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1 // =========================
2 //  SVQC Monster Properties
3 // =========================
4
5
6 void M_Item_Touch ()
7 {
8         if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
9         {
10                 Item_Touch();
11                 self.think = SUB_Remove;
12                 self.nextthink = time + 0.1;
13         }
14 }
15
16 void monster_item_spawn()
17 {
18         if(self.monster_loot)
19                 self.monster_loot();
20         
21         self.gravity = 1;
22         self.velocity = randomvec() * 175 + '0 0 325';
23         self.touch = M_Item_Touch;
24         
25         SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
26 }
27
28 void monster_dropitem()
29 {
30         if(!self.candrop || !self.monster_loot)
31                 return;
32
33         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
34         entity e = spawn();
35         
36         setorigin(e, org);
37         
38         e.monster_loot = self.monster_loot;
39         
40         other = e;
41         MUTATOR_CALLHOOK(MonsterDropItem);
42         e = other;
43         
44         e.think = monster_item_spawn;
45         e.nextthink = time + 0.3;
46 }
47
48 void monsters_setframe(float _frame)
49 {
50         if(self.frame == _frame)
51                 return;
52                 
53         self.anim_start_time = time;
54         self.frame = _frame;
55         self.SendFlags |= MSF_ANIM;
56 }
57
58 float monster_isvalidtarget (entity targ, entity ent)
59 {
60         if(!targ || !ent)
61                 return FALSE; // someone doesn't exist
62                 
63         if(targ == ent)
64                 return FALSE; // don't attack ourselves
65                 
66         if(time < game_starttime)
67                 return FALSE; // monsters do nothing before the match has started
68                 
69         WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
70         
71         if(vlen(targ.origin - ent.origin) >= ent.target_range)
72                 return FALSE; // enemy is too far away
73         
74         if(trace_ent != targ)
75                 return FALSE; // we can't see the enemy
76                 
77         if(targ.takedamage == DAMAGE_NO)
78                 return FALSE; // enemy can't be damaged
79                 
80         if(targ.items & IT_INVISIBILITY)
81                 return FALSE; // enemy is invisible
82                 
83         if(substring(targ.classname, 0, 10) == "onslaught_")
84                 return FALSE; // don't attack onslaught targets
85         
86         if(IS_SPEC(targ) || IS_OBSERVER(targ))
87                 return FALSE; // enemy is a spectator
88         
89         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
90                 return FALSE; // enemy/self is dead
91                 
92         if(ent.monster_owner == targ)
93                 return FALSE; // don't attack our master
94                 
95         if(targ.monster_owner == ent)
96                 return FALSE; // don't attack our pet
97         
98         if(targ.flags & FL_NOTARGET)
99                 return FALSE; // enemy can't be targeted
100         
101         if not(autocvar_g_monsters_typefrag)
102         if(targ.BUTTON_CHAT)
103                 return FALSE; // no typefragging!
104         
105         if not(IsDifferentTeam(targ, ent))
106                 return FALSE; // enemy is on our team
107                 
108         if(autocvar_g_monsters_target_infront)
109         if(ent.enemy != targ)
110         {
111                 float dot;
112
113                 makevectors (ent.angles);
114                 dot = normalize (targ.origin - ent.origin) * v_forward;
115                 
116                 if(dot <= 0.3)
117                         return FALSE;
118         }
119         
120         return TRUE;
121 }
122
123 entity FindTarget (entity ent) 
124 {
125         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
126         
127         entity head, closest_target = world;
128         head = findradius(ent.origin, ent.target_range);
129                         
130         while(head) // find the closest acceptable target to pass to
131         {
132                 if(monster_isvalidtarget(head, ent))
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(ent);
137                                         
138                         //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
139                         if(closest_target)
140                         {
141                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
142                                 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
143                                         { closest_target = head; }
144                         }
145                         else { closest_target = head; }
146                 }
147                 
148                 head = head.chain;
149         }
150         
151         return closest_target;
152 }
153
154 void MonsterTouch ()
