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1 // TODO: clean up this file?
2
3 void M_Item_Touch ()
4 {
5         if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
6         {
7                 Item_Touch();
8                 self.think = SUB_Remove;
9                 self.nextthink = time + 0.1;
10         }
11 }
12
13 void monster_item_spawn()
14 {
15         self.monster_delayedattack();
16         
17         self.think = SUB_Remove;
18         self.nextthink = time + 5;
19         self.gravity = 1;
20         self.velocity = randomvec() * 175 + '0 0 325';
21         self.touch = M_Item_Touch;
22         
23         SUB_SetFade(self, time + 5, 1);
24 }
25
26 void Monster_DropItem (string itype, string itemsize)
27 {
28         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
29         entity e = spawn();
30         
31         setorigin(e, org);
32         
33         switch(itype)
34         {
35                 case "armor":
36                 {
37                         switch(itemsize)
38                         {
39                                 case "mega": e.monster_delayedattack = spawnfunc_item_armor_large; break;
40                                 case "large": e.monster_delayedattack = spawnfunc_item_armor_big; break;
41                                 case "medium": e.monster_delayedattack = spawnfunc_item_armor_medium; break;
42                                 case "small": e.monster_delayedattack = spawnfunc_item_armor_small; break;
43                         }
44                         break; // break here?
45                 }
46                 case "health":
47                 {
48                         switch(itemsize)
49                         {
50                                 case "mega": e.monster_delayedattack = spawnfunc_item_health_mega; break;
51                                 case "large": e.monster_delayedattack = spawnfunc_item_health_large; break;
52                                 case "medium": e.monster_delayedattack = spawnfunc_item_health_medium; break;
53                                 case "small": e.monster_delayedattack = spawnfunc_item_health_small; break;
54                         }
55                         break; // break here?
56                 }
57                 case "ammo":
58                 {
59                         switch(itemsize)
60                         {
61                                 case "shells": e.monster_delayedattack = spawnfunc_item_shells; break;
62                                 case "cells": e.monster_delayedattack = spawnfunc_item_cells; break;
63                                 case "rockets": e.monster_delayedattack = spawnfunc_item_rockets; break;
64                                 case "bullets":
65                                 case "nails": e.monster_delayedattack = spawnfunc_item_bullets; break;
66                         }
67                         break;
68                 }
69         }
70         
71         if(g_minstagib)
72                 e.monster_delayedattack = spawnfunc_item_minst_cells;
73                 
74         e.think = monster_item_spawn;
75         e.nextthink = time + 0.1;
76 }
77
78 void monsters_setframe(float _frame)
79 {
80         if(self.frame == _frame)
81                 return;
82                 
83         self.anim_start_time = time;
84         self.frame = _frame;
85         self.SendFlags |= MSF_ANIM;
86 }
87
88 float monster_isvalidtarget (entity targ, entity ent)
89 {
90         if(!targ || !ent)
91                 return FALSE; // someone doesn't exist
92                 
93         if(time < game_starttime)
94                 return FALSE; // monsters do nothing before the match has started
95                 
96         WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
97         
98         if(vlen(targ.origin - ent.origin) >= ent.target_range)
99                 return FALSE; // enemy is too far away
100                 
101         if not(targ.vehicle_flags & VHF_ISVEHICLE)
102         if(trace_ent != targ)
103                 return FALSE; // we can't see the enemy
104                 
105         if(targ.takedamage == DAMAGE_NO)
106                 return FALSE; // enemy can't be damaged
107                 
108         if(targ.items & IT_INVISIBILITY)
109                 return FALSE; // enemy is invisible
110         
111         if(IS_SPEC(targ) || IS_OBSERVER(targ))
112                 return FALSE; // enemy is a spectator
113         
114         if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
115         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
116                 return FALSE; // enemy/self is dead
117         
118         if(targ.monster_owner == ent || ent.monster_owner == targ)
119                 return FALSE; // enemy owns us, or we own them
120         
121         if not(targ.vehicle_flags & VHF_ISVEHICLE)
122         if(targ.flags & FL_NOTARGET)
123                 return FALSE; // enemy can't be targetted
124         
125         if not(autocvar_g_monsters_typefrag)
126         if(targ.BUTTON_CHAT)
127                 return FALSE; // no typefragging!
