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Add a system for monster sounds & some sounds for zombie
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / monsters / lib / monsters.qc
1 // TODO: clean up this file?
2
3 void M_Item_Touch ()
4 {
5         if(self && other.classname == STR_PLAYER && 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_DropItem (string itype, string itemsize)
14 {
15         vector backuporigin = self.origin + ((self.mins + self.maxs) * 0.5);
16         entity oldself;
17         
18         oldself = self;
19         self = spawn();
20         
21         if (itype == "armor")
22         {
23                 if(itemsize == "large") spawnfunc_item_armor_large();
24                 else if (itemsize == "small") spawnfunc_item_armor_small();
25                 else if (itemsize == "medium") spawnfunc_item_armor_medium();
26                 else print("Invalid monster drop item selected.\n");
27         }
28         else if (itype == "health")
29         {
30                 if(itemsize == "large") spawnfunc_item_health_large();
31                 else if (itemsize == "small") spawnfunc_item_health_small();
32                 else if (itemsize == "medium") spawnfunc_item_health_medium();
33                 else if (itemsize == "mega") spawnfunc_item_health_mega();
34                 else print("Invalid monster drop item selected.\n");
35         }
36         else if (itype == "ammo")
37         {
38                 if(itemsize == "shells") spawnfunc_item_shells();
39                 else if (itemsize == "cells") spawnfunc_item_cells();
40                 else if (itemsize == "bullets") spawnfunc_item_bullets();
41                 else if (itemsize == "rockets") spawnfunc_item_rockets();
42                 else print("Invalid monster drop item selected.\n");
43         }
44         else
45         {
46                 print("Invalid monster drop item selected.\n");
47                 self = oldself;
48                 return;
49         }
50         
51         self.velocity = randomvec() * 175 + '0 0 325';
52         
53         self.gravity = 1;
54         self.origin = backuporigin;
55         
56         self.touch = M_Item_Touch;
57         
58         SUB_SetFade(self, time + 5, 1);
59         
60         self = oldself;
61 }
62
63 float monster_isvalidtarget (entity targ, entity ent, float neutral)
64 {
65         if(!targ || !ent)
66                 return FALSE; // this check should fix a crash
67                 
68         if(targ.vehicle_flags & VHF_ISVEHICLE)
69                 targ = targ.vehicle;
70                 
71         if(time < game_starttime)
72                 return FALSE; // monsters do nothing before the match has started
73                 
74         traceline(ent.origin, targ.origin, FALSE, ent);
75         
76         if(vlen(targ.origin - ent.origin) >= ent.target_range)
77                 return FALSE; // enemy is too far away
78
79         if(trace_ent != targ)
80                 return FALSE; // we can't see the enemy
81                 
82         if(neutral == TRUE)
83                 return TRUE; // we come in peace!
84                 
85         if(targ.takedamage == DAMAGE_NO)
86                 return FALSE; // enemy can't be damaged
87                 
88         if(targ.items & IT_INVISIBILITY)
89                 return FALSE; // enemy is invisible
90         
91         if(targ.classname == STR_SPECTATOR || targ.classname == STR_OBSERVER)
92                 return FALSE; // enemy is a spectator
93         
94         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
95                 return FALSE; // enemy/self is dead
96         
97         if(targ.monster_owner == ent || ent.monster_owner == targ)
98                 return FALSE; // enemy owns us, or we own them
99         
100         if(targ.flags & FL_NOTARGET)
101                 return FALSE; // enemy can't be targetted
102         
103         if not(autocvar_g_monsters_typefrag)
104         if(targ.BUTTON_CHAT)
105                 return FALSE; // no typefragging!
106         
107         if not(IsDifferentTeam(targ, ent))
108                 return FALSE; // enemy is on our team
109         
110         return TRUE;
111 }
112
113 float enemy_stillvalidtarget(entity targ, entity e)
114 {
115         if(targ.health < 1 || targ.deadflag)
116                 return FALSE; // let's not keep hurting a corpse
117                 
118         if not(autocvar_g_monsters_typefrag)
119         if(targ.BUTTON_CHAT)
120                 return FALSE; // no typefrags!