155 {
156         if(other == world)
157                 return;
158                 
159         if(self.enemy != other)
160         if not(other.flags & FL_MONSTER)
161         if(monster_isvalidtarget(other, self))
162                 self.enemy = other;
163 }
164
165 void monster_sound(string msound, float sound_delay, float delaytoo)
166 {
167         if(delaytoo && time < self.msound_delay)
168                 return; // too early
169                 
170         if(msound == "")
171                 return; // sound doesn't exist
172
173         sound(self, CHAN_AUTO, msound, VOL_BASE, ATTEN_NORM);
174
175         self.msound_delay = time + sound_delay;
176 }
177
178 void monster_precachesounds(entity e)
179 {
180         precache_sound(e.msound_idle);
181         precache_sound(e.msound_death);
182         precache_sound(e.msound_attack_melee);
183         precache_sound(e.msound_attack_ranged);
184         precache_sound(e.msound_sight);
185         precache_sound(e.msound_pain);
186 }
187
188 void monster_setupsounds(string mon)
189 {
190         if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
191         if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
192         if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
193         if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
194         if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
195         if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
196 }
197
198 void monster_makevectors(entity e)
199 {
200         vector v;
201                 
202         v = CENTER_OR_VIEWOFS(e);
203         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
204         self.v_angle_x = -self.v_angle_x;
205         
206         makevectors(self.v_angle);
207 }
208
209 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
210 {
211         float rdmg = damg * random();
212
213         if (self.health <= 0)
214                 return FALSE;
215         if (targ == world)
216                 return FALSE;
217                 
218         if(dostop)
219         {
220                 self.velocity_x = 0;
221                 self.velocity_y = 0;
222                 self.state = MONSTER_STATE_ATTACK_MELEE;
223                 self.SendFlags |= MSF_MOVE;
224         }
225         
226         monsters_setframe(anim);
227         
228         if(anim_finished != 0)
229                 self.attack_finished_single = time + anim_finished;
230
231         monster_makevectors(targ);
232         
233         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
234         
235         if(trace_ent.takedamage)
236                 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
237                 
238         return TRUE;
239 }
240
241 void Monster_CheckMinibossFlag ()
242 {
243         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
244                 return;
245                 
246         float chance = random() * 100;
247
248         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
249         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
250         {
251                 self.health += autocvar_g_monsters_miniboss_healthboost;
252                 if not(self.weapon)
253                         self.weapon = WEP_NEX;
254         }
255 }
256
257 float Monster_CanRespawn(entity ent)
258 {
259         other = ent;
260         if(MUTATOR_CALLHOOK(MonsterRespawn))
261                 return TRUE; // enabled by a mutator
262                 
263         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
264                 return FALSE;
265                 
266         if not(autocvar_g_monsters_respawn)
267                 return FALSE;
268                 
269         return TRUE;
270 }
271
272 void Monster_Fade ()
273 {
274         if(Monster_CanRespawn(self))
275         {
276                 self.monster_respawned = TRUE;
277                 self.think = self.monster_spawnfunc;
278                 self.nextthink = time + self.respawntime;
279                 self.deadflag = DEAD_RESPAWNING;
280                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
281                 {
282                         self.pos1 = self.origin;
283                         self.pos2 = self.angles;
284                 }
285                 self.event_damage = func_null;
286                 self.takedamage = DAMAGE_NO;
287                 setorigin(self, self.pos1);
288                 self.angles = self.pos2;
289                 self.health = self.max_health;
290                 
291                 self.SendFlags |= MSF_MOVE;
292                 self.SendFlags |= MSF_STATUS;
293         }
294         else
295                 SUB_SetFade(self, time + 3, 1);
296 }
297
298 float Monster_CanJump (vector vel)
299 {
300         if(self.state)
301                 return FALSE; // already attacking
302         if not(self.flags & FL_ONGROUND)
303                 return FALSE; // not on the ground
304         if(self.health <= 0)
305                 return FALSE; // called when dead?
