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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 #include "sv_monsters.qh"
2
3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/items/_mod.qh>
6 #include <common/mapobjects/teleporters.qh>
7 #include <common/mapobjects/triggers.qh>
8 #include <common/monsters/all.qh>
9 #include <common/mutators/mutator/nades/nades.qh>
10 #include <common/mutators/mutator/status_effects/_mod.qh>
11 #include <common/physics/movelib.qh>
12 #include <common/stats.qh>
13 #include <common/teams.qh>
14 #include <common/turrets/sv_turrets.qh>
15 #include <common/turrets/util.qh>
16 #include <common/util.qh>
17 #include <common/vehicles/all.qh>
18 #include <common/weapons/_all.qh>
19 #include <common/weapons/_mod.qh>
20 #include <lib/csqcmodel/sv_model.qh>
21 #include <lib/warpzone/common.qh>
22 #include <server/campaign.qh>
23 #include <server/cheats.qh>
24 #include <server/client.qh>
25 #include <server/command/_mod.qh>
26 #include <server/damage.qh>
27 #include <server/items/items.qh>
28 #include <server/mutators/_mod.qh>
29 #include <server/round_handler.qh>
30 #include <server/steerlib.qh>
31 #include <server/weapons/_mod.qh>
32
33 void monsters_setstatus(entity this)
34 {
35         STAT(MONSTERS_TOTAL, this) = monsters_total;
36         STAT(MONSTERS_KILLED, this) = monsters_killed;
37 }
38
39 bool autocvar_g_monsters_drop = true;
40 void monster_dropitem(entity this, entity attacker)
41 {
42         if(!this.candrop || !this.monster_loot || !autocvar_g_monsters_drop)
43                 return;
44
45         entity e = spawn();
46         e.itemdef = this.monster_loot;
47         e.origin = CENTER_OR_VIEWOFS(this);
48         e.velocity = randomvec() * 175 + '0 0 325';
49         e.lifetime = max(0, autocvar_g_monsters_drop_time);
50
51         MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
52         e = M_ARGV(1, entity);
53
54         if(e && e.itemdef)
55                 Item_Initialise(e);
56 }
57
58 bool monster_facing(entity this, entity targ)
59 {
60         // relies on target having an origin
61         makevectors(this.angles);
62         vector targ_org = targ.origin, my_org = this.origin;
63         if(autocvar_g_monsters_target_infront_2d)
64         {
65                 targ_org = vec2(targ_org);
66                 my_org = vec2(my_org);
67         }
68         float dot = normalize(targ_org - my_org) * v_forward;
69
70         return !(dot <= autocvar_g_monsters_target_infront_range);
71 }
72
73 void monster_makevectors(entity this, entity targ)
74 {
75         if(IS_MONSTER(this))
76         {
77                 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
78                 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
79                 this.v_angle_x = -this.v_angle_x;
80         }
81
82         makevectors(this.v_angle);
83 }
84
85 // ===============
86 // Target handling
87 // ===============
88
89 bool Monster_ValidTarget(entity this, entity targ, bool skipfacing)
90 {
91         // ensure we're not checking nonexistent monster/target
92         if(!this || !targ) { return false; }
93
94         if((targ == this)
95         || (IS_VEHICLE(targ) && !(this.monsterdef.spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
96         || (time < game_starttime) // monsters do nothing before match has started
97         || (targ.takedamage == DAMAGE_NO)
98         || (game_stopped)
99         || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
100         || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0))
101         || (this.monster_follow == targ || targ.monster_follow == this)
102         || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
103         || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
104         || (SAME_TEAM(targ, this))
105         || (STAT(FROZEN, targ))
106         || (targ.alpha != 0 && targ.alpha < 0.5)
107         || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
108         || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
109         )
110         {
111                 // if any of the above checks fail, target is not valid
112                 return false;
113         }
114
115         vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
116         traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this); // TODO: maybe we can rely a bit on PVS data instead?
117
118         if(trace_fraction < 1 && trace_ent != targ)
119                 return false; // solid
120
121         if(!skipfacing && (autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)))
122         if(this.enemy != targ)
123         {
124                 if(!monster_facing(this, targ))
125                         return false;
126         }
127
128         return true; // this target is valid!
