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1 // =========================
2 //  SVQC Monster Properties
3 // =========================
4
5
6 void monster_item_spawn()
7 {
8         if(self.monster_loot)
9                 self.monster_loot();
10
11         self.gravity = 1;
12         self.velocity = randomvec() * 175 + '0 0 325';
13         self.classname = "droppedweapon"; // hax
14         self.wait = time + 0.7;
15
16         SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
17 }
18
19 void monster_dropitem()
20 {
21         if(!self.candrop || !self.monster_loot)
22                 return;
23
24         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
25         entity e = spawn();
26
27         setorigin(e, org);
28
29         e.monster_loot = self.monster_loot;
30
31         other = e;
32         MUTATOR_CALLHOOK(MonsterDropItem);
33         e = other;
34
35         if(e)
36         {
37                 e.think = monster_item_spawn;
38                 e.nextthink = time + 0.3;
39         }
40 }
41
42 float monster_isvalidtarget (entity targ, entity ent)
43 {
44         if(!targ || !ent)
45                 return FALSE; // someone doesn't exist
46
47         if(targ == ent)
48                 return FALSE; // don't attack ourselves
49
50         traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
51
52         if(trace_ent != targ)
53                 return FALSE;
54
55         if(targ.vehicle_flags & VHF_ISVEHICLE)
56         if not((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED)
57                 return FALSE; // melee attacks are useless against vehicles
58
59         if(time < game_starttime)
60                 return FALSE; // monsters do nothing before the match has started
61
62         if(vlen(targ.origin - ent.origin) >= ent.target_range)
63                 return FALSE; // enemy is too far away
64
65         if(targ.takedamage == DAMAGE_NO)
66                 return FALSE; // enemy can't be damaged
67
68         if(targ.items & IT_INVISIBILITY)
69                 return FALSE; // enemy is invisible
70
71         if(substring(targ.classname, 0, 10) == "onslaught_")
72                 return FALSE; // don't attack onslaught targets
73
74         if(IS_SPEC(targ) || IS_OBSERVER(targ))
75                 return FALSE; // enemy is a spectator
76
77         if not(targ.vehicle_flags & VHF_ISVEHICLE)
78         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
79                 return FALSE; // enemy/self is dead
80
81         if(ent.monster_owner == targ)
82                 return FALSE; // don't attack our master
83
84         if(targ.monster_owner == ent)
85                 return FALSE; // don't attack our pet
86
87         if not(targ.vehicle_flags & VHF_ISVEHICLE)
88         if(targ.flags & FL_NOTARGET)
89                 return FALSE; // enemy can't be targeted
90
91         if not(autocvar_g_monsters_typefrag)
92         if(targ.BUTTON_CHAT)
93                 return FALSE; // no typefragging!
94
95         if(SAME_TEAM(targ, ent))
96                 return FALSE; // enemy is on our team
97                 
98         if (targ.frozen == 1 || (targ.frozen == 2 && ent.monsterid != MON_SPIDER))
99                 return FALSE; // ignore frozen
100
101         if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT)
102         if(ent.enemy != targ)
103         {
104                 float dot;
105
106                 makevectors (ent.angles);
107                 dot = normalize (targ.origin - ent.origin) * v_forward;
108
109                 if(dot <= 0.3)
110                         return FALSE;
111         }
112
113         return TRUE;
114 }
115
116 entity FindTarget (entity ent)
117 {
118         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
119
120         entity head, closest_target = world;
121         head = findradius(ent.origin, ent.target_range);
122
123         while(head) // find the closest acceptable target to pass to
124         {
125                 if(head.monster_attack)
126                 if(monster_isvalidtarget(head, ent))
127                 {
128                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
129                         vector head_center = CENTER_OR_VIEWOFS(head);
130                         vector ent_center = CENTER_OR_VIEWOFS(ent);
131
132                         //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
133                         if(closest_target)
134                         {
135                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
136                                 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
137                                         { closest_target = head; }
138                         }