128         
129         if not(IsDifferentTeam(targ, ent))
130                 return FALSE; // enemy is on our team
131         
132         return TRUE;
133 }
134
135 entity FindTarget (entity ent) 
136 {
137         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
138         entity e;
139         
140         for(e = world; (e = findflags(e, monster_attack, TRUE)); ) 
141         if(monster_isvalidtarget(e, ent))
142                 return e;
143
144         return world;
145 }
146
147 void MonsterTouch ()
148 {
149         if(other == world)
150                 return;
151                 
152         if(self.enemy != other)
153         if not(other.flags & FL_MONSTER)
154         if(monster_isvalidtarget(other, self))
155                 self.enemy = other;
156 }
157
158 void monster_sound(string msound, float sound_delay, float delaytoo)
159 {
160         if(delaytoo && time < self.msound_delay)
161                 return; // too early
162                 
163         if(msound == "")
164                 return; // sound doesn't exist
165
166         sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
167
168         self.msound_delay = time + sound_delay;
169 }
170
171 void monster_precachesounds(entity e)
172 {
173         precache_sound(e.msound_idle);
174         precache_sound(e.msound_death);
175         precache_sound(e.msound_attack_melee);
176         precache_sound(e.msound_attack_ranged);
177         precache_sound(e.msound_sight);
178         precache_sound(e.msound_pain);
179 }
180
181 void monster_setupsounds(string mon)
182 {
183         if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
184         if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
185         if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
186         if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
187         if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
188         if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
189 }
190
191 void monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
192 {
193         float bigdmg, dot, rdmg = damg * random();
194
195         if (self.health <= 0)
196                 return;
197         if (targ == world)
198                 return;
199                 
200         if(dostop)
201         {
202                 self.velocity_x = 0;
203                 self.velocity_y = 0;
204                 self.state = MONSTER_STATE_ATTACK_MELEE;
205                 self.SendFlags |= MSF_MOVE;
206         }
207
208         makevectors (self.angles);
209         dot = normalize (targ.origin - self.origin) * v_forward;
210         
211         bigdmg = rdmg * self.scale;
212         
213         if(dot > er)
214                 Damage(targ, self, self, bigdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
215 }
216
217 void Monster_CheckDropCvars (string mon)
218 {
219         if not(self.candrop)
220                 return; // forced off
221         
222         string dropitem;
223         string dropsize;
224         
225         dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
226         dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
227         
228         monster_dropitem = dropitem;
229         monster_dropsize = dropsize;
230         MUTATOR_CALLHOOK(MonsterDropItem);
231         dropitem = monster_dropitem;
232         dropsize = monster_dropsize;
233         
234         if(autocvar_g_monsters_forcedrop)
235                 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
236         else if(dropitem != "")
237                 Monster_DropItem(dropitem, dropsize);      
238         else
239                 Monster_DropItem("armor", "medium");
240 }
241
242 void ScaleMonster (float scle, vector min_s, vector max_s)
243 {
244         // this should prevent monster from falling through floor when scale changes
245         self.scale = scle;
246         setsize(self, min_s * scle, max_s * scle);
247         setorigin(self, self.origin + ('0 0 30' * scle));
248         self.SendFlags |= MSF_SIZE | MSF_MOVE;
249 }
250
251 void Monster_CheckMinibossFlag ()
252 {
253         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
254                 return;
255                 
256         if(self.spawnflags & MONSTERFLAG_GIANT)
257                 return; // 1 size modifier at a time
258                 
259         float chance = random() * 100;
260
261         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
262         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
263         {
264                 self.health += autocvar_g_monsters_miniboss_healthboost;
265                 ScaleMonster(1.5, self.mins, self.maxs);
266                 self.flags |= MONSTERFLAG_MINIBOSS;
267                 if not(self.weapon)
268                         self.weapon = WEP_NEX;
269         }
270 }
271
272 float Monster_CanRespawn(entity ent)
273 {
274         other = ent;
275         if(MUTATOR_CALLHOOK(MonsterRespawn))
276                 return TRUE; // enabled by a mutator
277                 
278         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
279                 return FALSE;
280                 
281         if not(autocvar_g_monsters_respawn)
282                 return FALSE;
283                 
284         return TRUE;
285 }
286
287 void Monster_Fade ()
288 {
289         if(Monster_CanRespawn(self))
290         {
291                 self.monster_respawned = TRUE;
292                 self.think = self.monster_spawnfunc;
293                 self.nextthink = time + self.respawntime;
294                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
295                 {
296                         self.pos1 = self.origin;
297                         self.pos2 = self.angles;
298                 }
299                 self.event_damage = func_null;
300                 self.takedamage = DAMAGE_NO;
301                 setorigin(self, self.pos1);
302                 self.angles = self.pos2;
303                 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
304                 self.SendFlags |= MSF_MOVE;
305                 return;
306         }
307         SUB_SetFade(self, time + 3, 1);
308 }
309
310 float Monster_CanJump (vector vel)
311 {
312         if(self.state)
313                 return FALSE; // already attacking
314         if not(self.flags & FL_ONGROUND)
315                 return FALSE; // not on the ground
316         if(self.health <= 0)
317                 return FALSE; // called when dead?