306         if(time < self.attack_finished_single)
307                 return FALSE; // still attacking
308
309         vector old = self.velocity;
310         
311         self.velocity = vel;
312         tracetoss(self, self);
313         self.velocity = old;
314         if (trace_ent != self.enemy)
315                 return FALSE;
316
317         return TRUE;
318 }
319
320 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
321 {
322         if(!Monster_CanJump(vel))
323                 return FALSE;
324                 
325         monsters_setframe(anm);
326         self.state = MONSTER_STATE_ATTACK_LEAP;
327         self.touch = touchfunc;
328         self.origin_z += 1;
329         self.velocity = vel;
330         self.flags &= ~FL_ONGROUND;
331                 
332         self.attack_finished_single = time + anim_finished;
333         
334         return TRUE;
335 }
336
337 void monster_checkattack(entity e, entity targ)
338 {
339         if(e == world)
340                 return;
341         if(targ == world)
342                 return;
343                 
344         if not(e.monster_attackfunc)
345                 return;
346         
347         if(time < e.attack_finished_single)
348                 return;
349                 
350         if(vlen(targ.origin - e.origin) <= e.attack_range)
351         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
352         {
353                 monster_sound(e.msound_attack_melee, 0, FALSE);
354                 return;
355         }
356         
357         if(vlen(targ.origin - e.origin) > e.attack_range)
358         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
359         {
360                 monster_sound(e.msound_attack_ranged, 0, FALSE);
361                 return;
362         }
363 }
364
365 void monster_use ()
366 {
367         if (self.enemy)
368                 return;
369         if (self.health <= 0)
370                 return;
371
372         if(!monster_isvalidtarget(activator, self))
373                 return;
374
375         self.enemy = activator;
376 }
377
378 .float last_trace;
379 .float last_enemycheck; // for checking enemy
380 vector monster_pickmovetarget(entity targ)
381 {
382         // enemy is always preferred target
383         if(self.enemy)
384         {
385                 self.monster_movestate = MONSTER_MOVE_ENEMY;
386                 self.last_trace = time + 1.2;
387                 return self.enemy.origin;
388         }
389         
390         switch(self.monster_moveflags)
391         {
392                 case MONSTER_MOVE_OWNER:
393                 {
394                         self.monster_movestate = MONSTER_MOVE_OWNER;
395                         self.last_trace = time + 0.3;
396                         if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
397                                 return self.monster_owner.origin;
398                 }
399                 case MONSTER_MOVE_SPAWNLOC:
400                 {
401                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
402                         self.last_trace = time + 2;
403                         return self.pos1;
404                 }
405                 case MONSTER_MOVE_NOMOVE:
406                 {
407                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
408                         self.last_trace = time + 2;
409                         return self.origin;
410                 }
411                 default:
412                 case MONSTER_MOVE_WANDER:
413                 {
414                         vector pos;
415                         self.monster_movestate = MONSTER_MOVE_WANDER;
416                         self.last_trace = time + 2;
417                                 
418                         self.angles_y = random() * 500;
419                         makevectors(self.angles);
420                         pos = self.origin + v_forward * 600;
421                         
422                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
423                         {
424                                 pos_z = random() * 200;
425                                 if(random() >= 0.5)
426                                         pos_z *= -1;
427                         }
428                         
429                         if(targ)
430                         {
431                                 self.last_trace = time + 0.5;
432                                 pos = targ.origin;
433                         }
434                         
435                         return pos;
436                 }
437         }
438 }
439
440 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
441 {
442         fixedmakevectors(self.angles);
443
444         if(self.target2)
445                 self.goalentity = find(world, targetname, self.target2);
446                 
447         entity targ;
448
449         if(self.frozen)
450         {
451                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
452                 self.health = max(1, self.max_health * self.revive_progress);
453                 
454                 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
455                         
456                 movelib_beak_simple(stopspeed);
457                         
458                 self.velocity = '0 0 0';
459                 self.enemy = world;
460                 self.nextthink = time + 0.1;
461                 
462                 if(self.revive_progress >= 1)
463                         Unfreeze(self); // wait for next think before attacking
464                         
465                 // don't bother updating angles here?