139                         else { closest_target = head; }
140                 }
141
142                 head = head.chain;
143         }
144
145         return closest_target;
146 }
147
148 void MonsterTouch ()
149 {
150         if(other == world)
151                 return;
152
153         if(self.enemy != other)
154         if not(other.flags & FL_MONSTER)
155         if(monster_isvalidtarget(other, self))
156                 self.enemy = other;
157 }
158
159 string get_monster_model_datafilename(string m, float sk, string fil)
160 {
161         if(m)
162                 m = strcat(m, "_");
163         else
164                 m = "models/monsters/*_";
165         if(sk >= 0)
166                 m = strcat(m, ftos(sk));
167         else
168                 m = strcat(m, "*");
169         return strcat(m, ".", fil);
170 }
171
172 void PrecacheMonsterSounds(string f)
173 {
174         float fh;
175         string s;
176         fh = fopen(f, FILE_READ);
177         if(fh < 0)
178                 return;
179         while((s = fgets(fh)))
180         {
181                 if(tokenize_console(s) != 3)
182                 {
183                         dprint("Invalid sound info line: ", s, "\n");
184                         continue;
185                 }
186                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
187         }
188         fclose(fh);
189 }
190
191 void precache_monstersounds()
192 {
193         string m = (get_monsterinfo(self.monsterid)).model;
194         float globhandle, n, i;
195         string f;
196
197         globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
198         if (globhandle < 0)
199                 return;
200         n = search_getsize(globhandle);
201         for (i = 0; i < n; ++i)
202         {
203                 //print(search_getfilename(globhandle, i), "\n");
204                 f = search_getfilename(globhandle, i);
205                 PrecacheMonsterSounds(f);
206         }
207         search_end(globhandle);
208 }
209
210 void ClearMonsterSounds()
211 {
212 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
213         ALLMONSTERSOUNDS
214 #undef _MSOUND
215 }
216
217 .string GetMonsterSoundSampleField(string type)
218 {
219         GetMonsterSoundSampleField_notFound = 0;
220         switch(type)
221         {
222 #define _MSOUND(m) case #m: return monstersound_##m;
223                 ALLMONSTERSOUNDS
224 #undef _MSOUND
225         }
226         GetMonsterSoundSampleField_notFound = 1;
227         return string_null;
228 }
229
230 float LoadMonsterSounds(string f, float first)
231 {
232         float fh;
233         string s;
234         var .string field;
235         fh = fopen(f, FILE_READ);
236         if(fh < 0)
237         {
238                 dprint("Monster sound file not found: ", f, "\n");
239                 return 0;
240         }
241         while((s = fgets(fh)))
242         {
243                 if(tokenize_console(s) != 3)
244                         continue;
245                 field = GetMonsterSoundSampleField(argv(0));
246                 if(GetMonsterSoundSampleField_notFound)
247                         continue;
248                 if(self.field)
249                         strunzone(self.field);
250                 self.field = strzone(strcat(argv(1), " ", argv(2)));
251         }
252         fclose(fh);
253         return 1;
254 }
255
256 .float skin_for_monstersound;
257 void UpdateMonsterSounds()
258 {
259         entity mon = get_monsterinfo(self.monsterid);
260
261         if(self.skin == self.skin_for_monstersound)
262                 return;
263         self.skin_for_monstersound = self.skin;
264         ClearMonsterSounds();
265         //LoadMonsterSounds("sound/monsters/default.sounds", 1);
266         if(!autocvar_g_debug_defaultsounds)
267         if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
268                 LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
269 }
270
271 void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
272 {
273         if(delaytoo && time < self.msound_delay)
274                 return; // too early
275         GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
276
277         self.msound_delay = time + sound_delay;
278 }
279
280 void monster_makevectors(entity e)
281 {
282         vector v;
283
284         v = e.origin + (e.mins + e.maxs) * 0.5;
285         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
286         self.v_angle_x = -self.v_angle_x;
287
288         makevectors(self.v_angle);
289 }
290
291 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
292 {
293         float rdmg = damg * random();
294
295         if (self.health <= 0)
296                 return FALSE; // attacking while dead?!