318         if(time < self.attack_finished_single)
319                 return FALSE; // still attacking
320
321         vector old = self.velocity;
322         
323         self.velocity = vel;
324         tracetoss(self, self);
325         self.velocity = old;
326         if (trace_ent != self.enemy)
327                 return FALSE;
328
329         return TRUE;
330 }
331
332 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
333 {
334         if(!Monster_CanJump(vel))
335                 return FALSE;
336                 
337         monsters_setframe(anm);
338         self.state = MONSTER_STATE_ATTACK_LEAP;
339         self.touch = touchfunc;
340         self.origin_z += 1;
341         self.velocity = vel;
342         self.flags &~= FL_ONGROUND;
343                 
344         self.attack_finished_single = time + anim_finished;
345         
346         return TRUE;
347 }
348
349 float GenericCheckAttack ()
350 {
351         // checking attack while dead?
352         if (self.health <= 0)
353                 return FALSE;
354                 
355         // reset delays when we have no enemy
356         if not(self.enemy)
357         {
358                 self.monster_delayedattack = func_null;
359                 self.delay = -1;
360         }
361                 
362         if(self.monster_delayedattack && self.delay != -1)
363         {
364                 if(time < self.delay)
365                         return FALSE;
366                         
367                 self.monster_delayedattack();
368         }
369         
370         if (time < self.attack_finished_single)
371                 return FALSE;
372                 
373         if(self.attack_melee)
374         if(vlen(self.enemy.origin - self.origin) <= 100 * self.scale)
375         {
376                 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
377                 self.attack_melee(); // don't wait for nextthink - too slow
378                 return TRUE;
379         }
380         
381         // monster doesn't have a ranged attack function, so stop here
382         if not(self.attack_ranged)
383                 return FALSE;
384
385         // see if any entities are in the way of the shot
386         if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
387                 return FALSE;
388
389         if(self.attack_ranged())
390         {
391                 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
392                 return TRUE;
393         }
394
395         return FALSE;
396 }
397
398 void monster_use ()
399 {
400         if (self.enemy)
401                 return;
402         if (self.health <= 0)
403                 return;
404
405         if(!monster_isvalidtarget(activator, self))
406                 return;
407
408         self.enemy = activator;
409 }
410
411 float trace_path(vector from, vector to)
412 {
413         vector dir = normalize(to - from) * 15, offset = '0 0 0';
414         float trace1 = trace_fraction;
415         
416         offset_x = dir_y;
417         offset_y = -dir_x;
418         traceline (from+offset, to+offset, TRUE, self);
419         
420         traceline(from-offset, to-offset, TRUE, self);
421                 
422         return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
423 }
424
425 .float last_trace;
426 vector monster_pickmovetarget(entity targ)
427 {
428         // enemy is always preferred target
429         if(self.enemy)
430         {
431                 self.monster_movestate = MONSTER_MOVE_ENEMY;
432                 self.last_trace = time + 0.1;
433                 return self.enemy.origin;
434         }
435         if(targ)
436         {
437                 self.monster_movestate = MONSTER_MOVE_WANDER;
438                 self.last_trace = time + 0.5;
439                 return targ.origin;
440         }
441         
442         switch(self.monster_moveflags)
443         {
444                 case MONSTER_MOVE_OWNER:
445                 {
446                         self.monster_movestate = MONSTER_MOVE_OWNER;
447                         self.last_trace = time + 0.3;
448                         if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
449                                 return self.monster_owner.origin;
450                 }
451                 case MONSTER_MOVE_WANDER:
452                 {
453                         self.monster_movestate = MONSTER_MOVE_WANDER;
454                         self.last_trace = time + 2;
455                                 
