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