297
298         if(dostop)
299         {
300                 self.velocity_x = 0;
301                 self.velocity_y = 0;
302                 self.state = MONSTER_STATE_ATTACK_MELEE;
303         }
304
305         self.frame = anim;
306
307         if(anim_finished != 0)
308                 self.attack_finished_single = time + anim_finished;
309
310         monster_makevectors(targ);
311
312         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
313
314         if(trace_ent.takedamage)
315                 Damage(trace_ent, self, self, rdmg * monster_skill, deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
316
317         return TRUE;
318 }
319
320 void Monster_CheckMinibossFlag ()
321 {
322         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
323                 return;
324
325         float chance = random() * 100;
326
327         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
328         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
329         {
330                 self.health += autocvar_g_monsters_miniboss_healthboost;
331                 self.effects |= EF_RED;
332                 if not(self.weapon)
333                         self.weapon = WEP_NEX;
334         }
335 }
336
337 float Monster_CanRespawn(entity ent)
338 {
339         other = ent;
340         if(MUTATOR_CALLHOOK(MonsterRespawn))
341                 return TRUE; // enabled by a mutator
342
343         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
344                 return FALSE;
345
346         if not(autocvar_g_monsters_respawn)
347                 return FALSE;
348
349         return TRUE;
350 }
351
352 void Monster_Fade ()
353 {
354         if(Monster_CanRespawn(self))
355         {
356                 self.monster_respawned = TRUE;
357                 self.think = self.monster_spawnfunc;
358                 self.nextthink = time + self.respawntime;
359                 self.ltime = 0;
360                 self.deadflag = DEAD_RESPAWNING;
361                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
362                 {
363                         self.pos1 = self.origin;
364                         self.pos2 = self.angles;
365                 }
366                 self.event_damage = func_null;
367                 self.takedamage = DAMAGE_NO;
368                 setorigin(self, self.pos1);
369                 self.angles = self.pos2;
370                 self.health = self.max_health;
371                 setmodel(self, "null");
372         }
373         else
374         {
375                 if(IS_CLIENT(self.realowner))
376                 if not(self.monster_respawned)
377                         self.realowner.monstercount -= 1;
378                 
379                 SUB_SetFade(self, time + 3, 1);
380         }
381 }
382
383 float Monster_CanJump (vector vel)
384 {
385         if(self.state)
386                 return FALSE; // already attacking
387         if not(self.flags & FL_ONGROUND)
388                 return FALSE; // not on the ground
389         if(self.health <= 0)
390                 return FALSE; // called when dead?
391         if(time < self.attack_finished_single)
392                 return FALSE; // still attacking
393
394         vector old = self.velocity;
395
396         self.velocity = vel;
397         tracetoss(self, self);
398         self.velocity = old;
399         if (trace_ent != self.enemy)
400                 return FALSE;
401
402         return TRUE;
403 }
404
405 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
406 {
407         if(!Monster_CanJump(vel))
408                 return FALSE;
409
410         self.frame = anm;
411         self.state = MONSTER_STATE_ATTACK_LEAP;
412         self.touch = touchfunc;
413         self.origin_z += 1;
414         self.velocity = vel;
415         self.flags &= ~FL_ONGROUND;
416
417         self.attack_finished_single = time + anim_finished;
418
419         return TRUE;
420 }
421
422 void monster_checkattack(entity e, entity targ)
423 {
424         if(e == world)
425                 return;
426         if(targ == world)
427                 return;
428
429         if not(e.monster_attackfunc)
430                 return;
431
432         if(time < e.attack_finished_single)
433                 return;
434
435         if(vlen(targ.origin - e.origin) <= e.attack_range)
436         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
437         {
438                 MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
439                 return;
440         }
441
442         if(vlen(targ.origin - e.origin) > e.attack_range)
443         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
444         {
445                 MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
446                 return;
447         }
448 }
449
450 void monster_use ()
451 {
452         if not(self.enemy)
453         if(self.health > 0)
454         if(monster_isvalidtarget(activator, self))
455                 self.enemy = activator;
456 }
457
458 .float last_trace;
459 .float last_enemycheck; // for checking enemy
460 vector monster_pickmovetarget(entity targ)
461 {
462         // enemy is always preferred target
463         if(self.enemy)
464         {
465                 makevectors(self.angles);
466                 self.monster_movestate = MONSTER_MOVE_ENEMY;
467                 self.last_trace = time + 1.2;
468                 return self.enemy.origin;
469         }
470
471         switch(self.monster_moveflags)
472         {
473                 case MONSTER_MOVE_OWNER:
474                 {
475                         self.monster_movestate = MONSTER_MOVE_OWNER;
476                         self.last_trace = time + 0.3;
477                         return (self.monster_owner) ? self.monster_owner.origin : self.origin;
478                 }
479                 case MONSTER_MOVE_SPAWNLOC:
480                 {
481                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
482                         self.last_trace = time + 2;
483                         return self.pos1;
484                 }
485                 case MONSTER_MOVE_NOMOVE:
486                 {
487                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
488                         self.last_trace = time + 2;
489                         return self.origin;
490                 }
491                 default:
492                 case MONSTER_MOVE_WANDER:
493                 {
494                         vector pos;
495                         self.monster_movestate = MONSTER_MOVE_WANDER;
496                         self.last_trace = time + 2;
497
498                         self.angles_y = rint(random() * 500);
499                         makevectors(self.angles);
500                         pos = self.origin + v_forward * 600;
501
502                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
503                         if(self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
504                         {
505                                 pos_z = random() * 200;
506                                 if(random() >= 0.5)
507                                         pos_z *= -1;
508                         }
509
510                         if(targ)
511                         {
512                                 self.last_trace = time + 0.5;
513                                 pos = targ.origin;
514                         }
515
516                         return pos;
517                 }
518         }
519 }
520
521 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
522 {
523         fixedmakevectors(self.angles);
524
525         if(self.target2)
526                 self.goalentity = find(world, targetname, self.target2);
527
528         entity targ;
529
530         if(self.frozen)
531         {
532                 self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
533                 self.health = max(1, self.max_health * self.revive_progress);
534                 
535                 WaypointSprite_UpdateHealth(self.sprite, self.health);
536                 
537                 movelib_beak_simple(stopspeed);
538                 
539                 self.frame = manim_idle;
540                 
541                 self.enemy = world;
542                 self.nextthink = time + self.ticrate;
543
544                 if(self.revive_progress >= 1)
545                         Unfreeze(self); // wait for next think before attacking
546
547                 return; // no moving while frozen
548         }
549
550         if(self.flags & FL_SWIM)
551         {
552                 if(self.waterlevel < WATERLEVEL_WETFEET)
553                 {
554                         if(time >= self.last_trace)
555                         {
556                                 self.fish_wasdrowning = TRUE;
557                                 self.last_trace = time + 0.4;
558
559                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
560                                 self.angles = '90 90 0';
561                                 if(random() < 0.5)
562                                 {
563                                         self.velocity_y += random() * 50;
564                                         self.velocity_x -= random() * 50;
565                                 }
566                                 else
567                                 {
568                                         self.velocity_y -= random() * 50;
569                                         self.velocity_x += random() * 50;
570                                 }
571                                 self.velocity_z += random() * 150;
572                         }
573
574
575                         self.movetype = MOVETYPE_BOUNCE;
576                         //self.velocity_z = -200;
577
578                         return;
579                 }
580                 else if(self.fish_wasdrowning)
581                 {
582                         self.fish_wasdrowning = FALSE;
583                         self.angles_x = 0;
584                         self.movetype = MOVETYPE_WALK;
585                 }
586         }
587
588         targ = self.goalentity;
589
590         monster_target = targ;
591         monster_speed_run = runspeed;
592         monster_speed_walk = walkspeed;
593
594         if(MUTATOR_CALLHOOK(MonsterMove) || gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
595         {
596                 runspeed = walkspeed = 0;
597                 if(time >= self.spawn_time)
598                         self.frame = manim_idle;
599                 movelib_beak_simple(stopspeed);
600                 return;
601         }
602
603         targ = monster_target;
604         runspeed = monster_speed_run;
605         walkspeed = monster_speed_walk;
606
607         if(teamplay)
608         if(autocvar_g_monsters_teams)
609         if(DIFF_TEAM(self.monster_owner, self))
610                 self.monster_owner = world;
611
612         if(self.enemy && self.enemy.health < 1)
613                 self.enemy = world; // enough!