121                 
122         if(vlen(targ.origin - e.origin) > e.target_range)
123                 return FALSE; // out of our reach
124                 
125         if not(targ.takedamage)
126                 return FALSE; // can't hurt it
127                 
128         if(targ.flags & FL_NOTARGET)
129                 return FALSE; // can't target it
130                 
131         if(targ.items & IT_INVISIBILITY)
132                 return FALSE; // currently not used
133                 
134         if(!IsDifferentTeam(targ, e))
135                 return FALSE;
136                 
137         return TRUE; // all is good, keep going!
138 }
139
140 entity FindTarget (entity ent) 
141 {
142         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
143         local entity e;
144         for(e = world; (e = findflags(e, monster_attack, TRUE)); ) 
145         {
146                 if(monster_isvalidtarget(e, ent, FALSE))
147                 {
148                         return e;
149                 }
150         }
151         return world;
152 }
153
154 void MonsterTouch ()
155 {
156         if(other == world)
157                 return;
158                 
159         if(self.enemy != other)
160         if not(other.flags & FL_MONSTER)
161         if(monster_isvalidtarget(other, self, FALSE))
162                 self.enemy = other;
163 }
164
165 void monster_sound(string msound, float sound_delay, float delaytoo)
166 {
167         if(delaytoo && time < self.msound_delay)
168                 return; // too early
169                 
170         if(msound == "")
171                 return; // sound doesn't exist
172
173         sound(self, CH_PAIN_SINGLE, msound, VOL_BASE, ATTN_NORM);
174
175         self.msound_delay = time + sound_delay;
176 }
177
178 void monster_precachesounds()
179 {
180         precache_sound(self.msound_idle);
181         precache_sound(self.msound_death);
182         precache_sound(self.msound_attack_melee);
183         precache_sound(self.msound_attack_ranged);
184         precache_sound(self.msound_sight);
185         precache_sound(self.msound_pain);
186 }
187
188 void monster_melee (entity targ, float damg, float er, float deathtype)
189 {
190         float bigdmg = 0, rdmg = damg * random();
191
192         if (self.health <= 0)
193                 return;
194         if (targ == world)
195                 return;
196
197         if (vlen(self.origin - targ.origin) > er * self.scale)
198                 return;
199                 
200         bigdmg = rdmg * self.scale;
201         
202         Damage(targ, self, self, bigdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
203 }
204
205 void Monster_CheckDropCvars (string mon)
206 {
207         string dropitem;
208         string dropsize;
209         
210         dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
211         dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
212         
213         monster_dropitem = dropitem;
214         monster_dropsize = dropsize;
215         MUTATOR_CALLHOOK(MonsterDropItem);
216         dropitem = monster_dropitem;
217         dropsize = monster_dropsize;
218         
219         if(autocvar_g_monsters_forcedrop)
220                 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
221         else if(dropitem != "")
222                 Monster_DropItem(dropitem, dropsize);      
223         else
224                 Monster_DropItem("armor", "medium");
225 }
226
227 void ScaleMonster (float scle)
228 {
229         // this should prevent monster from falling through floor when scale changes
230         self.scale = scle;
231         setorigin(self, self.origin + ('0 0 30' * scle));
232 }
233
234 void Monster_CheckMinibossFlag ()
235 {
236         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
237                 return;
238                 
239         float r = random() * 4, chance = random() * 100;
240
241         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
242         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
243         {
244                 self.health += autocvar_g_monsters_miniboss_healthboost;
245                 ScaleMonster(1.5);
246                 self.flags |= MONSTERFLAG_MINIBOSS;
247                 
248                 if (r < 2 || self.team == COLOR_TEAM2)
249                 {
250                         self.strength_finished = -1;  
251                         self.effects |= (EF_FULLBRIGHT | EF_BLUE);
252                 }
253                 else if (r >= 1 || self.team == COLOR_TEAM1)
254                 {
255                         self.invincible_finished = -1;
256                         self.effects |= (EF_FULLBRIGHT | EF_RED);
257                 }
258                 else
259                         self.effects |= (EF_FULLBRIGHT | EF_RED | EF_BLUE);
260                 
261                 if(teamplay)
262                 if(self.team)
263                         return;
264                         
265                 self.colormod = randomvec() * 4;
266         }
267 }
268
269 float Monster_CanRespawn(entity ent)
270 {
271         other = ent;
272         if(MUTATOR_CALLHOOK(MonsterRespawn))
