!this.monster_skill)
1346                 this.monster_skill = cvar("g_monsters_skill");
1347
1348         // support for quake style removing monsters based on skill
1349         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1350         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1351         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1352
1353         if(this.team && !teamplay)
1354                 this.team = 0;
1355
1356         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1357         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1358                 monsters_total += 1;
1359
1360         if(this.mdl && this.mdl != "")
1361                 _setmodel(this, this.mdl);
1362         else
1363                 setmodel(this, mon.m_model);
1364
1365         if(!this.monster_name || this.monster_name == "")
1366                 this.monster_name = mon.monster_name;
1367
1368         if(this.statuseffects && this.statuseffects.owner == this)
1369         {
1370                 StatusEffects_clearall(this.statuseffects);
1371                 StatusEffects_update(this);
1372         }
1373         else
1374                 this.statuseffects = NULL;
1375
1376         this.flags                              = FL_MONSTER;
1377         this.classname                  = "monster";
1378         this.takedamage                 = DAMAGE_AIM;
1379         if(!this.bot_attack)
1380                 IL_PUSH(g_bot_targets, this);
1381         this.bot_attack                 = true;
1382         this.iscreature                 = true;
1383         this.teleportable               = true;
1384         if(!this.damagedbycontents)
1385                 IL_PUSH(g_damagedbycontents, this);
1386         this.damagedbycontents  = true;
1387         this.monsterdef                 = mon;
1388         this.event_damage               = Monster_Damage;
1389         this.event_heal                 = Monster_Heal;
1390         settouch(this, Monster_Touch);
1391         this.use                                = Monster_Use;
1392         this.solid                              = SOLID_BBOX;
1393         set_movetype(this, MOVETYPE_WALK);
1394         StatusEffects_apply(STATUSEFFECT_SpawnShield, this, time + autocvar_g_monsters_spawnshieldtime, 0);
1395         this.enemy                              = NULL;
1396         this.velocity                   = '0 0 0';
1397         this.moveto                             = this.origin;
1398         this.pos1                               = this.origin;
1399         this.pos2                               = this.angles;
1400         this.reset                              = Monster_Reset;
1401         this.netname                    = mon.netname;
1402         this.monster_attackfunc = mon.monster_attackfunc;
1403         this.candrop                    = true;
1404         this.oldtarget2                 = this.target2;
1405         this.deadflag                   = DEAD_NO;
1406         this.spawn_time                 = time;
1407         this.gravity                    = 1;
1408         this.monster_moveto             = '0 0 0';
1409         this.monster_face               = '0 0 0';
1410         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1411
1412         if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1413         if(!this.scale) { this.scale = 1; }
1414         if(autocvar_g_monsters_edit) { this.grab = 1; }
1415         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1416         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1417         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1418
1419         if(autocvar_g_monsters_playerclip_collisions)
1420                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1421
1422         if(mon.spawnflags & MONSTER_TYPE_FLY)
1423         {
1424                 this.flags |= FL_FLY;
1425                 set_movetype(this, MOVETYPE_FLY);
1426         }
1427
1428         if((mon.spawnflags & MONSTER_SIZE_QUAKE) && autocvar_g_monsters_quake_resize && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1429                 this.scale *= 1.3;
1430
1431         setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1432         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1433
1434         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1435
1436         Monster_UpdateModel(this);
1437
1438         if(!Monster_Spawn_Setup(this))
1439         {
1440                 Monster_Remove(this);
1441                 return false;
1442         }
1443
1444         if(!this.noalign)
1445         {
1446                 setorigin(this, this.origin + '0 0 20');
1447                 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1448                 setorigin(this, trace_endpos);
1449         }
1450
1451         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1452                 monster_setupcolors(this);
1453
1454         CSQCMODEL_AUTOINIT(this);
1455
1456         return true;
1457 }