614
615         if(time >= self.last_enemycheck)
616         {
617                 if not(monster_isvalidtarget(self.enemy, self))
618                         self.enemy = world;
619
620                 if not(self.enemy)
621                 {
622                         self.enemy = FindTarget(self);
623                         if(self.enemy)
624                                 MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
625                 }
626
627                 self.last_enemycheck = time + 0.5;
628         }
629
630         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
631                 self.state = 0;
632
633         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
634         if(time >= self.last_trace || self.enemy) // update enemy instantly
635                 self.moveto = monster_pickmovetarget(targ);
636
637         if not(self.enemy)
638                 MonsterSound(monstersound_idle, 5, TRUE, CH_VOICE);
639
640         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
641                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
642
643         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
644         {
645                 self.state = 0;
646                 self.touch = MonsterTouch;
647         }
648
649         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
650
651         float turny = 0;
652         vector real_angle = vectoangles(self.steerto) - self.angles;
653
654         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
655                 turny = 20;
656
657         if(self.flags & FL_SWIM)
658                 turny = vlen(self.angles - self.moveto);
659
660         if(turny)
661         {
662                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
663                 self.angles_y += turny;
664         }
665
666         if(self.state == MONSTER_STATE_ATTACK_MELEE)
667                 self.moveto = self.origin;
668
669         if(self.enemy && self.enemy.vehicle)
670                 runspeed = 0;
671
672         if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
673                 v_forward = normalize(self.moveto - self.origin);
674         else
675                 self.moveto_z = self.origin_z;
676
677         if(vlen(self.origin - self.moveto) > 64)
678         {
679                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
680                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
681                 else
682                         movelib_move(v_forward, ((self.enemy) ? runspeed : walkspeed), 0, 200, 0.6);
683
684                 if(time > self.pain_finished)
685                 if(time > self.attack_finished_single)
686                 if(vlen(self.velocity) > 10)
687                         self.frame = ((self.enemy) ? manim_run : manim_walk);
688                 else
689                         self.frame = manim_idle;
690         }
691         else
692         {
693                 entity e = find(world, targetname, self.target2);
694                 if(e.target2)
695                         self.target2 = e.target2;
696                 else if(e.target)
697                         self.target2 = e.target;
698
699                 movelib_beak_simple(stopspeed);
700                 if(time > self.attack_finished_single)
701                 if(time > self.pain_finished)
702                 if (vlen(self.velocity) <= 30)
703                         self.frame = manim_idle;
704         }
705
706         monster_checkattack(self, self.enemy);
707 }
708
709 void monster_dead_think()
710 {
711         self.think = monster_dead_think;
712         self.nextthink = time + self.ticrate;
713
714         self.deadflag = DEAD_DEAD;
715
716         if(self.ltime != 0)
717         if(time >= self.ltime)
718         {
719                 Monster_Fade();
720                 return;
721         }
722         
723         CSQCMODEL_AUTOUPDATE();
724 }
725
726 void monsters_setstatus()
727 {
728         self.stat_monsters_total = monsters_total;
729         self.stat_monsters_killed = monsters_killed;
730 }
731
732 void Monster_Appear()
733 {
734         self.enemy = activator;
735         self.spawnflags &= ~MONSTERFLAG_APPEAR;
736         self.monster_spawnfunc();
737 }
738
739 float Monster_CheckAppearFlags(entity ent)
740 {
741         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
742                 return FALSE;
743
744         ent.think = func_null;
745         ent.nextthink = 0;
746         ent.use = Monster_Appear;
747         ent.flags = FL_MONSTER; // set so this monster can get butchered
748
749         return TRUE;
750 }
751
752 void monsters_reset()
753 {
754         setorigin(self, self.pos1);
755         self.angles = self.pos2;
756         
757         Unfreeze(self); // remove any icy remains
758
759         self.health = self.max_health;
760         self.velocity = '0 0 0';
761         self.enemy = world;
762         self.goalentity = world;
763         self.attack_finished_single = 0;
764         self.moveto = self.origin;
765 }
766
767 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
768 {
769         self.health -= damage;
770
771         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
772
773         if(self.health <= -100) // 100 health until gone?