273                 return TRUE; // enabled by a mutator
274                 
275         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
276                 return FALSE;
277                 
278         if not(autocvar_g_monsters_respawn)
279                 return FALSE;
280                 
281         return TRUE;
282 }
283
284 void Monster_Fade ()
285 {
286         if(Monster_CanRespawn(self))
287         {
288                 self.monster_respawned = TRUE;
289                 setmodel(self, "");
290                 self.think = self.monster_spawnfunc;
291                 self.nextthink = time + self.respawntime;
292                 setorigin(self, self.pos1);
293                 self.angles = self.pos2;
294                 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
295                 return;
296         }
297         self.think = SUB_Remove;
298         self.nextthink = time + 4;
299         SUB_SetFade(self, time + 3, 1);
300 }
301
302 float Monster_CanJump (vector vel)
303 {
304         local vector old = self.velocity;
305         
306         self.velocity = vel;
307         tracetoss(self, self);
308         self.velocity = old;
309         if (trace_ent != self.enemy)
310                 return FALSE;
311
312         return TRUE;
313 }
314
315 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
316 {
317         if not(self.flags & FL_ONGROUND)
318                 return FALSE;
319         if(self.health < 1)
320                 return FALSE; // called when dead?
321         if not(Monster_CanJump(vel))
322                 return FALSE;
323                 
324         self.frame = anm;
325         self.state = MONSTER_STATE_ATTACK_LEAP;
326         self.touch = touchfunc;
327         self.origin_z += 1;
328         self.velocity = vel;
329         if (self.flags & FL_ONGROUND)
330                 self.flags -= FL_ONGROUND;
331                 
332         self.attack_finished_single = time + anim_finished;
333         
334         return TRUE;
335 }
336
337 float GenericCheckAttack ()
338 {
339         // checking attack while dead?
340         if (self.health <= 0 || self.enemy == world)
341                 return FALSE;
342                 
343         if(self.monster_delayedattack && self.delay != -1)
344         {
345                 if(time < self.delay)
346                         return FALSE;
347                         
348                 self.monster_delayedattack();
349         }
350         
351         if (time < self.attack_finished_single)
352                 return FALSE;
353         
354         if (enemy_range() > 2000) // long traces are slow
355                 return FALSE;   
356                 
357         if(self.attack_melee)
358         if(enemy_range() <= 100 * self.scale)
359         {
360                 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
361                 self.attack_melee(); // don't wait for nextthink - too slow
362                 return TRUE;
363         }
364         
365         // monster doesn't have a ranged attack function, so stop here
366         if not(self.attack_ranged)
367                 return FALSE;
368
369         // see if any entities are in the way of the shot
370         if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
371                 return FALSE;
372
373         if(self.attack_ranged())
374         {
375                 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
376                 return TRUE;
377         }
378
379         return FALSE;
380 }
381
382 void monster_use ()
383 {
384         if (self.enemy)
385                 return;
386         if (self.health <= 0)
387                 return;
388
389         if(!monster_isvalidtarget(activator, self, -1))
390                 return;
391
392         self.enemy = activator;
393 }
394
395 float trace_path(vector from, vector to)
396 {
397         vector dir = normalize(to - from) * 15, offset = '0 0 0';
398         float trace1 = trace_fraction;
399         
400         offset_x = dir_y;
401         offset_y = -dir_x;
402         traceline (from+offset, to+offset, TRUE, self);
403         
404         traceline(from-offset, to-offset, TRUE, self);
405                 
406         return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
407 }
408
409 vector monster_pickmovetarget(entity targ)
410 {
411         // enemy is always preferred target
412         if(self.enemy)
413         {
414                 self.monster_movestate = MONSTER_MOVE_ENEMY;
415                 return self.enemy.origin;
416         }
417         if(targ)
418         {
419                 self.monster_movestate = MONSTER_MOVE_WANDER;
420                 return targ.origin;
421         }
422         
423         switch(self.monster_moveflags)
424         {
425                 case MONSTER_MOVE_OWNER:
426                 {
427                         self.monster_movestate = MONSTER_MOVE_OWNER;
428                         if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
429                                 return self.monster_owner.origin;
430                 }
431                 case MONSTER_MOVE_WANDER:
432                 {
433                         self.monster_movestate = MONSTER_MOVE_WANDER;