456                         self.angles_y = random() * 500;
457                         makevectors(self.angles);
458                         return self.origin + v_forward * 600;
459                 }
460                 case MONSTER_MOVE_SPAWNLOC:
461                 {
462                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
463                         self.last_trace = time + 2;
464                         return self.pos1;
465                 }
466                 default:
467                 case MONSTER_MOVE_NOMOVE:
468                 {
469                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
470                         self.last_trace = time + 2;
471                         return self.origin;
472                 }
473         }
474 }
475
476 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
477 {
478         if(self.target2)
479                 self.goalentity = find(world, targetname, self.target2);
480                 
481         entity targ;
482
483         if(self.frozen)
484         {
485                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
486                 self.health = max(1, self.max_health * self.revive_progress);
487                 
488                 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
489                         
490                 movelib_beak_simple(stopspeed);
491                         
492                 self.velocity = '0 0 0';
493                 self.enemy = world;
494                 self.nextthink = time + 0.1;
495                 
496                 if(self.revive_progress >= 1)
497                         Unfreeze(self); // wait for next think before attacking
498                         
499                 self.SendFlags |= MSF_MOVE;
500                         
501                 return; // no moving while frozen
502         }
503         
504         if(self.flags & FL_SWIM)
505         {
506                 if(self.waterlevel < WATERLEVEL_WETFEET)
507                 {
508                         if(time >= self.last_trace)
509                         {
510                                 self.last_trace = time + 0.4;
511                                 
512                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
513                                 self.angles = '90 90 0';
514                                 if(random() < 0.5)
515                                 {
516                                         self.velocity_y += random() * 50;
517                                         self.velocity_x -= random() * 50;
518                                 }
519                                 else
520                                 {
521                                         self.velocity_y -= random() * 50;
522                                         self.velocity_x += random() * 50;
523                                 }
524                                 self.velocity_z += random() * 150;
525                         }
526                                 
527                         
528                         self.movetype = MOVETYPE_BOUNCE;
529                         //self.velocity_z = -200;
530                                 
531                         self.SendFlags |= MSF_MOVE | MSF_ANG;
532                         
533                         return;
534                 }
535                 else
536                 {
537                         self.angles = '0 0 0';
538                         self.movetype = MOVETYPE_WALK;
539                 }
540         }
541         
542         if(gameover || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start))
543         {
544                 runspeed = walkspeed = 0;
545                 monsters_setframe(manim_idle);
546                 movelib_beak_simple(stopspeed);
547                 self.SendFlags |= MSF_MOVE;
548                 return;
549         }
550         
551         targ = self.goalentity;
552         
553         monster_target = targ;
554         monster_speed_run = runspeed;
555         monster_speed_walk = walkspeed;
556         MUTATOR_CALLHOOK(MonsterMove);
557         targ = monster_target;
558         runspeed = monster_speed_run;
559         walkspeed = monster_speed_walk;
560                 
561         if(IsDifferentTeam(self.monster_owner, self))
562                 self.monster_owner = world;
563                 
564         if not(monster_isvalidtarget(self.enemy, self))
565                 self.enemy = world; // check enemy each think frame?