466                 if(self.origin != self.oldorigin)
467                 {
468                         self.oldorigin = self.origin;
469                         self.SendFlags |= MSF_MOVE;
470                 }
471                         
472                 return; // no moving while frozen
473         }
474         
475         if(self.flags & FL_SWIM)
476         {
477                 if(self.waterlevel < WATERLEVEL_WETFEET)
478                 {
479                         if(time >= self.last_trace)
480                         {
481                                 self.last_trace = time + 0.4;
482                                 
483                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
484                                 self.angles = '90 90 0';
485                                 if(random() < 0.5)
486                                 {
487                                         self.velocity_y += random() * 50;
488                                         self.velocity_x -= random() * 50;
489                                 }
490                                 else
491                                 {
492                                         self.velocity_y -= random() * 50;
493                                         self.velocity_x += random() * 50;
494                                 }
495                                 self.velocity_z += random() * 150;
496                         }
497                                 
498                         
499                         self.movetype = MOVETYPE_BOUNCE;
500                         //self.velocity_z = -200;
501                                 
502                         self.SendFlags |= MSF_MOVE | MSF_ANG;
503                         
504                         return;
505                 }
506                 else
507                 {
508                         self.angles = '0 0 0';
509                         self.movetype = MOVETYPE_WALK;
510                 }
511         }
512         
513         targ = self.goalentity;
514         
515         monster_target = targ;
516         monster_speed_run = runspeed;
517         monster_speed_walk = walkspeed;
518         
519         if(MUTATOR_CALLHOOK(MonsterMove) || gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
520         {
521                 runspeed = walkspeed = 0;
522                 if(time >= self.spawn_time)
523                         monsters_setframe(manim_idle);
524                 movelib_beak_simple(stopspeed);
525                 self.SendFlags |= MSF_MOVE;
526                 return;
527         }
528         
529         targ = monster_target;
530         runspeed = monster_speed_run;
531         walkspeed = monster_speed_walk;
532         
533         if(teamplay)
534         if(autocvar_g_monsters_teams)
535         if(IsDifferentTeam(self.monster_owner, self))
536                 self.monster_owner = world;
537         
538         if(self.enemy && self.enemy.health < 1)
539                 self.enemy = world; // enough!
540                 
541         if(time >= self.last_enemycheck)
542         {
543                 if not(monster_isvalidtarget(self.enemy, self))
544                         self.enemy = world;
545                         
546                 if not(self.enemy)
547                 {
548                         self.enemy = FindTarget(self);
549                         if(self.enemy)
550                                 monster_sound(self.msound_sight, 0, FALSE);
551                 }
552                         
553                 self.last_enemycheck = time + 2;
554         }
555         
556         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
557                 self.state = 0;
558                 
559         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
560         if(time >= self.last_trace || self.enemy) // update enemy instantly
561                 self.moveto = monster_pickmovetarget(targ);
562
563         if not(self.enemy)
564                 monster_sound(self.msound_idle, 5, TRUE);
565         
566         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
567                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
568         
569         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
570         {
571                 self.state = 0;
572                 self.touch = MonsterTouch;
573         }
574         
575         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
576         
577         float turny = 0;
578         vector real_angle = vectoangles(self.steerto) - self.angles;
579         
580         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
581                 turny = 20;
582                 
583         if(self.flags & FL_SWIM)
584                 turny = vlen(self.angles - self.moveto);
585         
586         if(turny)
587         {
588                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
589                 self.angles_y += turny;
590         }
591         
592         if(self.state == MONSTER_STATE_ATTACK_MELEE)
593                 self.moveto = self.origin;
594         else if(self.enemy)
595                 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
596         
597         if not(self.flags & FL_FLY || self.flags & FL_SWIM)
598                 self.moveto_z = self.origin_z; 
599         
600         if(self.flags & FL_FLY || self.flags & FL_SWIM)
601                 v_forward = normalize(self.moveto - self.origin);
602
603         if(vlen(self.origin - self.moveto) > 64)
604         {