434                                 
435                         self.angles_y = random() * 500;
436                         makevectors(self.angles);
437                         return self.origin + v_forward * 600;
438                 }
439                 case MONSTER_MOVE_SPAWNLOC:
440                 {
441                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
442                         return self.pos1;
443                 }
444                 default:
445                 case MONSTER_MOVE_NOMOVE:
446                 {
447                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
448                         return self.origin;
449                 }
450         }
451 }
452
453 .float last_trace;
454 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
455 {
456         if(self.target)
457                 self.goalentity = find(world, targetname, self.target);
458                 
459         entity targ;
460
461         if(self.frozen)
462         {
463                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
464                 self.health = max(1, self.max_health * self.revive_progress);
465                 
466                 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
467                         
468                 movelib_beak_simple(stopspeed);
469                         
470                 self.velocity = '0 0 0';
471                 self.enemy = world;
472                 self.nextthink = time + 0.1;
473                 
474                 if(self.revive_progress >= 1)
475                         Unfreeze(self); // wait for next think before attacking
476                         
477                 return; // no moving while frozen
478         }
479         
480         if(self.flags & FL_SWIM)
481         {
482                 if(self.waterlevel < WATERLEVEL_WETFEET)
483                 {
484                         if(time >= self.last_trace)
485                         {
486                                 self.last_trace = time + 0.4;
487                                 self.angles = '0 0 -90';
488                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
489                                 if(random() < 0.5)
490                                 {
491                                         self.velocity_y += random() * 50;
492                                         self.velocity_x -= random() * 50;
493                                 }
494                                 else
495                                 {
496                                         self.velocity_y -= random() * 50;
497                                         self.velocity_x += random() * 50;
498                                 }
499                                 //self.velocity_z += random() * 150;
500                                 self.movetype = MOVETYPE_BOUNCE;
501                                 self.velocity_z = -200;
502                         }
503                         return;
504                 }
505                 else
506                 {
507                         self.angles = '0 0 0';
508                         self.movetype = MOVETYPE_WALK;
509                 }
510         }
511         
512         if(gameover || time < game_starttime)
513         {
514                 runspeed = walkspeed = 0;
515                 self.frame = manim_idle;
516                 movelib_beak_simple(stopspeed);
517                 return;
518         }
519         
520         targ = self.goalentity;
521         
522         monster_target = targ;
523         monster_speed_run = runspeed;
524         monster_speed_walk = walkspeed;
525         MUTATOR_CALLHOOK(MonsterMove);
526         targ = monster_target;
527         runspeed = monster_speed_run;
528         walkspeed = monster_speed_walk;
529                 
530         if(IsDifferentTeam(self.monster_owner, self))
531                 self.monster_owner = world;
532                 
533         if(!enemy_stillvalidtarget(self.enemy, self))
534                 self.enemy = world;
535                 
536         if not(self.enemy)
537         {
538                 self.enemy = FindTarget(self);
539                 if(self.enemy)
540                         monster_sound(self.msound_sight, 0, FALSE);
541         }
542                 
543         if(time >= self.last_trace)
544         {
545                 if(self.monster_movestate == MONSTER_MOVE_WANDER && self.goalentity.classname != "td_waypoint")
546                         self.last_trace = time + 2;
547                 else
548                         self.last_trace = time + 0.5;
549                 self.moveto = monster_pickmovetarget(targ);
550         }
551
552         if not(self.enemy)
553                 monster_sound(self.msound_idle, 5, TRUE);
554         
555         vector angles_face = vectoangles(self.moveto - self.origin);
556         vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
557         self.angles_y = angles_face_y;
558         
559         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
560         {
561                 self.state = 0;
562                 self.touch = MonsterTouch;
563         }
564          