129 }
130
131 entity Monster_FindTarget(entity this)
132 {
133         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
134
135         entity closest_target = NULL;
136         vector my_center = CENTER_OR_VIEWOFS(this);
137
138         // find the closest acceptable target to pass to
139         IL_EACH(g_monster_targets, it.monster_attack,
140         {
141                 float trange = this.target_range;
142                 if(PHYS_INPUT_BUTTON_CROUCH(it))
143                         trange *= 0.75; // TODO cvar this
144                 vector theirmid = (it.absmin + it.absmax) * 0.5;
145                 if(vdist(theirmid - this.origin, >, trange))
146                         continue;
147                 if(!Monster_ValidTarget(this, it, false))
148                         continue;
149
150                 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
151                 vector targ_center = CENTER_OR_VIEWOFS(it);
152
153                 if(closest_target)
154                 {
155                         vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
156                         if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
157                                 { closest_target = it; }
158                 }
159                 else { closest_target = it; }
160         });
161
162         return closest_target;
163 }
164
165 void monster_setupcolors(entity this)
166 {
167         if(IS_PLAYER(this.realowner))
168                 this.colormap = this.realowner.colormap;
169         else if(teamplay && this.team)
170                 this.colormap = 1024 + (this.team - 1) * 17;
171         else
172         {
173                 if(this.monster_skill <= MONSTER_SKILL_EASY)
174                         this.colormap = 1126;
175                 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
176                         this.colormap = 1075;
177                 else if(this.monster_skill <= MONSTER_SKILL_HARD)
178                         this.colormap = 1228;
179                 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
180                         this.colormap = 1092;
181                 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
182                         this.colormap = 1160;
183                 else
184                         this.colormap = 1024;
185         }
186
187         if(this.colormap > 0)
188                 this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
189         else
190                 this.glowmod = '1 1 1';
191 }
192
193 void monster_changeteam(entity this, int newteam)
194 {
195         if(!teamplay) { return; }
196
197         this.team = newteam;
198         if(!this.monster_attack)
199                 IL_PUSH(g_monster_targets, this);
200         this.monster_attack = true; // new team, activate attacking
201         monster_setupcolors(this);
202
203         if(this.sprite)
204         {
205                 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
206
207                 this.sprite.team = newteam;
208                 this.sprite.SendFlags |= 1;
209         }
210 }
211
212 .void(entity) monster_delayedfunc;
213 void Monster_Delay_Action(entity this)
214 {
215         // TODO: maybe do check for facing here
216         if(Monster_ValidTarget(this.owner, this.owner.enemy, false))
217         {
218                 monster_makevectors(this.owner, this.owner.enemy);
219                 this.monster_delayedfunc(this.owner);
220         }
221
222         if(this.cnt > 1)
223         {
224                 this.cnt -= 1;
225                 setthink(this, Monster_Delay_Action);
226                 this.nextthink = time + this.count;
227         }
228         else
229         {
230                 setthink(this, SUB_Remove);
231                 this.nextthink = time;
232         }
233 }
234
235 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
236 {
237         // deferred attacking, checks if monster is still alive and target is still valid before attacking
238         entity e = new_pure(Monster_Delay);
239
240         setthink(e, Monster_Delay_Action);
241         e.nextthink = time + defer_amnt;
242         e.count = defer_amnt;
243         e.owner = this;
244         e.monster_delayedfunc = func;
245         e.cnt = repeat_count;
246 }
247
248
249 // ==============
250 // Monster sounds
251 // ==============
252
253 string get_monster_model_datafilename(string m, float sk, string fil)
254 {
255         if(m)
256                 m = strcat(m, "_");
257         else
258                 m = "models/monsters/*_";
259         if(sk >= 0)
260                 m = strcat(m, ftos(sk));
261         else
262                 m = strcat(m, "*");
263         return strcat(m, ".", fil);
264 }
265
266 void Monster_Sound_Precache(string f)
267 {
268         float fh;
269         string s;
270         fh = fopen(f, FILE_READ);
271         if(fh < 0)
272                 return;
273         while((s = fgets(fh)))
274         {
275                 if(tokenize_console(s) != 3)
276                 {
277                         //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
278                         continue;
279                 }
280                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
281         }
282         fclose(fh);
283 }
284
285 void Monster_Sounds_Precache(entity this)
286 {
287         string m = this.monsterdef.m_model.model_str();
288         float globhandle, n, i;
289         string f;
290
291         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
292         if (globhandle < 0)
293                 return;
294         n = search_getsize(globhandle);
295         for (i = 0; i < n; ++i)
296         {
297                 //print(search_getfilename(globhandle, i), "\n");
298                 f = search_getfilename(globhandle, i);
299                 Monster_Sound_Precache(f);
300         }
301         search_end(globhandle);
302 }
303
304 void Monster_Sounds_Clear(entity this)
305 {
306 #define _MSOUND(m) strfree(this.monstersound_##m);
307         ALLMONSTERSOUNDS
308 #undef _MSOUND
309 }
310
311 .string Monster_Sound_SampleField(string type)
312 {
313         GetMonsterSoundSampleField_notFound = 0;
314         switch(type)
315         {
316 #define _MSOUND(m) case #m: return monstersound_##m;
317                 ALLMONSTERSOUNDS
318 #undef _MSOUND
319         }
320         GetMonsterSoundSampleField_notFound = 1;
321         return string_null;
322 }
323
324 bool Monster_Sounds_Load(entity this, string f, int first)
325 {
326         string s;
327         var .string field;
328         float fh = fopen(f, FILE_READ);
329         if(fh < 0)
330         {
331                 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
332                 return false;
333         }
334         while((s = fgets(fh)))
335         {
336                 if(tokenize_console(s) != 3)
337                         continue;
338                 field = Monster_Sound_SampleField(argv(0));
339                 if(GetMonsterSoundSampleField_notFound)
340                         continue;
341                 strcpy(this.(field), strcat(argv(1), " ", argv(2)));
342         }
343         fclose(fh);
344         return true;
345 }
346
347 .int skin_for_monstersound;
348 void Monster_Sounds_Update(entity this)
349 {
350         if(this.skin == this.skin_for_monstersound) { return; }
351
352         this.skin_for_monstersound = this.skin;
353         Monster_Sounds_Clear(this);
354         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
355                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
356 }
357
358 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
359 {
360         if(!autocvar_g_monsters_sounds) { return; }
361
362         if(delaytoo)
363         if(time < this.msound_delay)
364                 return; // too early
365         string sample = this.(samplefield);
366         if (sample != "") sample = GlobalSound_sample(sample, random());
367         float myscale = ((this.scale) ? this.scale : 1); // safety net
368         sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
369
370         this.msound_delay = time + sound_delay;
371 }
372
373
374 // =======================
375 // Monster attack handlers
376 // =======================
377
378 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
379 {
380         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
381
382         setanim(this, anim, false, true, false);
383
384         if(this.animstate_endtime > time && IS_MONSTER(this))
385                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
386         else
387                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
388
389         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
390
391         if(trace_ent.takedamage)
392                 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
393
394         return true;
395 }
396
397 bool Monster_Attack_Leap_Check(entity this, vector vel)
398 {
399         if(this.state && IS_MONSTER(this))
400                 return false; // already attacking
401         if(!IS_ONGROUND(this))
402                 return false; // not on the ground
403         if(GetResource(this, RES_HEALTH) <= 0 || IS_DEAD(this))
404                 return false; // called when dead?
