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