774         {
775                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
776                 
777                 if(IS_CLIENT(self.realowner))
778                 if not(self.monster_respawned)
779                         self.realowner.monstercount -= 1;
780
781                 self.think = SUB_Remove;
782                 self.nextthink = time + 0.1;
783         }
784 }
785
786 void monster_die(entity attacker)
787 {
788         self.think = monster_dead_think;
789         self.nextthink = self.ticrate;
790         self.ltime = time + 5;
791         
792         Unfreeze(self); // remove any icy remains
793         self.health = 0; // reset by Unfreeze
794
795         monster_dropitem();
796
797         MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
798
799         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
800                 monsters_killed += 1;
801                 
802         if(IS_PLAYER(attacker))
803         if( autocvar_g_monsters_score_spawned || 
804                         ( !(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned) )
805                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
806
807
808         if(self.candrop && self.weapon)
809                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
810
811         self.event_damage       = monsters_corpse_damage;
812         self.solid                      = SOLID_CORPSE;
813         self.takedamage         = DAMAGE_AIM;
814         self.enemy                      = world;
815         self.movetype           = MOVETYPE_TOSS;
816         self.moveto                     = self.origin;
817         self.touch                      = MonsterTouch; // reset incase monster was pouncing
818         self.reset                      = func_null;
819         self.state                      = 0;
820         self.attack_finished_single = 0;
821
822         if not(self.flags & FL_FLY)
823                 self.velocity = '0 0 0';
824
825         // number of monsters spawned with mobspawn command
826         totalspawned -= 1;
827
828         MON_ACTION(self.monsterid, MR_DEATH);
829 }
830
831 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
832 {
833         if(self.frozen && deathtype != DEATH_KILL)
834                 return;
835
836         if(time < self.pain_finished && deathtype != DEATH_KILL)
837                 return;
838
839         if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
840                 return;
841
842         vector v;
843         float take, save;
844
845         v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, deathtype, damage);
846         take = v_x;
847         save = v_y;
848
849         self.health -= take;
850         
851         WaypointSprite_UpdateHealth(self.sprite, self.health);
852
853         self.dmg_time = time;
854
855         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
856                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
857
858         self.velocity += force * self.damageforcescale;
859
860         if(deathtype != DEATH_DROWN)
861         {
862                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
863                 if (take > 50)
864                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
865                 if (take > 100)
866                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
867         }
868
869         if(self.health <= 0)
870         {
871                 if(deathtype == DEATH_KILL)
872                         self.candrop = FALSE; // killed by mobkill command
873
874                 // TODO: fix this?
875                 activator = attacker;
876                 other = self.enemy;
877                 SUB_UseTargets();
878                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
879
880                 monster_die(attacker);
881                 
882                 WaypointSprite_Kill(self.sprite);
883                 
884                 frag_attacker = attacker;
885                 frag_target = self;
886                 MUTATOR_CALLHOOK(MonsterDies);
887
888                 if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
889                 {
890                         Violence_GibSplash(self, 1, 0.5, attacker);
891                         
892                         if(IS_CLIENT(self.realowner))
893                         if not(self.monster_respawned)
894                                 self.realowner.monstercount -= 1;
895
896                         self.think = SUB_Remove;
897                         self.nextthink = time + 0.1;
898                 }
899         }
900 }
901
902 void monster_think()
903 {
904         self.think = monster_think;
905         self.nextthink = self.ticrate;
906         
907         if(self.ltime)
908         if(time >= self.ltime)
909         {
910                 Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
911                 return;
912         }
913
914         MON_ACTION(self.monsterid, MR_THINK);
915         
916         CSQCMODEL_AUTOUPDATE();
917 }
918
919 void monster_spawn()
920 {
921         MON_ACTION(self.monsterid, MR_SETUP);
922
923         if not(self.monster_respawned)
924                 Monster_CheckMinibossFlag();
925
926         self.max_health = self.health;
927         self.pain_finished = self.nextthink;
928         
929         if(IS_PLAYER(self.monster_owner))
930                 self.effects |= EF_DIMLIGHT;