566                 
567         if not(self.enemy)
568         {
569                 self.enemy = FindTarget(self);
570                 if(self.enemy)
571                         monster_sound(self.msound_sight, 0, FALSE);
572         }
573         
574         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
575                 self.state = 0;
576                 
577         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
578         if(time >= self.last_trace || self.enemy) // update enemy instantly
579                 self.moveto = monster_pickmovetarget(targ);
580
581         if not(self.enemy)
582                 monster_sound(self.msound_idle, 5, TRUE);
583         
584         vector angles_face = vectoangles(self.moveto - self.origin);
585         vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
586         vector enemy_face = vectoangles(self.enemy.origin - self.origin);
587         
588         if(self.state != MONSTER_STATE_ATTACK_LEAP)
589         {
590                 self.angles_y = angles_face_y;
591                 self.v_angle = self.angles;
592         }
593         
594         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
595         {
596                 self.state = 0;
597                 self.touch = MonsterTouch;
598         }
599          
600         v_forward = normalize(self.moveto - self.origin);
601         
602         float l = vlen(self.moveto - self.origin);
603         float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
604         float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15'); 
605         
606         if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
607         if(self.flags & FL_ONGROUND)
608                 movelib_jump_simple(100);
609
610         if(vlen(self.origin - self.moveto) > 64 * self.scale)
611         {
612                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
613                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
614                 else
615                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
616                 if(time > self.pain_finished)
617                 if(time > self.attack_finished_single)
618                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
619         }
620         else
621         {
622                 if(self.goalentity.target)
623                         self.target2 = self.goalentity.target;
624                 else if(self.goalentity.target2)
625                         self.target2 = self.goalentity.target2;
626                 else
627                 {
628                         movelib_beak_simple(stopspeed);
629                         if(time > self.attack_finished_single)
630                         if(time > self.pain_finished)
631                         if (vlen(self.velocity) <= 30)
632                         {
633                                 monsters_setframe(manim_idle);
634                                 if(self.enemy)
635                                         self.angles_y = enemy_face_y;
636                                 else
637                                         self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
638                         }
639                 }
640         }
641                 
642         if(self.enemy && self.checkattack)
643                 self.checkattack();
644                 
645         self.SendFlags |= MSF_ANG;
646         self.SendFlags |= MSF_MOVE;
647 }
648
649 void monster_dead_think()
650 {
651         self.think = monster_dead_think;
652         self.nextthink = time + 0.3; // don't need to update so often now
653         
654         self.deadflag = DEAD_DEAD;
655
656         if(time >= self.ltime)
657         {
658                 Monster_Fade();
659                 return;
660         }
661         
662         self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
663 }
664
665 void monsters_setstatus()
666 {
667         self.stat_monsters_total = monsters_total;
668         self.stat_monsters_killed = monsters_killed;
669 }
670
671 void Monster_Appear()
672 {
673         self.enemy = activator;
674         self.spawnflags &~= MONSTERFLAG_APPEAR;
675         self.monster_spawnfunc();
676 }
677
678 float Monster_CheckAppearFlags(entity ent)
679 {
680         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
681                 return FALSE;
682         
683         ent.think = func_null;
684         ent.nextthink = 0;
685         ent.use = Monster_Appear;
686         ent.flags = FL_MONSTER; // set so this monster can get butchered
687         
688         return TRUE;
689 }
690
691 void monsters_reset()
692 {
693         setorigin(self, self.pos1);
694         self.angles = self.pos2;
695         
696         self.health = self.max_health;
697         self.velocity = '0 0 0';
698         self.enemy = world;
699         self.goalentity = world;
700         self.attack_finished_single = 0;
701         self.moveto = self.origin;
702         
703         WaypointSprite_UpdateHealth(self.sprite, self.health);
704 }
705
706 float monster_send(entity to, float sf)
707 {
708         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
709         WriteByte(MSG_ENTITY, sf);
710         if(sf & MSF_SETUP)
711         {
712             WriteByte(MSG_ENTITY, self.monsterid);
713             
714             WriteCoord(MSG_ENTITY, self.origin_x);
715             WriteCoord(MSG_ENTITY, self.origin_y);
716             WriteCoord(MSG_ENTITY, self.origin_z);
717             
718             WriteAngle(MSG_ENTITY, self.angles_x);
719             WriteAngle(MSG_ENTITY, self.angles_y);
720                 
721                 WriteByte(MSG_ENTITY, self.scale);
722                 WriteByte(MSG_ENTITY, self.skin);
723     }
724         
725         if(sf & MSF_SIZE)
726         {
727                 WriteByte(MSG_ENTITY, self.scale);
728                 
729                 WriteCoord(MSG_ENTITY, self.mins_x);
730             WriteCoord(MSG_ENTITY, self.mins_y);
731             WriteCoord(MSG_ENTITY, self.mins_z);
732                 
733                 WriteCoord(MSG_ENTITY, self.maxs_x);
734             WriteCoord(MSG_ENTITY, self.maxs_y);
735             WriteCoord(MSG_ENTITY, self.maxs_z);
736         }
737     
738     if(sf & MSF_ANG)
739     {
740         WriteShort(MSG_ENTITY, rint(self.angles_x));
741         WriteShort(MSG_ENTITY, rint(self.angles_y));
742     }
743     
744     if(sf & MSF_MOVE)
745     {
746         WriteShort(MSG_ENTITY, rint(self.origin_x));
747         WriteShort(MSG_ENTITY, rint(self.origin_y));
748         WriteShort(MSG_ENTITY, rint(self.origin_z));
749
750         WriteShort(MSG_ENTITY, rint(self.velocity_x));
751         WriteShort(MSG_ENTITY, rint(self.velocity_y));
752         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
753         
754         WriteShort(MSG_ENTITY, rint(self.angles_y));        
755     }
756     
757     if(sf & MSF_ANIM)
758     {
759         WriteCoord(MSG_ENTITY, self.anim_start_time);
760         WriteByte(MSG_ENTITY, self.frame);
761     }
762     
763     if(sf & MSF_STATUS)
764     {
765                 WriteByte(MSG_ENTITY, self.skin);
766                 
767         WriteByte(MSG_ENTITY, self.team);
768         
769         if(self.health <= 0)
770             WriteByte(MSG_ENTITY, 0);
771         else
772             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
773     }
774     
775         return TRUE;
776 }
777
778 void monster_link(void() spawnproc)
779 {
780     Net_LinkEntity(self, TRUE, 0, monster_send);
781     self.think      = spawnproc;
782     self.nextthink  = time;
783 }
784
785 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
786 {
787         self.health -= damage;
788                 
789         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
790                 
791         if(self.health <= -100) // 100 health until gone?
