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Merge branch 'proraide/fix_fps' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 #if defined(CSQC)
2 #elif defined(MENUQC)
3 #elif defined(SVQC)
4     #include <lib/warpzone/common.qh>
5     #include "../constants.qh"
6     #include "../teams.qh"
7     #include "../util.qh"
8     #include "all.qh"
9     #include "sv_monsters.qh"
10         #include "../physics/movelib.qh"
11     #include "../weapons/all.qh"
12     #include <server/autocvars.qh>
13     #include <server/defs.qh>
14     #include "../deathtypes/all.qh"
15     #include <server/mutators/all.qh>
16         #include <server/steerlib.qh>
17         #include "../turrets/sv_turrets.qh"
18         #include "../turrets/util.qh"
19     #include "../vehicles/all.qh"
20     #include <server/campaign.qh>
21     #include <server/command/common.qh>
22     #include <server/command/cmd.qh>
23         #include "../triggers/triggers.qh"
24     #include <lib/csqcmodel/sv_model.qh>
25     #include <server/round_handler.qh>
26 #endif
27
28 void monsters_setstatus(entity this)
29 {
30         this.stat_monsters_total = monsters_total;
31         this.stat_monsters_killed = monsters_killed;
32 }
33
34 void monster_dropitem(entity this)
35 {
36         if(!this.candrop || !this.monster_loot)
37                 return;
38
39         vector org = this.origin + ((this.mins + this.maxs) * 0.5);
40         entity e = new(droppedweapon); // use weapon handling to remove it on touch
41         e.spawnfunc_checked = true;
42
43         e.monster_loot = this.monster_loot;
44
45         MUTATOR_CALLHOOK(MonsterDropItem, e);
46         e = other;
47
48         if(e && e.monster_loot)
49         {
50                 e.noalign = true;
51                 WITH(entity, self, e, e.monster_loot(e));
52                 e.gravity = 1;
53                 e.movetype = MOVETYPE_TOSS;
54                 e.reset = SUB_Remove;
55                 setorigin(e, org);
56                 e.velocity = randomvec() * 175 + '0 0 325';
57                 e.item_spawnshieldtime = time + 0.7;
58                 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
59         }
60 }
61
62 void monster_makevectors(entity this, entity targ)
63 {
64         if(IS_MONSTER(this))
65         {
66                 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
67                 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
68                 this.v_angle_x = -this.v_angle_x;
69         }
70
71         makevectors(this.v_angle);
72 }
73
74 // ===============
75 // Target handling
76 // ===============
77
78 bool Monster_ValidTarget(entity this, entity targ)
79 {
80         // ensure we're not checking nonexistent monster/target
81         if(!this || !targ) { return false; }
82
83         if((targ == this)
84         || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
85         || (IS_VEHICLE(targ) && !((get_monsterinfo(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
86         || (time < game_starttime) // monsters do nothing before match has started
87         || (targ.takedamage == DAMAGE_NO)
88         || (targ.items & IT_INVISIBILITY)
89         || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
90         || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
91         || (this.monster_follow == targ || targ.monster_follow == this)
92         || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
93         || (!autocvar_g_monsters_typefrag && targ.BUTTON_CHAT)
94         || (SAME_TEAM(targ, this))
95         || (STAT(FROZEN, targ))
96         || (targ.alpha != 0 && targ.alpha < 0.5)
97         )
98         {
99                 // if any of the above checks fail, target is not valid
100                 return false;
101         }
102
103         traceline(this.origin + this.view_ofs, targ.origin, 0, this);
104
105         if((trace_fraction < 1) && (trace_ent != targ))
106                 return false;
107
108         if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
109         if(this.enemy != targ)
110         {
111                 float dot;
112
113                 makevectors (this.angles);
114                 dot = normalize (targ.origin - this.origin) * v_forward;
115
116                 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
117         }
118
119         return true; // this target is valid!