405         if(time < this.attack_finished_single[0])
406                 return false; // still attacking
407
408         vector old = this.velocity;
409
410         this.velocity = vel;
411         tracetoss(this, this);
412         this.velocity = old;
413         if(trace_ent != this.enemy)
414                 return false;
415
416         return true;
417 }
418
419 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
420 {
421         if(!Monster_Attack_Leap_Check(this, vel))
422                 return false;
423
424         setanim(this, anm, false, true, false);
425
426         if(this.animstate_endtime > time && IS_MONSTER(this))
427                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
428         else
429                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
430
431         if(IS_MONSTER(this))
432                 this.state = MONSTER_ATTACK_RANGED;
433         settouch(this, touchfunc);
434         this.origin_z += 1;
435         this.velocity = vel;
436         UNSET_ONGROUND(this);
437
438         return true;
439 }
440
441 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
442 {
443         int slot = weaponslot(weaponentity);
444
445         if((!this || !targ)
446         || (!this.monster_attackfunc)
447         || (game_stopped)
448         || (time < this.attack_finished_single[slot])
449         || ((autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)) && !monster_facing(this, targ))
450         ) { return; }
451
452         if(vdist(targ.origin - this.origin, <=, this.attack_range))
453         {
454                 monster_makevectors(this, targ);
455                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
456                 if(attack_success == 1)
457                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
458                 else if(attack_success > 0)
459                         return;
460         }
461
462         if(vdist(targ.origin - this.origin, >, this.attack_range))
463         {
464                 monster_makevectors(this, targ);
465                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
466                 if(attack_success == 1)
467                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
468                 else if(attack_success > 0)
469                         return;
470         }
471 }
472
473
474 // ======================
475 // Main monster functions
476 // ======================
477
478 void Monster_UpdateModel(entity this)
479 {
480         // assume some defaults
481         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
482         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
483         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
484         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
485         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
486         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
487         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
488         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
489         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
490         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
491
492         // then get the real values
493         Monster mon = this.monsterdef;
494         mon.mr_anim(mon, this);
495 }
496
497 void Monster_Touch(entity this, entity toucher)
498 {
499         if(!toucher) { return; }
500
501         if(toucher.monster_attack && this.enemy != toucher && !IS_MONSTER(toucher) && time >= this.spawn_time)
502         if(Monster_ValidTarget(this, toucher, true))
503                 this.enemy = toucher;
504 }
505
506 void Monster_Miniboss_Check(entity this)
507 {
508         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
509                 return;
510
511         float chance = random() * 100;
512
513         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
514         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
515         {
516                 GiveResource(this, RES_HEALTH, autocvar_g_monsters_miniboss_healthboost);
517                 this.effects |= EF_RED;
518                 if(!this.weapon)
519                         this.weapon = WEP_VORTEX.m_id;
520         }
521 }
522
523 bool Monster_Respawn_Check(entity this)
524 {
525         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
526         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
527                 return true; // enabled by a mutator
528
529         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
530                 return false;
531
532         if(!autocvar_g_monsters_respawn)
533                 return false;
534
535         return true;
536 }
537
538 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterdef); }
539
540 .vector pos1, pos2;
541
542 void Monster_Dead_Fade(entity this)
543 {
544         if(Monster_Respawn_Check(this))
545         {
546                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
547                 setthink(this, Monster_Respawn);
548                 this.nextthink = time + this.respawntime;
549                 this.monster_lifetime = 0;
550                 this.deadflag = DEAD_RESPAWNING;
551                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
552                 {
553                         this.pos1 = this.origin;
554                         this.pos2 = this.angles;
555                 }
556                 this.event_damage = func_null;
557                 this.event_heal = func_null;
558                 this.takedamage = DAMAGE_NO;
559                 setorigin(this, this.pos1);
560                 this.angles = this.pos2;
561                 SetResourceExplicit(this, RES_HEALTH, this.max_health);
562                 setmodel(this, MDL_Null);
563         }
564         else
565         {
566                 // number of monsters spawned with mobspawn command
567                 totalspawned -= 1;
568
569                 SUB_SetFade(this, time + 3, 1);
570         }
571 }
572
573 void Monster_Use(entity this, entity actor, entity trigger)
574 {
575         if(Monster_ValidTarget(this, actor, true)) { this.enemy = actor; }
576 }
577
578 /// Returns an origin that's near targetorigin and visible to this monster.