792         {
793                 Violence_GibSplash(self, 1, 0.5, attacker);
794                 
795                 self.think = SUB_Remove;
796                 self.nextthink = time + 0.1;
797         }
798 }
799
800 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
801 {
802         if(self.frozen && deathtype != DEATH_KILL)
803                 return;
804                 
805         if(time < self.pain_finished && deathtype != DEATH_KILL)
806                 return;
807                 
808         if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
809         if(monster_isvalidtarget(attacker, self))
810                 self.enemy = attacker;
811                 
812         if(deathtype != DEATH_KILL)
813                 damage *= self.armorvalue;
814                 
815         if(self.weaponentity && self.weaponentity.classname == "shield")
816                 self.weaponentity.health -= damage;
817                 
818         self.health -= damage;
819         
820         if(self.sprite)
821                 WaypointSprite_UpdateHealth(self.sprite, self.health);
822                 
823         self.dmg_time = time;
824
825         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
826                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
827         
828         self.velocity += force * self.damageforcescale;
829                 
830         if(deathtype != DEATH_DROWN)
831         {
832                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
833                 if (damage > 50)
834                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
835                 if (damage > 100)
836                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
837         }
838                 
839         if(self.health <= 0)
840         {        
841                 if(self.sprite)
842                 {
843                         // Update one more time to avoid waypoint fading without emptying healthbar
844                         WaypointSprite_UpdateHealth(self.sprite, 0);
845                 }
846                 
847                 if(deathtype == DEATH_KILL)
848                         self.candrop = FALSE; // killed by mobkill command
849                         
850                 // TODO: fix this?
851                 activator = attacker;
852                 other = self.enemy;
853                 SUB_UseTargets();
854                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
855         
856                 self.monster_die();
857                 
858                 frag_attacker = attacker;
859                 frag_target = self;
860                 MUTATOR_CALLHOOK(MonsterDies);
861                 
862                 if(self.health <= -100) // check if we're already gibbed
863                 {
864                         Violence_GibSplash(self, 1, 0.5, attacker);
865                 
866                         self.think = SUB_Remove;
867                         self.nextthink = time + 0.1;
868                 }
869         }
870         
871         self.SendFlags |= MSF_STATUS;
872 }
873
874 // used to hook into monster post death functions without a mutator
875 void monster_hook_death()
876 {
877         WaypointSprite_Kill(self.sprite);
878                 
879         if(self.weaponentity)
880         {
881                 remove(self.weaponentity);
882                 self.weaponentity = world;
883         }
884                 
885         monster_sound(self.msound_death, 0, FALSE);
886                 
887         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
888                 monsters_killed += 1;
889                 
890         if(self.candrop && self.weapon)
891                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
892                 
893         if(IS_CLIENT(self.realowner))
894                 self.realowner.monstercount -= 1;
895                 
896         self.event_damage       = monsters_corpse_damage;
897         self.solid                      = SOLID_CORPSE;
898         self.takedamage         = DAMAGE_AIM;
899         self.enemy                      = world;
900         self.movetype           = MOVETYPE_TOSS;
901         self.moveto                     = self.origin;
902         
903         if not(self.flags & FL_FLY)
904                 self.velocity = '0 0 0';
905         
906         self.SendFlags |= MSF_MOVE;
907                 
908         totalspawned -= 1;
909 }
910
911 // used to hook into monster post spawn functions without a mutator
912 void monster_hook_spawn()
913 {
914         if not(self.monster_respawned)
915                 Monster_CheckMinibossFlag();
916
917         self.max_health = self.health;
918         self.pain_finished = self.nextthink;
919         self.anim_start_time = time;
920         
921         if(self.noalign)
922         {
923                 setorigin(self, self.origin);
924                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