120 }
121
122 entity Monster_FindTarget(entity mon)
123 {
124         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
125
126         entity head, closest_target = world;
127         head = findradius(mon.origin, mon.target_range);
128
129         while(head) // find the closest acceptable target to pass to
130         {
131                 if(head.monster_attack)
132                 if(Monster_ValidTarget(mon, head))
133                 {
134                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
135                         vector head_center = CENTER_OR_VIEWOFS(head);
136                         vector ent_center = CENTER_OR_VIEWOFS(mon);
137
138                         if(closest_target)
139                         {
140                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
141                                 if(vlen2(ent_center - head_center) < vlen2(ent_center - closest_target_center))
142                                         { closest_target = head; }
143                         }
144                         else { closest_target = head; }
145                 }
146
147                 head = head.chain;
148         }
149
150         return closest_target;
151 }
152
153 void monster_setupcolors(entity mon)
154 {
155         if(IS_PLAYER(mon.realowner))
156                 mon.colormap = mon.realowner.colormap;
157         else if(teamplay && mon.team)
158                 mon.colormap = 1024 + (mon.team - 1) * 17;
159         else
160         {
161                 if(mon.monster_skill <= MONSTER_SKILL_EASY)
162                         mon.colormap = 1029;
163                 else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
164                         mon.colormap = 1027;
165                 else if(mon.monster_skill <= MONSTER_SKILL_HARD)
166                         mon.colormap = 1038;
167                 else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
168                         mon.colormap = 1028;
169                 else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
170                         mon.colormap = 1032;
171                 else
172                         mon.colormap = 1024;
173         }
174 }
175
176 void monster_changeteam(entity ent, float newteam)
177 {
178         if(!teamplay) { return; }
179
180         ent.team = newteam;
181         ent.monster_attack = true; // new team, activate attacking
182         monster_setupcolors(ent);
183
184         if(ent.sprite)
185         {
186                 WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
187
188                 ent.sprite.team = newteam;
189                 ent.sprite.SendFlags |= 1;
190         }
191 }
192
193 .void(entity) monster_delayedfunc;
194 void Monster_Delay_Action_self();
195 void Monster_Delay_Action(entity this)
196 {
197         if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
198
199         if(this.cnt > 1)
200         {
201                 this.cnt -= 1;
202                 this.think = Monster_Delay_Action_self;
203                 this.nextthink = time + this.count;
204         }
205         else
206         {
207                 this.think = SUB_Remove_self;
208                 this.nextthink = time;
209         }
210 }
211
212 void Monster_Delay_Action_self()
213 {
214         Monster_Delay_Action(self);
215 }
216
217 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
218 {
219         // deferred attacking, checks if monster is still alive and target is still valid before attacking
220         entity e = spawn();
221
222         e.think = Monster_Delay_Action_self;
223         e.nextthink = time + defer_amnt;
224         e.count = defer_amnt;
225         e.owner = this;
226         e.monster_delayedfunc = func;
227         e.cnt = repeat_count;
228 }
229
230
231 // ==============
232 // Monster sounds
233 // ==============
234
235 string get_monster_model_datafilename(string m, float sk, string fil)
236 {
237         if(m)
238                 m = strcat(m, "_");
239         else
240                 m = "models/monsters/*_";
241         if(sk >= 0)
242                 m = strcat(m, ftos(sk));
243         else
244                 m = strcat(m, "*");
245         return strcat(m, ".", fil);
246 }
247
248 void Monster_Sound_Precache(string f)
249 {
250         float fh;
251         string s;
252         fh = fopen(f, FILE_READ);
253         if(fh < 0)
254                 return;
255         while((s = fgets(fh)))
256         {
257                 if(tokenize_console(s) != 3)
258                 {
259                         LOG_TRACE("Invalid sound info line: ", s, "\n");
260                         continue;
261                 }
262                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
263         }
264         fclose(fh);
265 }
266
267 void Monster_Sounds_Precache(entity this)
268 {
269         string m = (Monsters_from(this.monsterid)).m_model.model_str();
270         float globhandle, n, i;
271         string f;
272
273         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
274         if (globhandle < 0)
275                 return;
276         n = search_getsize(globhandle);
277         for (i = 0; i < n; ++i)
278         {
279                 //print(search_getfilename(globhandle, i), "\n");
280                 f = search_getfilename(globhandle, i);
281                 Monster_Sound_Precache(f);
282         }
283         search_end(globhandle);
284 }
285
286 void Monster_Sounds_Clear(entity this)
287 {
288 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
289         ALLMONSTERSOUNDS
290 #undef _MSOUND
291 }
292
293 .string Monster_Sound_SampleField(string type)
294 {
295         GetMonsterSoundSampleField_notFound = 0;
296         switch(type)
297         {
298 #define _MSOUND(m) case #m: return monstersound_##m;
299                 ALLMONSTERSOUNDS
300 #undef _MSOUND
301         }
302         GetMonsterSoundSampleField_notFound = 1;
303         return string_null;
304 }
305
306 bool Monster_Sounds_Load(entity this, string f, int first)
307 {
308         float fh;
309         string s;
310         var .string field;
311         fh = fopen(f, FILE_READ);
312         if(fh < 0)
313         {
314                 LOG_TRACE("Monster sound file not found: ", f, "\n");
315                 return false;
316         }
317         while((s = fgets(fh)))
318         {
319                 if(tokenize_console(s) != 3)
320                         continue;
321                 field = Monster_Sound_SampleField(argv(0));
322                 if(GetMonsterSoundSampleField_notFound)
323                         continue;
324                 if (this.(field))
325                         strunzone(this.(field));
326                 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
327         }
328         fclose(fh);
329         return true;
330 }
331
332 .int skin_for_monstersound;
333 void Monster_Sounds_Update(entity this)
334 {
335         if(this.skin == this.skin_for_monstersound) { return; }
336
337         this.skin_for_monstersound = this.skin;
338         Monster_Sounds_Clear(this);
339         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
340                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
341 }
342
343 void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan)
344 {
345         if(!autocvar_g_monsters_sounds) { return; }
346
347         if(delaytoo)
348         if(time < this.msound_delay)
349                 return; // too early
350         GlobalSound_string(this, this.(samplefield), chan, VOICETYPE_PLAYERSOUND);
351
352         this.msound_delay = time + sound_delay;
353 }
354
355
356 // =======================
357 // Monster attack handlers
358 // =======================
359
360 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
361 {
362         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
363
364         setanim(this, anim, false, true, false);
365
366         if(this.animstate_endtime > time && IS_MONSTER(this))
367                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
368         else
369                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
370
371         monster_makevectors(this, targ);
372
373         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
374
375         if(trace_ent.takedamage)
376                 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
377
378         return true;
379 }
380
381 bool Monster_Attack_Leap_Check(entity this, vector vel)
382 {
383         if(this.state && IS_MONSTER(this))
384                 return false; // already attacking
385         if(!IS_ONGROUND(this))
386                 return false; // not on the ground
387         if(this.health <= 0 || IS_DEAD(this))
388                 return false; // called when dead?