579 vector Monster_WanderTarget(entity this, vector targetorigin)
580 {
581         vector pos, ang;
582
583         ang_y = rint(random() * 500);
584         ang_x = this.angles_x;
585         ang_z = this.angles_z;
586         makevectors(ang);
587         pos = targetorigin + v_forward * this.wander_distance;
588         if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
589         {
590                 pos.z = random() * 200;
591                 if(random() >= 0.5)
592                         pos.z *= -1;
593         }
594         // truncate movement so we don't do walking into walls animations
595         traceline(this.origin + this.view_ofs, pos, MOVE_NORMAL, this);
596         return trace_endpos;
597 }
598
599 vector Monster_Move_Target(entity this, entity targ)
600 {
601         // enemy is always preferred target
602         if(this.enemy)
603         {
604                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
605                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
606
607                 if(this.enemy)
608                 {
609                         /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
610                         print("Trace origin: ", vtos(targ_origin), "\n");
611                         print("Target origin: ", vtos(this.enemy.origin), "\n");
612                         print("My origin: ", vtos(this.origin), "\n"); */
613
614                         this.monster_movestate = MONSTER_MOVE_ENEMY;
615                         this.last_trace = time + 1.2;
616                         if(this.monster_moveto)
617                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
618                         else
619                                 return targ_origin;
620                 }
621
622                 /*makevectors(this.angles);
623                 this.monster_movestate = MONSTER_MOVE_ENEMY;
624                 this.last_trace = time + 1.2;
625                 return this.enemy.origin; */
626         }
627
628         switch(this.monster_moveflags)
629         {
630                 case MONSTER_MOVE_FOLLOW:
631                 {
632                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
633                         this.last_trace = time + 0.3;
634                         if (this.monster_follow)
635                         {
636                                 if (vdist(this.origin - this.monster_follow.origin, <, this.wander_distance))
637                                         this.last_trace = time + this.wander_delay;
638                                 return Monster_WanderTarget(this, this.monster_follow.origin);
639                         }
640                         else
641                                 return this.origin;
642                 }
643                 case MONSTER_MOVE_SPAWNLOC:
644                 {
645                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
646                         this.last_trace = time + 2;
647                         return this.pos1;
648                 }
649                 case MONSTER_MOVE_NOMOVE:
650                 {
651                         if(this.monster_moveto)
652                         {
653                                 this.last_trace = time + 0.5;
654                                 return this.monster_moveto;
655                         }
656                         else
657                         {
658                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
659                                 this.last_trace = time + 2;
660                         }
661                         return this.origin;
662                 }
663                 default:
664                 case MONSTER_MOVE_WANDER:
665                 {
666                         this.monster_movestate = MONSTER_MOVE_WANDER;
667                         if(this.monster_moveto)
668                         {
669                                 this.last_trace = time + 0.5;
670                                 return this.monster_moveto;
671                         }
672                         else if(targ)
673                         {
674                                 this.last_trace = time + 0.5;
675                                 return targ.origin;
676                         }
677                         else
678                         {
679                                 this.last_trace = time + this.wander_delay;
680                                 return Monster_WanderTarget(this, this.origin);
681                         }
682                 }
683         }
684 }
685
686 // Check for water/slime/lava and dangerous edges
687 // (only when the bot is on the ground or jumping intentionally)
688 // returns a number > 0 for danger
689 // based on havocbot_checkdanger()
690 int Monster_CheckDanger(entity this, vector dst_ahead)
691 {
692         float s;
693
694         if((this.flags & FL_FLY) || (this.flags & FL_SWIM))
695         {
696                 // Look ahead
697                 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
698
699                 // Only care about the skybox if it's below
700                 // bones_was_here: does this even matter when flying/swimming?
701                 if (trace_endpos.z < this.origin.z + this.mins.z
702                 && trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
703                         return 1;
704
705                 s = pointcontents(trace_endpos + '0 0 1');
706                 if (s != CONTENT_SOLID)
707                 {
708                         if (s == CONTENT_LAVA || s == CONTENT_SLIME)
709                                 return 3;
710
711                         if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
712                         {
713                                 // the traceline check isn't enough but is good as optimization,
714                                 // when not true (most of the time) this tracebox call is avoided
715                                 tracebox(this.origin + this.view_ofs, this.mins, this.maxs, dst_ahead, true, this);
716                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
717                                         return 4;
718                         }
719                 }
720         }
721         else
722         {
723                 vector dst_down = dst_ahead - '0 0 3000';
724
725                 // Look downwards
726                 traceline(dst_ahead, dst_down, true, NULL);
727                 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
728                 //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look
729                 if (trace_endpos.z < this.origin.z + this.mins.z)
730                 {
731                         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
732                                 return 1;
733
734                         // If following an enemy ignore probably-non-fatal falls,
735                         // if wandering only ignore small falls.
736                         if (trace_endpos.z < (this.origin.z + this.mins.z) - (this.enemy ? 1024 : 100))
737                                 return 2;
738
739                         s = pointcontents(trace_endpos + '0 0 1');
740                         if (s != CONTENT_SOLID)
741                         {
742                                 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
743                                         return 3;
744
745                                 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
746                                 {
747                                         // the traceline check isn't enough but is good as optimization,
748                                         // when not true (most of the time) this tracebox call is avoided
749                                         tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
750                                         if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
751                                                 return 4;
752                                 }
753                         }
754                 }
755         }
756
757         return 0;
758 }
759
760 .entity draggedby;
761 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
762 {
763         // update goal entity if lost
764         if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
765                 this.goalentity = find(NULL, targetname, this.target2);
766
767         if(STAT(FROZEN, this))
768         {
769                 movelib_brake_simple(this, stpspeed);
770                 setanim(this, this.anim_idle, true, false, false);
771                 return; // no physics while frozen!