925                 setorigin(self, trace_endpos);
926         }
927         
928         self.pos1 = self.origin;
929
930         monster_precachesounds(self);
931         
932         if(teamplay)
933                 self.monster_attack = TRUE; // we can have monster enemies in team games
934                 
935         if(autocvar_g_monsters_healthbars)
936         {
937                 WaypointSprite_Spawn(strzone(strdecolorize(self.netname)), 0, 600, self, '0 0 1' * (self.maxs_z + 15), world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));    
938                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
939                 WaypointSprite_UpdateHealth(self.sprite, self.health);
940         }
941         
942         monster_sound(self.msound_spawn, 0, FALSE);
943
944         MUTATOR_CALLHOOK(MonsterSpawn);
945         
946         self.SendFlags = MSF_SETUP;
947 }
948
949 float monster_initialize(string  net_name, float mon_id,
950                                                  vector  min_s,
951                                                  vector  max_s,
952                                                  float   nodrop,
953                                                  void() dieproc,
954                                                  void() spawnproc)
955 {
956         if not(autocvar_g_monsters)
957                 return FALSE;
958                 
959         // support for quake style removing monsters based on skill
960         if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
961         if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
962         if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
963         if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
964         if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
965
966         if(self.netname == "")
967                 self.netname = ((net_name == "") ? self.classname : net_name);
968         
969         if(autocvar_g_monsters_giants_only)
970                 self.spawnflags |= MONSTERFLAG_GIANT;
971         
972         if not(self.scale)
973                 self.scale = 1;
974                 
975         if(self.spawnflags & MONSTERFLAG_GIANT && !autocvar_g_monsters_nogiants)
976                 self.scale = 5;
977         
978         if(self.team && !teamplay)
979                 self.team = 0;
980
981         self.flags = FL_MONSTER;
982                 
983         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
984         if not(self.monster_respawned)
985                 monsters_total += 1;
986
987         ScaleMonster(self.scale, min_s, max_s);
988
989         self.takedamage                 = DAMAGE_AIM;
990         self.bot_attack                 = TRUE;
991         self.iscreature                 = TRUE;
992         self.teleportable               = TRUE;
993         self.damagedbycontents  = TRUE;
994         self.monsterid                  = mon_id;
995         self.damageforcescale   = 0.003;
996         self.monster_die                = dieproc;
997         self.event_damage               = monsters_damage;
998         self.touch                              = MonsterTouch;
999         self.use                                = monster_use;
1000         self.solid                              = SOLID_BBOX;
1001         self.movetype                   = MOVETYPE_WALK;
1002         self.delay                              = -1; // used in attack delay code
1003         monsters_spawned           += 1;
1004         self.enemy                              = world;
1005         self.velocity                   = '0 0 0';
1006         self.moveto                             = self.origin;
1007         self.pos2                               = self.angles;
1008         self.reset                              = monsters_reset;
1009         self.candrop                    = TRUE;
1010         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1011         self.oldtarget2                 = self.target2;
1012         self.deadflag                   = DEAD_NO; // UNDEAD
1013         self.noalign                    = !nodrop;
1014         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1015         
1016         if not(self.ticrate)
1017                 self.ticrate = autocvar_g_monsters_think_delay;
1018                 
1019         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1020         
1021         if not(self.armorvalue)
1022                 self.armorvalue = 1; // multiplier
1023         
1024         if not(self.target_range)
1025                 self.target_range = autocvar_g_monsters_target_range;
1026         
1027         if not(self.respawntime)
1028                 self.respawntime = autocvar_g_monsters_respawn_delay;
1029         
1030         if not(self.monster_moveflags)
1031                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1032         
1033         monster_link(spawnproc);
1034
1035         return TRUE;
1036 }