389         if(time < this.attack_finished_single[0])
390                 return false; // still attacking
391
392         vector old = this.velocity;
393
394         this.velocity = vel;
395         tracetoss(this, this);
396         this.velocity = old;
397         if (trace_ent != this.enemy)
398                 return false;
399
400         return true;
401 }
402
403 bool Monster_Attack_Leap(entity this, vector anm, void() touchfunc, vector vel, float animtime)
404 {
405         if(!Monster_Attack_Leap_Check(this, vel))
406                 return false;
407
408         setanim(this, anm, false, true, false);
409
410         if(this.animstate_endtime > time && (this.flags & FL_MONSTER))
411                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
412         else
413                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
414
415         if(this.flags & FL_MONSTER)
416                 this.state = MONSTER_ATTACK_RANGED;
417         this.touch = touchfunc;
418         this.origin_z += 1;
419         this.velocity = vel;
420         UNSET_ONGROUND(this);
421
422         return true;
423 }
424
425 void Monster_Attack_Check(entity this, entity targ)
426 {
427         if((this == world || targ == world)
428         || (!this.monster_attackfunc)
429         || (time < this.attack_finished_single[0])
430         ) { return; }
431
432         if(vdist(targ.origin - this.origin, <=, this.attack_range))
433         {
434                 bool attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ);
435                 if(attack_success == 1)
436                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
437                 else if(attack_success > 0)
438                         return;
439         }
440
441         if(vdist(targ.origin - this.origin, >, this.attack_range))
442         {
443                 float attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ);
444                 if(attack_success == 1)
445                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
446                 else if(attack_success > 0)
447                         return;
448         }
449 }
450
451
452 // ======================
453 // Main monster functions
454 // ======================
455
456 void Monster_UpdateModel(entity this)
457 {
458         // assume some defaults
459         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
460         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
461         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
462         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
463         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
464         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
465         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
466         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
467         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
468         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
469
470         // then get the real values
471         Monster mon = get_monsterinfo(this.monsterid);
472         mon.mr_anim(mon, this);
473 }
474
475 void Monster_Touch()
476 {SELFPARAM();
477         if(other == world) { return; }
478
479         if(other.monster_attack)
480         if(this.enemy != other)
481         if(!IS_MONSTER(other))
482         if(Monster_ValidTarget(this, other))
483                 this.enemy = other;
484 }
485
486 void Monster_Miniboss_Check(entity this)
487 {
488         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
489                 return;
490
491         float chance = random() * 100;
492
493         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
494         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
495         {
496                 this.health += autocvar_g_monsters_miniboss_healthboost;
497                 this.effects |= EF_RED;
498                 if(!this.weapon)
499                         this.weapon = WEP_VORTEX.m_id;
500         }
501 }
502
503 bool Monster_Respawn_Check(entity this)
504 {
505         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
506         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
507                 return true; // enabled by a mutator
508
509         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
510                 return false;
511
512         if(!autocvar_g_monsters_respawn)
513                 return false;
514
515         return true;
516 }
517
518 void Monster_Respawn() { SELFPARAM(); Monster_Spawn(this, this.monsterid); }
519
520 void Monster_Dead_Fade(entity this)
521 {
522         if(Monster_Respawn_Check(this))
523         {
524                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
525                 this.think = Monster_Respawn;
526                 this.nextthink = time + this.respawntime;
527                 this.monster_lifetime = 0;
528                 this.deadflag = DEAD_RESPAWNING;
529                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
530                 {
531                         this.pos1 = this.origin;
532                         this.pos2 = this.angles;
533                 }
534                 this.event_damage = func_null;
535                 this.takedamage = DAMAGE_NO;
536                 setorigin(this, this.pos1);
537                 this.angles = this.pos2;
538                 this.health = this.max_health;
539                 setmodel(this, MDL_Null);
540         }
541         else
542         {
543                 // number of monsters spawned with mobspawn command
544                 totalspawned -= 1;
545
546                 SUB_SetFade(this, time + 3, 1);
547         }
548 }
549
550 void Monster_Use()
551 {SELFPARAM();
552         if(Monster_ValidTarget(this, activator)) { this.enemy = activator; }
553 }
554
555 vector Monster_Move_Target(entity this, entity targ)
556 {
557         // enemy is always preferred target
558         if(this.enemy)
559         {
560                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
561                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
562                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
563
564                 if((this.enemy == world)
565                         || (IS_DEAD(this.enemy) || this.enemy.health < 1)
566                         || (STAT(FROZEN, this.enemy))
567                         || (this.enemy.flags & FL_NOTARGET)