565         v_forward = normalize(self.moveto - self.origin);
566         
567         float l = vlen(self.moveto - self.origin);
568         float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
569         float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15'); 
570         
571         if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
572         if(self.flags & FL_ONGROUND)
573                 movelib_jump_simple(100);
574
575         if(vlen(self.origin - self.moveto) > 64)
576         {
577                 if(self.flags & FL_FLY)
578                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
579                 else
580                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
581                 if(time > self.pain_finished)
582                 if(time > self.attack_finished_single)
583                         self.frame = ((self.enemy) ? manim_run : manim_walk);
584         }
585         else
586         {
587                 movelib_beak_simple(stopspeed);
588                 if(time > self.attack_finished_single)
589                 if(time > self.pain_finished)
590                 if (vlen(self.velocity) <= 30)
591                 {
592                         self.frame = manim_idle;
593                         self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
594                 }
595         }
596                 
597         if(self.enemy && self.checkattack)
598                 self.checkattack();
599 }
600
601 void monsters_setstatus()
602 {
603         self.stat_monsters_total = monsters_total;
604         self.stat_monsters_killed = monsters_killed;
605 }
606
607 void Monster_Appear ()
608 {
609         self.enemy = activator;
610         self.spawnflags &~= MONSTERFLAG_APPEAR;
611         self.monster_spawnfunc();
612 }
613
614 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
615 {
616         if(self.frozen)
617                 return;
618                 
619         if(time < self.pain_finished)
620                 return;
621                 
622         if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
623         if(monster_isvalidtarget(attacker, self, FALSE))
624                 self.enemy = attacker;
625         
626         self.health -= damage;
627         
628         if(self.sprite)
629                 WaypointSprite_UpdateHealth(self.sprite, self.health);
630                 
631         self.dmg_time = time;
632
633         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
634                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
635         
636         self.velocity += force * self.damageforcescale;
637                 
638         if(deathtype != DEATH_DROWN)
639         {
640                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
641                 if (damage > 50)
642                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
643                 if (damage > 100)
644                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
645         }
646                 
647         if(self.health <= 0)
648         {        
649                 if(self.sprite)
650                 {
651                         // Update one more time to avoid waypoint fading without emptying healthbar
652                         WaypointSprite_UpdateHealth(self.sprite, 0);
653                 }
654                 
655                 if(self.flags & MONSTERFLAG_MINIBOSS) // TODO: cvarise the weapon drop?
656                         W_ThrowNewWeapon(self, WEP_NEX, 0, self.origin, self.velocity);
657                         
658                 activator = attacker;
659                 other = self.enemy;
660                 self.target = self.target2;
661                 self.target2 = "";
662                 SUB_UseTargets();
663         
664                 self.monster_die();
665                 
666                 frag_attacker = attacker;
667                 frag_target = self;
668                 MUTATOR_CALLHOOK(MonsterDies);
669         }
670 }
671
672 // used to hook into monster post death functions without a mutator
673 void monster_hook_death()
674 {
675         if(self.sprite)
676         WaypointSprite_Kill(self.sprite);
677                 
678         monster_sound(self.msound_death, 0, FALSE);
679                 
680         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
681                 monsters_killed += 1;
682                 
683         if(self.realowner.classname == "monster_spawner")
684                 self.realowner.spawner_monstercount -= 1;
685                 
686         if(self.realowner.flags & FL_CLIENT)
687                 self.realowner.monstercount -= 1;
688                 
689         totalspawned -= 1;
690 }
691
692 // used to hook into monster post spawn functions without a mutator
693 void monster_hook_spawn()
694 {
695         Monster_CheckMinibossFlag();
696
697         self.max_health = self.health;
698         self.pain_finished = self.nextthink;
699
700         monster_precachesounds();
701         
702         if(teamplay && self.team)
703         {
704                 self.colormod = TeamColor(self.team);
705                 self.monster_attack = TRUE;