931
932         if not(self.monster_respawned)
933         if not(self.skin)
934                 self.skin = rint(random() * 4);
935
936         if not(self.attack_range)
937                 self.attack_range = autocvar_g_monsters_attack_range;
938         
939         precache_monstersounds();
940         UpdateMonsterSounds();
941
942         if(teamplay)
943                 self.monster_attack = TRUE; // we can have monster enemies in team games
944                 
945         MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
946         
947         WaypointSprite_Spawn(M_NAME(self.monsterid), 0, 1024, self, '0 0 1' * (self.maxs_z + 15), world, self.team, self, sprite, TRUE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));
948         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
949         WaypointSprite_UpdateHealth(self.sprite, self.health);
950
951         self.think = monster_think;
952         self.nextthink = time + self.ticrate;
953
954         MUTATOR_CALLHOOK(MonsterSpawn);
955 }
956
957 float monster_initialize(float mon_id, float nodrop)
958 {
959         if not(autocvar_g_monsters)
960                 return FALSE;
961
962         entity mon = get_monsterinfo(mon_id);
963
964         // support for quake style removing monsters based on skill
965         if(monster_skill <= 1) if(self.spawnflags & MONSTERSKILL_NOTEASY) { return FALSE; }
966         if(monster_skill == 2) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { return FALSE; }
967         if(monster_skill >= 3) if(self.spawnflags & MONSTERSKILL_NOTHARD) { return FALSE; }
968
969         if(self.team && !teamplay)
970                 self.team = 0;
971
972         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
973         if not(self.monster_respawned)
974                 monsters_total += 1;
975
976         setmodel(self, mon.model);
977         setsize(self, mon.mins, mon.maxs);
978         self.flags                              = FL_MONSTER;
979         self.takedamage                 = DAMAGE_AIM;
980         self.bot_attack                 = TRUE;
981         self.iscreature                 = TRUE;
982         self.teleportable               = TRUE;
983         self.damagedbycontents  = TRUE;
984         self.monsterid                  = mon_id;
985         self.damageforcescale   = 0;
986         self.event_damage               = monsters_damage;
987         self.touch                              = MonsterTouch;
988         self.use                                = monster_use;
989         self.solid                              = SOLID_BBOX;
990         self.movetype                   = MOVETYPE_WALK;
991         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
992         self.enemy                              = world;
993         self.velocity                   = '0 0 0';
994         self.moveto                             = self.origin;
995         self.pos1                               = self.origin;
996         self.pos2                               = self.angles;
997         self.reset                              = monsters_reset;
998         self.netname                    = mon.netname;
999         self.monster_name               = M_NAME(mon_id);
1000         self.candrop                    = TRUE;
1001         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1002         self.oldtarget2                 = self.target2;
1003         self.deadflag                   = DEAD_NO;
1004         self.scale                              = 1;
1005         self.noalign                    = nodrop;
1006         self.spawn_time                 = time;
1007         self.gravity                    = 1;
1008         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1009         
1010         if(autocvar_g_fullbrightplayers)
1011                 self.effects |= EF_FULLBRIGHT;
1012                 
1013         if(autocvar_g_nodepthtestplayers)
1014                 self.effects |= EF_NODEPTHTEST;
1015
1016         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1017                 self.flags |= FL_SWIM;
1018
1019         if(mon.spawnflags & MONSTER_TYPE_FLY)
1020         {
1021                 self.flags |= FL_FLY;
1022                 self.movetype = MOVETYPE_FLY;
1023         }
1024
1025         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1026                 self.scale = 1.3;
1027
1028         if not(self.ticrate)
1029                 self.ticrate = autocvar_g_monsters_think_delay;
1030
1031         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1032
1033         if not(self.m_armor_blockpercent)
1034                 self.m_armor_blockpercent = 0.5;
1035
1036         if not(self.target_range)
1037                 self.target_range = autocvar_g_monsters_target_range;
1038
1039         if not(self.respawntime)
1040                 self.respawntime = autocvar_g_monsters_respawn_delay;
1041
1042         if not(self.monster_moveflags)
1043                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1044                 
1045         if not(self.noalign)
1046         {
1047                 setorigin(self, self.origin + '0 0 20');
1048                 tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1049                 setorigin(self, trace_endpos);
1050         }
1051                 
1052         monster_spawn();
1053         
1054         CSQCMODEL_AUTOINIT();
1055
1056         return TRUE;
1057 }