568                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
569                         || (this.enemy.takedamage == DAMAGE_NO)
570                         || (vdist(this.origin - targ_origin, >, this.target_range))
571                         || ((trace_fraction < 1) && (trace_ent != this.enemy)))
572                 {
573                         this.enemy = world;
574                         this.pass_distance = 0;
575                 }
576
577                 if(this.enemy)
578                 {
579                         /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
580                         print("Trace origin: ", vtos(targ_origin), "\n");
581                         print("Target origin: ", vtos(this.enemy.origin), "\n");
582                         print("My origin: ", vtos(this.origin), "\n"); */
583
584                         this.monster_movestate = MONSTER_MOVE_ENEMY;
585                         this.last_trace = time + 1.2;
586                         if(this.monster_moveto)
587                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
588                         else
589                                 return targ_origin;
590                 }
591
592                 /*makevectors(this.angles);
593                 this.monster_movestate = MONSTER_MOVE_ENEMY;
594                 this.last_trace = time + 1.2;
595                 return this.enemy.origin; */
596         }
597
598         switch(this.monster_moveflags)
599         {
600                 case MONSTER_MOVE_FOLLOW:
601                 {
602                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
603                         this.last_trace = time + 0.3;
604                         return (this.monster_follow) ? this.monster_follow.origin : this.origin;
605                 }
606                 case MONSTER_MOVE_SPAWNLOC:
607                 {
608                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
609                         this.last_trace = time + 2;
610                         return this.pos1;
611                 }
612                 case MONSTER_MOVE_NOMOVE:
613                 {
614                         if(this.monster_moveto)
615                         {
616                                 this.last_trace = time + 0.5;
617                                 return this.monster_moveto;
618                         }
619                         else
620                         {
621                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
622                                 this.last_trace = time + 2;
623                         }
624                         return this.origin;
625                 }
626                 default:
627                 case MONSTER_MOVE_WANDER:
628                 {
629                         vector pos;
630                         this.monster_movestate = MONSTER_MOVE_WANDER;
631
632                         if(this.monster_moveto)
633                         {
634                                 this.last_trace = time + 0.5;
635                                 pos = this.monster_moveto;
636                         }
637                         else if(targ)
638                         {
639                                 this.last_trace = time + 0.5;
640                                 pos = targ.origin;
641                         }
642                         else
643                         {
644                                 this.last_trace = time + this.wander_delay;
645
646                                 this.angles_y = rint(random() * 500);
647                                 makevectors(this.angles);
648                                 pos = this.origin + v_forward * this.wander_distance;
649
650                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
651                                 {
652                                         pos.z = random() * 200;
653                                         if(random() >= 0.5)
654                                                 pos.z *= -1;
655                                 }
656                         }
657
658                         return pos;
659                 }
660         }
661 }
662
663 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
664 {
665         float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis
666         float initial_height = 0; //min(50, (targ_distance * tanh(20)));
667         float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
668         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
669
670         vector targpos;
671         if(current_height) // make sure we can actually do this arcing path
672         {
673                 targpos = (to + ('0 0 1' * current_height));
674                 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
675                 if(trace_fraction < 1)
676                 {
677                         //print("normal arc line failed, trying to find new pos...");
678                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
679                         targpos = (trace_endpos + '0 0 -10');
680                         WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
681                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
682                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
683                 }
684         }
685         else { targpos = to; }
686
687         //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
688
689         vector desired_direction = normalize(targpos - from);
690         if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
691         else { this.velocity = (desired_direction * movespeed); }
692
693         //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
694         //this.angles = vectoangles(this.velocity);
695 }
696
697 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
698 {
699         if(this.target2) { this.goalentity = find(world, targetname, this.target2); }
700
701         entity targ;
702
703         if(STAT(FROZEN, this) == 2)
704         {
705                 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
706                 this.health = max(1, this.revive_progress * this.max_health);
707                 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
708
709                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
710                         WaypointSprite_UpdateHealth(this.sprite, this.health);