772         }
773
774         if(this.flags & FL_SWIM)
775         {
776                 if(this.waterlevel < WATERLEVEL_WETFEET)
777                 {
778                         if(time >= this.last_trace)
779                         {
780                                 this.last_trace = time + 0.4;
781
782                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
783                                 this.angles = '90 90 0';
784                                 if(random() < 0.5)
785                                 {
786                                         this.velocity_y += random() * 50;
787                                         this.velocity_x -= random() * 50;
788                                 }
789                                 else
790                                 {
791                                         this.velocity_y -= random() * 50;
792                                         this.velocity_x += random() * 50;
793                                 }
794                                 this.velocity_z += random() * 150;
795                         }
796
797
798                         set_movetype(this, MOVETYPE_BOUNCE);
799                         //this.velocity_z = -200;
800
801                         return;
802                 }
803                 else if(this.move_movetype == MOVETYPE_BOUNCE)
804                 {
805                         this.angles_x = 0;
806                         set_movetype(this, MOVETYPE_WALK);
807                 }
808         }
809
810         entity targ = this.goalentity;
811
812         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
813                 || game_stopped
814                 || this.draggedby != NULL
815                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
816                 || time < game_starttime
817                 || (autocvar_g_campaign && !campaign_bots_may_start)
818                 || time < this.spawn_time)
819         {
820                 runspeed = walkspeed = 0;
821                 if(time >= this.spawn_time)
822                         setanim(this, this.anim_idle, true, false, false);
823                 movelib_brake_simple(this, stpspeed);
824                 return;
825         }
826
827         targ = M_ARGV(3, entity);
828         runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
829         walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
830
831         if(this.monster_follow)
832         if((teamplay && autocvar_g_monsters_teams && DIFF_TEAM(this.monster_follow, this))
833         || IS_SPEC(this.monster_follow) || IS_OBSERVER(this.monster_follow))
834                 this.monster_follow = NULL;
835
836         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
837         {
838                 this.state = 0;
839                 settouch(this, Monster_Touch);
840         }
841
842         if(this.state && time >= this.attack_finished_single[0])
843                 this.state = 0; // attack is over
844
845 // Select destination
846         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
847         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
848                 this.moveto = Monster_Move_Target(this, targ);
849
850         if(!this.enemy)
851                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
852
853         if(this.state == MONSTER_ATTACK_MELEE)
854                 this.moveto = this.origin;
855
856         if(this.enemy && this.enemy.vehicle)
857                 runspeed = 0;
858
859         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
860                 this.moveto_z = this.origin_z;
861
862 // Steer towards destination
863         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
864         vector real_angle = vectoangles(this.steerto) - this.angles;
865         float turny = 25;
866         if(this.state == MONSTER_ATTACK_MELEE)
867                 turny = 0;
868         if(turny)
869         {
870                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
871                 this.angles_y += turny;
872         }
873
874 // Update velocity
875         fixedmakevectors(this.angles);
876         float vz = this.velocity_z;
877
878         // Check for danger ahead
879         float bboxwidth = min(this.maxs_x - this.mins_x, this.maxs_y - this.mins_y);
880         int danger = Monster_CheckDanger(this, this.origin + this.view_ofs
881                 + (vdist(this.velocity, >, bboxwidth * 5) ? this.velocity * 0.2 : v_forward * bboxwidth));
882
883         if(!danger && !turret_closetotarget(this, this.moveto, 16))
884         {
885                 bool do_run = (this.enemy || this.monster_moveto);
886                 movelib_move_simple(this, v_forward, ((do_run) ? runspeed : walkspeed), 0.4);
887
888                 if(time > this.pain_finished && time > this.anim_finished)
889                 if(!this.state)
890                 {
891                         if(vdist(this.velocity, >, 10))
892                                 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
893                         else
894                                 setanim(this, this.anim_idle, true, false, false);
895                 }
896         }
897         else
898         {
899                 entity e = this.goalentity; //find(NULL, targetname, this.target2);
900                 if(e.target2 && e.target2 != "")
901                         this.target2 = e.target2;
902                 else if(e.target && e.target != "") // compatibility
903                         this.target2 = e.target;
904
905                 movelib_brake_simple(this, stpspeed);
906                 if(time > this.anim_finished && time > this.pain_finished)
907                 if(!this.state)
908                 if(vdist(this.velocity, <=, 30))
909                         setanim(this, this.anim_idle, true, false, false);
910         }
911
912         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
913                 this.velocity_z = vz;
914
915 // If this path is dangerous try to find a different one next frame
916         if (danger)
917         {
918                 this.last_trace = time + 0.3;
919                 this.moveto = Monster_WanderTarget(this, this.origin);
920         }
921 }
922
923 void Monster_Remove(entity this)
924 {
925         if(IS_CLIENT(this))
926                 return; // don't remove it?
927
928         if(!this) { return; }
929
930         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
931                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
932
933         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
934         {
935                 .entity weaponentity = weaponentities[slot];
936                 if(this.(weaponentity))
937                         delete(this.(weaponentity));
938         }
939         if(this.iceblock) { delete(this.iceblock); }
940         WaypointSprite_Kill(this.sprite);
941         delete(this);
942 }
943
944 void Monster_Dead_Think(entity this)
945 {
946         this.nextthink = time + this.ticrate;
947
948         Monster mon = REGISTRY_GET(Monsters, this.monsterid);
949         mon.mr_deadthink(mon, this);
950
951         if(this.monster_lifetime != 0)
952         if(time >= this.monster_lifetime)
953         {
954                 Monster_Dead_Fade(this);
955                 return;
956         }
957 }
958
959 void Monster_Appear(entity this, entity actor, entity trigger)
960 {
961         this.enemy = actor;
962         Monster_Spawn(this, false, this.monsterdef);
963 }
964
965 bool Monster_Appear_Check(entity this, Monster monster_id)
966 {
967         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
968                 return false;
969
970         setthink(this, func_null);
971         this.monsterdef = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
972         this.nextthink = 0;
973         this.use = Monster_Appear;
974         this.flags = FL_MONSTER; // set so this monster can get butchered
975
976         return true;
977 }
978
979 void Monster_Reset(entity this)
980 {
981         if(this.spawnflags & MONSTERFLAG_SPAWNED)
982         {
983                 Monster_Remove(this);
984                 return;
985         }
986
987         setorigin(this, this.pos1);
988         this.angles = this.pos2;
989
990         Unfreeze(this, false); // remove any icy remains
991
992         SetResourceExplicit(this, RES_HEALTH, this.max_health);
993         this.velocity = '0 0 0';
994         this.enemy = NULL;
995         this.goalentity = NULL;
996         this.attack_finished_single[0] = 0;
997         this.moveto = this.origin;
998 }
999
1000 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
1001 {
1002         TakeResource(this, RES_HEALTH, damage);
1003
1004         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
1005
1006         if(GetResource(this, RES_HEALTH) <= -50) // 100 health until gone?