605                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
606                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
607                 else
608                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
609                 if(time > self.pain_finished)
610                 if(time > self.attack_finished_single)
611                 if(vlen(self.velocity) > 0)
612                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
613                 else
614                         monsters_setframe(manim_idle);
615         }
616         else
617         {
618                 entity e = find(world, targetname, self.target2);
619                 if(e.target2)
620                         self.target2 = e.target2;
621                 else if(e.target)
622                         self.target2 = e.target;
623                 
624                 movelib_beak_simple(stopspeed);
625                 if(time > self.attack_finished_single)
626                 if(time > self.pain_finished)
627                 if (vlen(self.velocity) <= 30)
628                         monsters_setframe(manim_idle);
629         }
630         
631         monster_checkattack(self, self.enemy);
632         
633         if(self.angles != self.oldangles)
634         {
635                 self.oldangles = self.angles;
636                 self.SendFlags |= MSF_ANG;
637         }
638         
639         if(self.origin != self.oldorigin)
640         {
641                 self.oldorigin = self.origin;
642                 self.SendFlags |= MSF_MOVE;
643         }
644 }
645
646 void monster_dead_think()
647 {
648         self.think = monster_dead_think;
649         self.nextthink = time + 0.3; // don't need to update so often now
650         
651         self.deadflag = DEAD_DEAD;
652
653         if(time >= self.ltime)
654         {
655                 Monster_Fade();
656                 return;
657         }
658         
659         self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
660 }
661
662 void monsters_setstatus()
663 {
664         self.stat_monsters_total = monsters_total;
665         self.stat_monsters_killed = monsters_killed;
666 }
667
668 void Monster_Appear()
669 {
670         self.enemy = activator;
671         self.spawnflags &= ~MONSTERFLAG_APPEAR;
672         self.monster_spawnfunc();
673 }
674
675 float Monster_CheckAppearFlags(entity ent)
676 {
677         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
678                 return FALSE;
679         
680         ent.think = func_null;
681         ent.nextthink = 0;
682         ent.use = Monster_Appear;
683         ent.flags = FL_MONSTER; // set so this monster can get butchered
684         
685         return TRUE;
686 }
687
688 void monsters_reset()
689 {
690         setorigin(self, self.pos1);
691         self.angles = self.pos2;
692         
693         self.health = self.max_health;
694         self.velocity = '0 0 0';
695         self.enemy = world;
696         self.goalentity = world;
697         self.attack_finished_single = 0;
698         self.moveto = self.origin;
699         
700         WaypointSprite_UpdateHealth(self.sprite, self.health);
701 }
702
703 float monster_send(entity to, float sf)
704 {
705         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
706         WriteByte(MSG_ENTITY, sf);
707         if(sf & MSF_SETUP)
708         {
709             WriteByte(MSG_ENTITY, self.monsterid);
710             
711             WriteCoord(MSG_ENTITY, self.origin_x);
712             WriteCoord(MSG_ENTITY, self.origin_y);
713             WriteCoord(MSG_ENTITY, self.origin_z);
714             
715             WriteAngle(MSG_ENTITY, self.angles_x);
716             WriteAngle(MSG_ENTITY, self.angles_y);
717                 
718                 WriteByte(MSG_ENTITY, self.skin);
719                 WriteByte(MSG_ENTITY, self.team);
720     }
721     
722     if(sf & MSF_ANG)
723     {
724         WriteShort(MSG_ENTITY, rint(self.angles_x));
725         WriteShort(MSG_ENTITY, rint(self.angles_y));
726     }
727     
728     if(sf & MSF_MOVE)
729     {
730         WriteShort(MSG_ENTITY, rint(self.origin_x));
731         WriteShort(MSG_ENTITY, rint(self.origin_y));
732         WriteShort(MSG_ENTITY, rint(self.origin_z));
733
734         WriteShort(MSG_ENTITY, rint(self.velocity_x));
735         WriteShort(MSG_ENTITY, rint(self.velocity_y));
736         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
737         
738         WriteShort(MSG_ENTITY, rint(self.angles_y));        
739     }
740     
741     if(sf & MSF_ANIM)
742     {
743         WriteCoord(MSG_ENTITY, self.anim_start_time);
744         WriteByte(MSG_ENTITY, self.frame);
745     }
746     
747     if(sf & MSF_STATUS)
748     {
749                 WriteByte(MSG_ENTITY, self.skin);
750                 
751         WriteByte(MSG_ENTITY, self.team);
752                 
753                 WriteByte(MSG_ENTITY, self.deadflag);
754         
755         if(self.health <= 0)
756             WriteByte(MSG_ENTITY, 0);
757         else
758             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
759     }
760     
761         return TRUE;
762 }
763
764 void monster_link(void() spawnproc)
765 {
766     Net_LinkEntity(self, TRUE, 0, monster_send);
767     self.think      = spawnproc;
768     self.nextthink  = time;
769 }
770
771 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
772 {
773         self.health -= damage;
774                 
775         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
776                 
777         if(self.health <= -100) // 100 health until gone?