711
712                 movelib_brake_simple(this, stpspeed);
713                 setanim(this, this.anim_idle, true, false, false);
714
715                 this.enemy = world;
716                 this.nextthink = time + this.ticrate;
717
718                 if(this.revive_progress >= 1)
719                         Unfreeze(this);
720
721                 return;
722         }
723         else if(STAT(FROZEN, this) == 3)
724         {
725                 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
726                 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
727
728                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
729                         WaypointSprite_UpdateHealth(this.sprite, this.health);
730
731                 movelib_brake_simple(this, stpspeed);
732                 setanim(this, this.anim_idle, true, false, false);
733
734                 this.enemy = world;
735                 this.nextthink = time + this.ticrate;
736
737                 if(this.health < 1)
738                 {
739                         Unfreeze(this);
740                         this.health = 0;
741                         if(this.event_damage)
742                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
743                 }
744
745                 else if ( this.revive_progress <= 0 )
746                         Unfreeze(this);
747
748                 return;
749         }
750
751         if(this.flags & FL_SWIM)
752         {
753                 if(this.waterlevel < WATERLEVEL_WETFEET)
754                 {
755                         if(time >= this.last_trace)
756                         {
757                                 this.last_trace = time + 0.4;
758
759                                 Damage (this, world, world, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
760                                 this.angles = '90 90 0';
761                                 if(random() < 0.5)
762                                 {
763                                         this.velocity_y += random() * 50;
764                                         this.velocity_x -= random() * 50;
765                                 }
766                                 else
767                                 {
768                                         this.velocity_y -= random() * 50;
769                                         this.velocity_x += random() * 50;
770                                 }
771                                 this.velocity_z += random() * 150;
772                         }
773
774
775                         this.movetype = MOVETYPE_BOUNCE;
776                         //this.velocity_z = -200;
777
778                         return;
779                 }
780                 else if(this.movetype == MOVETYPE_BOUNCE)
781                 {
782                         this.angles_x = 0;
783                         this.movetype = MOVETYPE_WALK;
784                 }
785         }
786
787         targ = this.goalentity;
788
789         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
790                 || gameover
791                 || this.draggedby != world
792                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
793                 || time < game_starttime
794                 || (autocvar_g_campaign && !campaign_bots_may_start)
795                 || time < this.spawn_time)
796         {
797                 runspeed = walkspeed = 0;
798                 if(time >= this.spawn_time)
799                         setanim(this, this.anim_idle, true, false, false);
800                 movelib_brake_simple(this, stpspeed);
801                 return;
802         }
803
804         targ = monster_target;
805         runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
806         walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
807
808         if(teamplay)
809         if(autocvar_g_monsters_teams)
810         if(DIFF_TEAM(this.monster_follow, this))
811                 this.monster_follow = world;
812
813         if(time >= this.last_enemycheck)
814         {
815                 if(!this.enemy)
816                 {
817                         this.enemy = Monster_FindTarget(this);
818                         if(this.enemy)
819                         {
820                                 WarpZone_RefSys_Copy(this.enemy, this);
821                                 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
822                                 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
823                                 this.monster_moveto = '0 0 0';
824                                 this.monster_face = '0 0 0';
825
826                                 this.pass_distance = vlen((('1 0 0' * this.enemy.origin_x) + ('0 1 0' * this.enemy.origin_y)) - (('1 0 0' *  this.origin_x) + ('0 1 0' *  this.origin_y)));
827                                 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
828                         }
829                 }
830
831                 this.last_enemycheck = time + 1; // check for enemies every second
832         }
833
834         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
835         {
836                 this.state = 0;
837                 this.touch = Monster_Touch;
838         }
839
840         if(this.state && time >= this.attack_finished_single[0])
841                 this.state = 0; // attack is over
842
843         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
844         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
845                 this.moveto = Monster_Move_Target(this, targ);
846
847         if(!this.enemy)
848                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
849
850         if(this.state == MONSTER_ATTACK_MELEE)
851                 this.moveto = this.origin;
852
853         if(this.enemy && this.enemy.vehicle)
854                 runspeed = 0;
855
856         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
857                 this.moveto_z = this.origin_z;
858
859         if(vdist(this.origin - this.moveto, >, 100))
860         {
861                 float do_run = (this.enemy || this.monster_moveto);
862                 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
863                         Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
864
865                 if(time > this.pain_finished) // TODO: use anim_finished instead!