1007         {
1008                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
1009
1010                 // number of monsters spawned with mobspawn command
1011                 totalspawned -= 1;
1012
1013                 setthink(this, SUB_Remove);
1014                 this.nextthink = time + 0.1;
1015                 this.event_damage = func_null;
1016         }
1017 }
1018
1019 void Monster_Dead(entity this, entity attacker, float gibbed)
1020 {
1021         setthink(this, Monster_Dead_Think);
1022         this.nextthink = time;
1023         this.monster_lifetime = time + 5;
1024
1025         if(STAT(FROZEN, this))
1026                 Unfreeze(this, false); // remove any icy remains
1027
1028         monster_dropitem(this, attacker);
1029
1030         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
1031
1032         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1033                 monsters_killed += 1;
1034
1035         if(IS_PLAYER(attacker))
1036         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
1037                 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
1038
1039         if(gibbed)
1040         {
1041                 // number of monsters spawned with mobspawn command
1042                 totalspawned -= 1;
1043         }
1044
1045         if(!gibbed && this.mdl_dead && this.mdl_dead != "")
1046                 _setmodel(this, this.mdl_dead);
1047
1048         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
1049         this.event_heal         = func_null;
1050         this.solid                      = SOLID_CORPSE;
1051         this.takedamage         = DAMAGE_AIM;
1052         this.deadflag           = DEAD_DEAD;
1053         this.enemy                      = NULL;
1054         set_movetype(this, MOVETYPE_TOSS);
1055         this.moveto                     = this.origin;
1056         settouch(this, Monster_Touch); // reset incase monster was pouncing
1057         this.reset                      = func_null;
1058         this.state                      = 0;
1059         this.attack_finished_single[0] = 0;
1060         this.effects = 0;
1061         this.dphitcontentsmask &= ~DPCONTENTS_BODY;
1062
1063         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
1064                 this.velocity = '0 0 0';
1065
1066         CSQCModel_UnlinkEntity(this);
1067
1068         Monster mon = this.monsterdef;
1069         mon.mr_death(mon, this);
1070
1071         if(this.candrop && this.weapon && autocvar_g_monsters_drop)
1072         {
1073                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
1074                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
1075         }
1076 }
1077
1078 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
1079 {
1080         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1081                 return;
1082
1083         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1084                 return;
1085
1086         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1087                 //return;
1088
1089         if(StatusEffects_active(STATUSEFFECT_SpawnShield, this) && deathtype != DEATH_KILL.m_id)
1090                 return;
1091
1092         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1093                 return;
1094
1095         vector v = healtharmor_applydamage(100, GetResource(this, RES_ARMOR) / 100, deathtype, damage);
1096         float take = v.x;
1097         //float save = v.y;
1098
1099         Monster mon = this.monsterdef;
1100         take = mon.mr_pain(mon, this, take, attacker, deathtype);
1101
1102         if(take)
1103         {
1104                 TakeResource(this, RES_HEALTH, take);
1105                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1106         }
1107
1108         if(this.sprite)
1109                 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1110
1111         this.dmg_time = time;
1112
1113         if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1114                 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1115
1116         this.velocity += force * this.damageforcescale;
1117
1118         if(deathtype != DEATH_DROWN.m_id && take)
1119         {
1120                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1121                 if (take > 50)
1122                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1123                 if (take > 100)
1124                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1125         }
1126
1127         if(GetResource(this, RES_HEALTH) <= 0)
1128         {
1129                 if(deathtype == DEATH_KILL.m_id)
1130                         this.candrop = false; // killed by mobkill command
1131
1132                 // TODO: fix this?
1133                 SUB_UseTargets(this, attacker, this.enemy);
1134                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1135
1136                 Monster_Dead(this, attacker, (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id));
1137
1138                 WaypointSprite_Kill(this.sprite);
1139
1140                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1141
1142                 if(GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1143                 {
1144                         Violence_GibSplash(this, 1, 0.5, attacker);
1145
1146                         setthink(this, SUB_Remove);
1147                         this.nextthink = time + 0.1;
1148                 }
1149         }
1150 }
1151
1152 bool Monster_Heal(entity targ, entity inflictor, float amount, float limit)
1153 {
1154         float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
1155         if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
1156                 return false;
1157
1158         GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
1159         if(targ.sprite)
1160                 WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH));
1161         return true;
1162 }
1163
1164 // don't check for enemies, just keep walking in a straight line
1165 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1166 {
1167         if(game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1168         {
1169                 mspeed = 0;
1170                 if(time >= this.spawn_time)
1171                         setanim(this, this.anim_idle, true, false, false);
1172                 movelib_brake_simple(this, 0.6);
1173                 return;
1174         }
1175
1176         makevectors(this.angles);
1177         vector a = CENTER_OR_VIEWOFS(this);
1178         vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1179
1180         traceline(a, b, MOVE_NORMAL, this);
1181
1182         bool reverse = false;
1183         if(trace_fraction != 1.0)
1184                 reverse = true;
1185         if(trace_ent && IS_PLAYER(trace_ent))
1186                 reverse = false;
1187         if(trace_ent && IS_MONSTER(trace_ent))
1188                 reverse = true;
1189
1190         if(!allow_jumpoff && IS_ONGROUND(this))
1191         {
1192                 traceline(b, b - '0 0 32', MOVE_NORMAL, this);
1193                 if(trace_fraction == 1.0)
1194                         reverse = true;
1195         }
1196
1197         if(reverse)
1198         {
1199                 this.angles_y = anglemods(this.angles_y - 180);
1200                 makevectors(this.angles);
1201         }
1202
1203         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1204
1205         if(time > this.pain_finished && time > this.attack_finished_single[0])
1206         {
1207                 if(vdist(this.velocity, >, 10))
1208                         setanim(this, this.anim_walk, true, false, false);
1209                 else
1210                         setanim(this, this.anim_idle, true, false, false);
1211         }
1212 }
1213
1214 void Monster_Anim(entity this)
1215 {
1216         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1217         if(IS_DEAD(this))
1218         {
1219                 if (!deadbits)
1220                 {
1221                         // Decide on which death animation to use.