778         {
779                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
780                 
781                 self.think = SUB_Remove;
782                 self.nextthink = time + 0.1;
783         }
784 }
785
786 void monster_die()
787 {
788         self.think = monster_dead_think;
789         self.nextthink = self.ticrate;
790         self.ltime = time + 5;
791         
792         monster_dropitem();
793
794         WaypointSprite_Kill(self.sprite);
795                 
796         if(self.weaponentity)
797         {
798                 remove(self.weaponentity);
799                 self.weaponentity = world;
800         }
801                 
802         monster_sound(self.msound_death, 0, FALSE);
803                 
804         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
805                 monsters_killed += 1;
806                 
807         if(self.candrop && self.weapon)
808                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
809                 
810         if(IS_CLIENT(self.realowner))
811                 self.realowner.monstercount -= 1;
812                 
813         self.event_damage       = monsters_corpse_damage;
814         self.solid                      = SOLID_CORPSE;
815         self.takedamage         = DAMAGE_AIM;
816         self.enemy                      = world;
817         self.movetype           = MOVETYPE_TOSS;
818         self.moveto                     = self.origin;
819         self.touch                      = MonsterTouch; // reset incase monster was pouncing
820         
821         if not(self.flags & FL_FLY)
822                 self.velocity = '0 0 0';
823         
824         self.SendFlags |= MSF_MOVE;
825         
826         // number of monsters spawned with mobspawn command
827         totalspawned -= 1;
828         
829         MON_ACTION(self.monsterid, MR_DEATH);
830 }
831
832 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
833 {
834         if(self.frozen && deathtype != DEATH_KILL)
835                 return;
836                 
837         if(time < self.pain_finished && deathtype != DEATH_KILL)
838                 return;
839                 
840         if(time < self.spawnshieldtime)
841                 return;
842                 
843         if(deathtype != DEATH_KILL)
844                 damage *= self.armorvalue;
845                 
846         if(self.weaponentity && self.weaponentity.classname == "shield")
847                 self.weaponentity.health -= damage;
848                 
849         self.health -= damage;
850         
851         if(self.sprite)
852                 WaypointSprite_UpdateHealth(self.sprite, self.health);
853                 
854         self.dmg_time = time;
855
856         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
857                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
858         
859         self.velocity += force * self.damageforcescale;
860                 
861         if(deathtype != DEATH_DROWN)
862         {
863                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
864                 if (damage > 50)
865                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
866                 if (damage > 100)
867                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
868         }
869                 
870         if(self.health <= 0)
871         {
872                 // Update one more time to avoid waypoint fading without emptying healthbar
873                 if(self.sprite)
874                         WaypointSprite_UpdateHealth(self.sprite, 0);
875                 
876                 if(deathtype == DEATH_KILL)
877                         self.candrop = FALSE; // killed by mobkill command
878                         
879                 // TODO: fix this?
880                 activator = attacker;
881                 other = self.enemy;
882                 SUB_UseTargets();
883                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
884         
885                 monster_die();
886                 
887                 frag_attacker = attacker;
888                 frag_target = self;
889                 MUTATOR_CALLHOOK(MonsterDies);
890                 
891                 if(self.health <= -100) // check if we're already gibbed
892                 {
893                         Violence_GibSplash(self, 1, 0.5, attacker);
894                 
895                         self.think = SUB_Remove;
896                         self.nextthink = time + 0.1;
897                 }
898         }
899         
900         self.SendFlags |= MSF_STATUS;
901 }
902
903 void monster_think()
904 {
905         self.think = monster_think;
906         self.nextthink = self.ticrate;
907         
908         MON_ACTION(self.monsterid, MR_THINK);
909 }
910
911 void monster_spawn()
912 {
913         MON_ACTION(self.monsterid, MR_SETUP);
914
915         if not(self.monster_respawned)
916                 Monster_CheckMinibossFlag();
917         
918         self.max_health = self.health;
919         self.pain_finished = self.nextthink;
920         self.anim_start_time = time;
921         
922         if not(self.noalign)
923         {
924                 setorigin(self, self.origin + '0 0 20');
925                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
926                 setorigin(self, trace_endpos);
927         }
928         
929         if not(self.monster_respawned)
930         if not(self.skin)
931                 self.skin = rint(random() * 4);