866                 if(!this.state)
867                 if(time > this.anim_finished)
868                 if(vdist(this.velocity, >, 10))
869                         setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
870                 else
871                         setanim(this, this.anim_idle, true, false, false);
872         }
873         else
874         {
875                 entity e = find(world, targetname, this.target2);
876                 if(e.target2)
877                         this.target2 = e.target2;
878                 else if(e.target)
879                         this.target2 = e.target;
880
881                 movelib_brake_simple(this, stpspeed);
882                 if(time > this.anim_finished)
883                 if(time > this.pain_finished)
884                 if(!this.state)
885                 if(vdist(this.velocity, <=, 30))
886                         setanim(this, this.anim_idle, true, false, false);
887         }
888
889         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
890
891         vector real_angle = vectoangles(this.steerto) - this.angles;
892         float turny = 25;
893         if(this.state == MONSTER_ATTACK_MELEE)
894                 turny = 0;
895         if(turny)
896         {
897                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
898                 this.angles_y += turny;
899         }
900
901         Monster_Attack_Check(this, this.enemy);
902 }
903
904 void Monster_Remove(entity this)
905 {
906         .entity weaponentity = weaponentities[0];
907         if(!this) { return; }
908
909         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
910                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
911
912         if(this.(weaponentity)) { remove(this.(weaponentity)); }
913         if(this.iceblock) { remove(this.iceblock); }
914         WaypointSprite_Kill(this.sprite);
915         remove(this);
916 }
917
918 void Monster_Dead_Think()
919 {SELFPARAM();
920         this.nextthink = time + this.ticrate;
921
922         if(this.monster_lifetime != 0)
923         if(time >= this.monster_lifetime)
924         {
925                 Monster_Dead_Fade(this);
926                 return;
927         }
928 }
929
930 void Monster_Appear()
931 {SELFPARAM();
932         this.enemy = activator;
933         this.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
934         Monster_Spawn(this, this.monsterid);
935 }
936
937 bool Monster_Appear_Check(entity this, int monster_id)
938 {
939         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
940                 return false;
941
942         this.think = func_null;
943         this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
944         this.nextthink = 0;
945         this.use = Monster_Appear;
946         this.flags = FL_MONSTER; // set so this monster can get butchered
947
948         return true;
949 }
950
951 void Monster_Reset(entity this)
952 {
953         setorigin(this, this.pos1);
954         this.angles = this.pos2;
955
956         Unfreeze(this); // remove any icy remains
957
958         this.health = this.max_health;
959         this.velocity = '0 0 0';
960         this.enemy = world;
961         this.goalentity = world;
962         this.attack_finished_single[0] = 0;
963         this.moveto = this.origin;
964 }
965
966 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
967 {
968         this.health -= damage;
969
970         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
971
972         if(this.health <= -50) // 100 health until gone?
973         {
974                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
975
976                 // number of monsters spawned with mobspawn command
977                 totalspawned -= 1;
978
979                 this.think = SUB_Remove_self;
980                 this.nextthink = time + 0.1;
981                 this.event_damage = func_null;
982         }
983 }
984
985 void Monster_Dead(entity this, entity attacker, float gibbed)
986 {
987         this.think = Monster_Dead_Think;
988         this.nextthink = time;
989         this.monster_lifetime = time + 5;
990
991         if(STAT(FROZEN, this))
992         {
993                 Unfreeze(this); // remove any icy remains
994                 this.health = 0; // reset by Unfreeze
995         }
996
997         monster_dropitem(this);
998
999         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
1000
1001         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1002                 monsters_killed += 1;
1003
1004         if(IS_PLAYER(attacker))
1005         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
1006                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1007
1008         if(gibbed)
1009         {
1010                 // number of monsters spawned with mobspawn command
1011                 totalspawned -= 1;
1012         }
1013
1014         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
1015         this.solid                      = SOLID_CORPSE;
1016         this.takedamage         = DAMAGE_AIM;
1017         this.deadflag           = DEAD_DEAD;
1018         this.enemy                      = world;
1019         this.movetype           = MOVETYPE_TOSS;
1020         this.moveto                     = this.origin;
1021         this.touch                      = Monster_Touch; // reset incase monster was pouncing
1022         this.reset                      = func_null;
1023         this.state                      = 0;
1024         this.attack_finished_single[0] = 0;
1025         this.effects = 0;
1026
1027         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
1028                 this.velocity = '0 0 0';
1029
1030         CSQCModel_UnlinkEntity(this);
1031
1032         Monster mon = get_monsterinfo(this.monsterid);
1033         mon.mr_death(mon, this);
1034
1035         if(this.candrop && this.weapon)
1036                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325');
1037 }
1038
1039 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1040 {
1041         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1042                 return;
1043
1044         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1045                 return;
1046
1047         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1048                 //return;
1049
1050         if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1051                 return;
1052
1053         if(deathtype == DEATH_FALL.m_id && this.draggedby != world)
1054                 return;
1055
1056         vector v;
1057         float take, save;
1058
1059         v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1060         take = v_x;
1061         save = v_y;
1062
1063         damage_take = take;
1064         frag_attacker = attacker;
1065         frag_deathtype = deathtype;
1066         Monster mon = get_monsterinfo(this.monsterid);
1067         mon.mr_pain(mon, this);
1068         take = damage_take;
1069
1070         if(take)
1071         {
1072                 this.health -= take;
1073                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1074         }
1075
1076         if(this.sprite)
1077                 WaypointSprite_UpdateHealth(this.sprite, this.health);
1078
1079         this.dmg_time = time;
1080
1081         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
1082                 spamsound (this, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1083
1084         this.velocity += force * this.damageforcescale;
1085
1086         if(deathtype != DEATH_DROWN.m_id && take)
1087         {
1088                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1089                 if (take > 50)
1090                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1091                 if (take > 100)
1092                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1093         }
1094
1095         if(this.health <= 0)
1096         {
1097                 if(deathtype == DEATH_KILL.m_id)
1098                         this.candrop = false; // killed by mobkill command
1099
1100                 // TODO: fix this?