706         }
707         
708         if (self.target)
709         {
710                 self.target2 = self.target;
711                 self.goalentity = find(world, targetname, self.target);
712         }
713                 
714         if(autocvar_g_monsters_healthbars)
715         {
716                 WaypointSprite_Spawn(self.netname, 0, 600, self, '0 0 1' * self.sprite_height, world, 0, self, sprite, FALSE, RADARICON_DANGER, ((teamplay) ? TeamColor(self.team) : '1 0 0')); 
717                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
718                 WaypointSprite_UpdateHealth(self.sprite, self.health);
719         }
720         
721         monster_sound(self.msound_spawn, 0, FALSE);
722
723         MUTATOR_CALLHOOK(MonsterSpawn);
724 }
725
726 float monster_initialize(string  net_name,
727                                                  string  bodymodel,
728                                                  vector  min_s,
729                                                  vector  max_s,
730                                                  float   nodrop,
731                                                  void() dieproc,
732                                                  void() spawnproc)
733 {
734         if not(autocvar_g_monsters)
735                 return FALSE;
736                 
737         // support for quake style removing monsters based on skill
738         if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
739         if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
740         if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
741         if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
742         if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
743
744         if(self.model == "")
745         if(bodymodel == "")
746                 error("monsters: missing bodymodel!");
747
748         if(self.netname == "")
749         {
750                 if(net_name != "" && self.realowner.classname == STR_PLAYER)
751                         net_name = strzone(strdecolorize(sprintf("%s's %s", self.realowner.netname, net_name)));
752                 self.netname = ((net_name == "") ? self.classname : net_name);
753         }
754         
755         if not(self.scale)
756                 self.scale = 1;
757         
758         if(self.spawnflags & MONSTERFLAG_GIANT && !autocvar_g_monsters_nogiants)
759                 ScaleMonster(5);
760         else
761                 ScaleMonster(self.scale);
762                 
763         min_s *= self.scale;
764         max_s *= self.scale;
765
766         if(self.team && !teamplay)
767                 self.team = 0;
768
769         self.flags = FL_MONSTER;
770         
771         if(self.model != "")
772                 bodymodel = self.model;
773                 
774         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
775         if not(self.monster_respawned)
776                 monsters_total += 1;
777         
778         precache_model(bodymodel);
779
780         setmodel(self, bodymodel);
781         
782         setsize(self, min_s, max_s);
783
784         self.takedamage                 = DAMAGE_AIM;
785         self.bot_attack                 = TRUE;
786         self.iscreature                 = TRUE;
787         self.teleportable               = TRUE;
788         self.damagedbycontents  = TRUE;
789         self.damageforcescale   = 0.003;
790         self.monster_die                = dieproc;
791         self.event_damage               = monsters_damage;
792         self.touch                              = MonsterTouch;
793         self.use                                = monster_use;
794         self.solid                              = SOLID_BBOX;
795         self.movetype                   = MOVETYPE_WALK;
796         self.delay                              = -1; // used in attack delay code
797         monsters_spawned           += 1;
798         self.think                              = spawnproc;
799         self.nextthink                  = time;
800         self.enemy                              = world;
801         self.velocity                   = '0 0 0';
802         self.moveto                             = self.origin;
803         self.pos1                               = self.origin;
804         self.pos2                               = self.angles;
805         
806         if not(self.target_range)
807                 self.target_range = autocvar_g_monsters_target_range;
808         
809         if not(self.respawntime)
810                 self.respawntime = autocvar_g_monsters_respawn_delay;
811         
812         if not(self.monster_moveflags)
813                 self.monster_moveflags = MONSTER_MOVE_WANDER;
814
815         if(autocvar_g_nodepthtestplayers)
816                 self.effects |= EF_NODEPTHTEST;
817
818         if(autocvar_g_fullbrightplayers)
819                 self.effects |= EF_FULLBRIGHT;
820
821         if not(nodrop)
822         {
823                 setorigin(self, self.origin);
824                 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
825                 setorigin(self, trace_endpos);
826         }
827
828         return TRUE;
829 }