932                 
933         if not(self.attack_range)
934                 self.attack_range = autocvar_g_monsters_attack_range;
935         
936         self.pos1 = self.origin;
937         
938         monster_setupsounds(self.netname);
939
940         monster_precachesounds(self);
941         
942         if(teamplay)
943                 self.monster_attack = TRUE; // we can have monster enemies in team games
944                 
945         if(autocvar_g_monsters_healthbars)
946         {
947                 WaypointSprite_Spawn(strzone(strdecolorize(self.monster_name)), 0, 600, self, '0 0 1' * (self.maxs_z + 15), world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));       
948                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
949                 WaypointSprite_UpdateHealth(self.sprite, self.health);
950         }
951         
952         monster_sound(self.msound_spawn, 0, FALSE);
953
954         MUTATOR_CALLHOOK(MonsterSpawn);
955         
956         self.think = monster_think;
957         self.nextthink = time + self.ticrate;
958         
959         self.SendFlags |= MSF_SETUP;
960 }
961
962 float monster_initialize(float mon_id, float nodrop)
963 {
964         if not(autocvar_g_monsters)
965                 return FALSE;
966                 
967         vector min_s, max_s;
968         entity mon = get_monsterinfo(mon_id);
969         
970         // support for quake style removing monsters based on skill
971         switch(monster_skill)
972         {
973                 case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY)              return FALSE; break;
974                 case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM)    return FALSE; break;
975                 case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD)              return FALSE; break;
976                 case 4: if(self.spawnflags & MONSTERSKILL_NOTINSANE)    return FALSE; break;
977                 case 5: if(self.spawnflags & MONSTERSKILL_NOTNIGHTMARE) return FALSE; break;
978         }
979
980         if(self.monster_name == "")
981                 self.monster_name = M_NAME(mon_id);
982         
983         if(self.team && !teamplay)
984                 self.team = 0;
985
986         self.flags = FL_MONSTER;
987                 
988         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
989         if not(self.monster_respawned)
990                 monsters_total += 1;
991                 
992         min_s = mon.mins;
993         max_s = mon.maxs;
994         
995         self.netname = mon.netname;
996
997         setsize(self, min_s, max_s);
998         self.takedamage                 = DAMAGE_AIM;
999         self.bot_attack                 = TRUE;
1000         self.iscreature                 = TRUE;
1001         self.teleportable               = TRUE;
1002         self.damagedbycontents  = TRUE;
1003         self.monsterid                  = mon_id;
1004         self.damageforcescale   = 0;
1005         self.event_damage               = monsters_damage;
1006         self.touch                              = MonsterTouch;
1007         self.use                                = monster_use;
1008         self.solid                              = SOLID_BBOX;
1009         self.movetype                   = MOVETYPE_WALK;
1010         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1011         monsters_spawned           += 1;
1012         self.enemy                              = world;
1013         self.velocity                   = '0 0 0';
1014         self.moveto                             = self.origin;
1015         self.pos2                               = self.angles;
1016         self.reset                              = monsters_reset;
1017         self.candrop                    = TRUE;
1018         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1019         self.oldtarget2                 = self.target2;
1020         self.deadflag                   = DEAD_NO;
1021         self.noalign                    = nodrop;
1022         self.spawn_time                 = time;
1023         self.gravity                    = 1;
1024         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1025         
1026         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1027                 self.flags |= FL_SWIM;
1028                 
1029         if(mon.spawnflags & MONSTER_TYPE_FLY)
1030         {
1031                 self.flags |= FL_FLY;
1032                 self.movetype = MOVETYPE_FLY;
1033         }
1034         
1035         if not(self.scale)
1036                 self.scale = 1;
1037                 
1038         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1039                 self.scale = 1.3;
1040         
1041         if not(self.ticrate)
1042                 self.ticrate = autocvar_g_monsters_think_delay;
1043                 
1044         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1045         
1046         if not(self.armorvalue)
1047                 self.armorvalue = 1; // multiplier
1048         
1049         if not(self.target_range)
1050                 self.target_range = autocvar_g_monsters_target_range;
1051         
1052         if not(self.respawntime)
1053                 self.respawntime = autocvar_g_monsters_respawn_delay;
1054         
1055         if not(self.monster_moveflags)
1056                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1057         
1058         monster_link(monster_spawn);
1059
1060         return TRUE;
1061 }