1101                 activator = attacker;
1102                 other = this.enemy;
1103                 WITH(entity, self, this, SUB_UseTargets());
1104                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1105
1106                 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1107
1108                 WaypointSprite_Kill(this.sprite);
1109
1110                 MUTATOR_CALLHOOK(MonsterDies, this, attacker);
1111
1112                 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1113                 {
1114                         Violence_GibSplash(this, 1, 0.5, attacker);
1115
1116                         this.think = SUB_Remove_self;
1117                         this.nextthink = time + 0.1;
1118                 }
1119         }
1120 }
1121
1122 // don't check for enemies, just keep walking in a straight line
1123 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1124 {
1125         if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1126         {
1127                 mspeed = 0;
1128                 if(time >= this.spawn_time)
1129                         setanim(this, this.anim_idle, true, false, false);
1130                 movelib_brake_simple(this, 0.6);
1131                 return;
1132         }
1133
1134         float reverse = false;
1135         vector a, b;
1136
1137         makevectors(this.angles);
1138         a = this.origin + '0 0 16';
1139         b = this.origin + '0 0 16' + v_forward * 32;
1140
1141         traceline(a, b, MOVE_NORMAL, this);
1142
1143         if(trace_fraction != 1.0)
1144         {
1145                 reverse = true;
1146
1147                 if(trace_ent)
1148                 if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH))
1149                         reverse = false;
1150         }
1151
1152         // TODO: fix this... tracing is broken if the floor is thin
1153         /*
1154         if(!allow_jumpoff)
1155         {
1156                 a = b - '0 0 32';
1157                 traceline(b, a, MOVE_WORLDONLY, this);
1158                 if(trace_fraction == 1.0)
1159                         reverse = true;
1160         } */
1161
1162         if(reverse)
1163         {
1164                 this.angles_y = anglemods(this.angles_y - 180);
1165                 makevectors(this.angles);
1166         }
1167
1168         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1169
1170         if(time > this.pain_finished)
1171         if(time > this.attack_finished_single[0])
1172         if(vdist(this.velocity, >, 10))
1173                 setanim(this, this.anim_walk, true, false, false);
1174         else
1175                 setanim(this, this.anim_idle, true, false, false);
1176 }
1177
1178 void Monster_Anim(entity this)
1179 {
1180         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1181         if(IS_DEAD(this))
1182         {
1183                 if (!deadbits)
1184                 {
1185                         // Decide on which death animation to use.
1186                         if(random() < 0.5)
1187                                 deadbits = ANIMSTATE_DEAD1;
1188                         else
1189                                 deadbits = ANIMSTATE_DEAD2;
1190                 }
1191         }
1192         else
1193         {
1194                 // Clear a previous death animation.
1195                 deadbits = 0;
1196         }
1197         int animbits = deadbits;
1198         if(STAT(FROZEN, this))
1199                 animbits |= ANIMSTATE_FROZEN;
1200         if(this.crouch)
1201                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1202         animdecide_setstate(this, animbits, false);
1203         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1204
1205         /* // weapon entities for monsters?