1222                         if(random() < 0.5)
1223                                 deadbits = ANIMSTATE_DEAD1;
1224                         else
1225                                 deadbits = ANIMSTATE_DEAD2;
1226                 }
1227         }
1228         else
1229         {
1230                 // Clear a previous death animation.
1231                 deadbits = 0;
1232         }
1233         int animbits = deadbits;
1234         if(STAT(FROZEN, this))
1235                 animbits |= ANIMSTATE_FROZEN;
1236         if(IS_DUCKED(this))
1237                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1238         animdecide_setstate(this, animbits, false);
1239         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1240
1241         /* // weapon entities for monsters?
1242         if (this.weaponentity)
1243         {
1244                 updateanim(this.weaponentity);
1245                 if (!this.weaponentity.animstate_override)
1246                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1247         }
1248         */
1249 }
1250
1251 void Monster_Frozen_Think(entity this)
1252 {
1253         if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
1254         {
1255                 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1);
1256                 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health));
1257                 if (this.iceblock)
1258                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
1259
1260                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1261                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1262
1263                 if(STAT(REVIVE_PROGRESS, this) >= 1)
1264                         Unfreeze(this, false);
1265         }
1266         else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
1267         {
1268                 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - this.ticrate * this.revive_speed, 1);
1269                 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
1270
1271                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1272                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1273
1274                 if(GetResource(this, RES_HEALTH) < 1)
1275                 {
1276                         Unfreeze(this, false);
1277                         if(this.event_damage)
1278                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
1279                 }
1280                 else if ( STAT(REVIVE_PROGRESS, this) <= 0 )
1281                         Unfreeze(this, false);
1282         }
1283         // otherwise, no revival!
1284
1285         this.enemy = NULL; // TODO: save enemy, and attack when revived?
1286 }
1287
1288 void Monster_Enemy_Check(entity this)
1289 {
1290         if(this.enemy)
1291         {
1292                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
1293                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
1294                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
1295
1296                 // cases where the enemy may have changed their state (don't need to check everything here)
1297                 if(    (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
1298                         || (STAT(FROZEN, this.enemy))
1299                         || (this.enemy.flags & FL_NOTARGET)
1300                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
1301                         || (this.enemy.takedamage == DAMAGE_NO)
1302                         || (vdist(this.origin - targ_origin, >, this.target_range))
1303                         || ((trace_fraction < 1) && (trace_ent != this.enemy))
1304                         )
1305                 {
1306                         this.enemy = NULL;
1307                 }
1308                 else
1309                 {
1310                         return;
1311                 }
1312         }
1313
1314         this.enemy = Monster_FindTarget(this);
1315         if(this.enemy)
1316         {
1317                 WarpZone_RefSys_Copy(this.enemy, this);
1318                 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1319                 // update move target immediately?
1320                 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1321                 this.monster_moveto = '0 0 0';
1322                 this.monster_face = '0 0 0';
1323
1324                 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1325         }
1326 }
1327
1328 void Monster_Think(entity this)
1329 {
1330         setthink(this, Monster_Think);
1331         this.nextthink = time + this.ticrate;
1332
1333         if(this.monster_lifetime && time >= this.monster_lifetime)
1334         {
1335                 Damage(this, this, this, GetResource(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin);
1336                 return;
1337         }
1338
1339         if(STAT(FROZEN, this))
1340                 Monster_Frozen_Think(this);
1341         else if(time >= this.last_enemycheck)
1342         {
1343                 Monster_Enemy_Check(this);
1344                 this.last_enemycheck = time + 1; // check for enemies every second
1345         }
1346
1347         Monster mon = this.monsterdef;
1348         if(mon.mr_think(mon, this))
1349         {
1350                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1351
1352                 .entity weaponentity = weaponentities[0]; // TODO?