1206         if (this.weaponentity)
1207         {
1208                 updateanim(this.weaponentity);
1209                 if (!this.weaponentity.animstate_override)
1210                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1211         }
1212         */
1213 }
1214
1215 void Monster_Think()
1216 {SELFPARAM();
1217         this.think = Monster_Think;
1218         this.nextthink = this.ticrate;
1219
1220         if(this.monster_lifetime)
1221         if(time >= this.monster_lifetime)
1222         {
1223                 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1224                 return;
1225         }
1226
1227         Monster mon = get_monsterinfo(this.monsterid);
1228         if(mon.mr_think(mon, this))
1229                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1230
1231         Monster_Anim(this);
1232
1233         CSQCMODEL_AUTOUPDATE(this);
1234 }
1235
1236 bool Monster_Spawn_Setup(entity this)
1237 {
1238         Monster mon = Monsters_from(this.monsterid);
1239         mon.mr_setup(mon, this);
1240
1241         // ensure some basic needs are met
1242         if(!this.health) { this.health = 100; }
1243         if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1244         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1245         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1246         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1247         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1248         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1249
1250         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1251         {
1252                 Monster_Miniboss_Check(this);
1253                 this.health *= MONSTER_SKILLMOD(this);
1254
1255                 if(!this.skin)
1256                         this.skin = rint(random() * 4);
1257         }
1258
1259         this.max_health = this.health;
1260         this.pain_finished = this.nextthink;
1261
1262         if(IS_PLAYER(this.monster_follow))
1263                 this.effects |= EF_DIMLIGHT;
1264
1265         if(!this.wander_delay) { this.wander_delay = 2; }
1266         if(!this.wander_distance) { this.wander_distance = 600; }
1267
1268         Monster_Sounds_Precache(this);
1269         Monster_Sounds_Update(this);
1270
1271         if(teamplay)
1272                 this.monster_attack = true; // we can have monster enemies in team games
1273
1274         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1275
1276         if(autocvar_g_monsters_healthbars)
1277         {
1278                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), world, this.team, this, sprite, true, RADARICON_DANGER);
1279                 wp.wp_extra = this.monsterid;
1280                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1281                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1282                 {
1283                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1284                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1285                 }
1286         }
1287
1288         this.think = Monster_Think;
1289         this.nextthink = time + this.ticrate;
1290
1291         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1292                 return false;
1293
1294         return true;
1295 }
1296
1297 bool Monster_Spawn(entity this, int mon_id)
1298 {
1299         // setup the basic required properties for a monster
1300         entity mon = Monsters_from(mon_id);
1301         if(!mon.monsterid) { return false; } // invalid monster
1302
1303         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1304
1305         if(Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1306
1307         if(!this.monster_skill)
1308                 this.monster_skill = cvar("g_monsters_skill");
1309
1310         // support for quake style removing monsters based on skill
1311         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1312         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1313         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1314
1315         if(this.team && !teamplay)
1316                 this.team = 0;
1317
1318         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1319         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1320                 monsters_total += 1;
1321
1322         setmodel(this, mon.m_model);
1323         this.flags                              = FL_MONSTER;
1324         this.classname                  = "monster";
1325         this.takedamage                 = DAMAGE_AIM;
1326         this.bot_attack                 = true;
1327         this.iscreature                 = true;
1328         this.teleportable               = true;
1329         this.damagedbycontents  = true;
1330         this.monsterid                  = mon_id;
1331         this.event_damage               = Monster_Damage;
1332         this.touch                              = Monster_Touch;
1333         this.use                                = Monster_Use;
1334         this.solid                              = SOLID_BBOX;
1335         this.movetype                   = MOVETYPE_WALK;
1336         this.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1337         this.enemy                              = world;
1338         this.velocity                   = '0 0 0';
1339         this.moveto                             = this.origin;
1340         this.pos1                               = this.origin;
1341         this.pos2                               = this.angles;
1342         this.reset                              = Monster_Reset;
1343         this.netname                    = mon.netname;
1344         this.monster_attackfunc = mon.monster_attackfunc;
1345         this.monster_name               = mon.monster_name;
1346         this.candrop                    = true;
1347         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1348         this.oldtarget2                 = this.target2;
1349         this.pass_distance              = 0;
1350         this.deadflag                   = DEAD_NO;
1351         this.noalign                    = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
1352         this.spawn_time                 = time;
1353         this.gravity                    = 1;
1354         this.monster_moveto             = '0 0 0';
1355         this.monster_face               = '0 0 0';
1356         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1357
1358         if(!this.scale) { this.scale = 1; }
1359         if(autocvar_g_monsters_edit) { this.grab = 1; }
1360         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1361         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1362         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1363
1364         if(autocvar_g_playerclip_collisions)
1365                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1366
1367         if(mon.spawnflags & MONSTER_TYPE_FLY)
1368         {
1369                 this.flags |= FL_FLY;
1370                 this.movetype = MOVETYPE_FLY;
1371         }
1372
1373         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1374         {
1375                 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1376                         this.scale *= 1.3;
1377
1378                 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1379                 if(autocvar_g_monsters_quake_resize)
1380                         this.scale *= 1.3;
1381         }
1382
1383         setsize(this, mon.mins * this.scale, mon.maxs * this.scale);
1384
1385         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1386
1387         Monster_UpdateModel(this);
1388
1389         if(!Monster_Spawn_Setup(this))
1390         {
1391                 Monster_Remove(this);
1392                 return false;
1393         }
1394
1395         if(!this.noalign)
1396         {
1397                 setorigin(this, this.origin + '0 0 20');
1398                 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1399                 setorigin(this, trace_endpos);
1400         }
1401
1402         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1403                 monster_setupcolors(this);
1404
1405         CSQCMODEL_AUTOINIT(this);
1406
1407         return true;
1408 }