1353                 Monster_Attack_Check(this, this.enemy, weaponentity);
1354         }
1355
1356         Monster_Anim(this);
1357
1358         CSQCMODEL_AUTOUPDATE(this);
1359 }
1360
1361 bool Monster_Spawn_Setup(entity this)
1362 {
1363         Monster mon = this.monsterdef;
1364         mon.mr_setup(mon, this);
1365
1366         // ensure some basic needs are met
1367         if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 100); }
1368         if(!GetResource(this, RES_ARMOR)) { SetResourceExplicit(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); }
1369         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1370         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1371         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1372         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1373         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1374
1375         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1376         {
1377                 Monster_Miniboss_Check(this);
1378                 SetResourceExplicit(this, RES_HEALTH, GetResource(this, RES_HEALTH) * MONSTER_SKILLMOD(this));
1379
1380                 if(!this.skin)
1381                         this.skin = rint(random() * 4);
1382         }
1383
1384         this.max_health = GetResource(this, RES_HEALTH);
1385         this.pain_finished = this.nextthink;
1386         this.last_enemycheck = this.spawn_time + random(); // slight delay
1387
1388         if(!this.wander_delay) { this.wander_delay = 2; }
1389         if(!this.wander_distance) { this.wander_distance = 600; }
1390
1391         Monster_Sounds_Precache(this);
1392         Monster_Sounds_Update(this);
1393
1394         if(teamplay)
1395         {
1396                 if(!this.monster_attack)
1397                         IL_PUSH(g_monster_targets, this);
1398                 this.monster_attack = true; // we can have monster enemies in team games
1399         }
1400
1401         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1402
1403         if(autocvar_g_monsters_healthbars)
1404         {
1405                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1406                 wp.wp_extra = this.monsterdef.monsterid;
1407                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1408                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1409                 {
1410                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1411                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1412                 }
1413         }
1414
1415         setthink(this, Monster_Think);
1416         this.nextthink = time + this.ticrate;
1417
1418         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1419                 return false;
1420
1421         return true;
1422 }
1423
1424 bool Monster_Spawn(entity this, bool check_appear, Monster mon)
1425 {
1426         // setup the basic required properties for a monster
1427
1428         if(!mon || mon == MON_Null) { return false; } // invalid monster
1429         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1430
1431         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED) && !(this.flags & FL_MONSTER))
1432         {
1433                 IL_PUSH(g_monsters, this);
1434                 if(this.mdl && this.mdl != "")
1435                         precache_model(this.mdl);
1436                 if(this.mdl_dead && this.mdl_dead != "")
1437                         precache_model(this.mdl_dead);
1438         }
1439
1440         if(check_appear && Monster_Appear_Check(this, mon)) { return true; } // return true so the monster isn't removed
1441
1442         if(!this.monster_skill)
1443                 this.monster_skill = cvar("g_monsters_skill");
1444
1445         // support for quake style removing monsters based on skill
1446         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1447         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1448         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1449
1450         if(this.team && !teamplay)
1451                 this.team = 0;
1452
1453         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1454         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1455                 monsters_total += 1;
1456
1457         if(this.mdl && this.mdl != "")
1458                 _setmodel(this, this.mdl);
1459         else
1460                 setmodel(this, mon.m_model);
1461
1462         if(!this.monster_name || this.monster_name == "")
1463                 this.monster_name = mon.monster_name;
1464
1465         if(this.statuseffects && this.statuseffects.owner == this)
1466         {
1467                 StatusEffects_clearall(this.statuseffects);
1468                 StatusEffects_update(this);
1469         }
1470         else
1471                 this.statuseffects = NULL;
1472
1473         this.flags                              = FL_MONSTER;
1474         this.classname                  = "monster";
1475         this.takedamage                 = DAMAGE_AIM;
1476         if(!this.bot_attack)
1477                 IL_PUSH(g_bot_targets, this);
1478         this.bot_attack                 = true;
1479         this.iscreature                 = true;
1480         this.teleportable               = true;
1481         if(!this.damagedbycontents)
1482                 IL_PUSH(g_damagedbycontents, this);
1483         this.damagedbycontents  = true;
1484         this.monsterdef                 = mon;
1485         this.event_damage               = Monster_Damage;
1486         this.event_heal                 = Monster_Heal;
1487         settouch(this, Monster_Touch);
1488         this.use                                = Monster_Use;
1489         this.solid                              = SOLID_BBOX;
1490         set_movetype(this, MOVETYPE_WALK);
1491         StatusEffects_apply(STATUSEFFECT_SpawnShield, this, time + autocvar_g_monsters_spawnshieldtime, 0);
1492         this.enemy                              = NULL;
1493         this.velocity                   = '0 0 0';
1494         this.moveto                             = this.origin;
1495         this.pos1                               = this.origin;
1496         this.pos2                               = this.angles;
1497         this.reset                              = Monster_Reset;
1498         this.netname                    = mon.netname;
1499         this.monster_attackfunc = mon.monster_attackfunc;
1500         this.candrop                    = true;
1501         this.oldtarget2                 = this.target2;
1502         this.deadflag                   = DEAD_NO;
1503         this.spawn_time                 = time;
1504         this.gravity                    = 1;
1505         this.monster_moveto             = '0 0 0';
1506         this.monster_face               = '0 0 0';
1507         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1508
1509         if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1510         if(!this.scale) { this.scale = 1; }
1511         if(autocvar_g_monsters_edit) { this.grab = 1; }
1512         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1513         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1514         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1515
1516         if(autocvar_g_monsters_playerclip_collisions)
1517                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1518
1519         if(mon.spawnflags & MONSTER_TYPE_FLY)
1520         {
1521                 this.flags |= FL_FLY;
1522                 set_movetype(this, MOVETYPE_FLY);
1523         }
1524
1525         if((mon.spawnflags & MONSTER_SIZE_QUAKE) && autocvar_g_monsters_quake_resize && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1526                 this.scale *= 1.3;
1527
1528         setsize(this, RoundPerfectVector(mon.m_mins * this.scale), RoundPerfectVector(mon.m_maxs * this.scale));
1529         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1530
1531         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1532
1533         Monster_UpdateModel(this);
1534
1535         if(!Monster_Spawn_Setup(this))
1536         {
1537                 Monster_Remove(this);
1538                 return false;
1539         }
1540
1541         if(!this.noalign)
1542         {
1543                 setorigin(this, this.origin + '0 0 20');
1544                 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1545                 setorigin(this, trace_endpos);
1546         }
1547
1548         if (!nudgeoutofsolid(this))
1549         {
1550                 // Stuck and not fixable
1551                 Monster_Remove(this);
1552                 return false;
1553         }
1554
1555         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1556                 monster_setupcolors(this);
1557
1558         CSQCMODEL_AUTOINIT(this);
1559
1560         return true;
1561 }