From: Mario <mario@smbclan.net>
Date: Sun, 3 Jan 2016 12:13:40 +0000 (+1000)
Subject: Purge self from most of the monster code
X-Git-Tag: xonotic-v0.8.2~1315
X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=4f8174124060b4de8af7429fb9e7003f87e734c7;p=xonotic%2Fxonotic-data.pk3dir.git

Purge self from most of the monster code
---

diff --git a/qcsrc/common/animdecide.qc b/qcsrc/common/animdecide.qc
index f8561b53c..c4b428e49 100644
--- a/qcsrc/common/animdecide.qc
+++ b/qcsrc/common/animdecide.qc
@@ -7,49 +7,45 @@
     #include "../server/defs.qh"
 #endif
 
-bool monsters_animoverride(entity e)
+bool monsters_animoverride(entity this)
 {
 	Monster monster_id = NULL;
-	for(int i = MON_FIRST; i <= MON_LAST; ++i)
-	{
-		entity mon = get_monsterinfo(i);
-
-		//if(substring(e.model, 0, strlen(mon.model) - 4) == substring(mon.model, 0, strlen(mon.model) - 4))
-		if(e.model == mon.model)
+	FOREACH(Monsters, it != WEP_Null, LAMBDA(
+		if(it.model == this.model)
 		{
-			monster_id = mon;
+			monster_id = it;
 			break;
 		}
-	}
+	));
 
 	if(!monster_id) { return false; }
 
-	monster_id.mr_anim(monster_id);
+	monster_id.mr_anim(monster_id, this);
 
 	vector none = '0 0 0';
-	e.anim_duckwalk = e.anim_walk;
-	e.anim_duckjump = animfixfps(e, '5 1 10', none);
-	e.anim_duckidle = e.anim_idle;
-	e.anim_jump = animfixfps(e, '8 1 10', none);
-	e.anim_taunt = animfixfps(e, '12 1 0.33', none);
-	e.anim_runbackwards = e.anim_run;
-	e.anim_strafeleft = e.anim_run;
-	e.anim_straferight = e.anim_run;
-	e.anim_forwardright = e.anim_run;
-	e.anim_forwardleft = e.anim_run;
-	e.anim_backright = e.anim_run;
-	e.anim_backleft  = e.anim_run;
-	e.anim_duckwalkbackwards = e.anim_walk;
-	e.anim_duckwalkstrafeleft = e.anim_walk;
-	e.anim_duckwalkstraferight = e.anim_walk;
-	e.anim_duckwalkforwardright = e.anim_walk;
-	e.anim_duckwalkforwardleft = e.anim_walk;
-	e.anim_duckwalkbackright = e.anim_walk;
-	e.anim_duckwalkbackleft  = e.anim_walk;
+	this.anim_duckwalk = this.anim_walk;
+	this.anim_duckjump = animfixfps(this, '5 1 10', none);
+	this.anim_duckidle = this.anim_idle;
+	this.anim_jump = animfixfps(this, '8 1 10', none);
+	this.anim_taunt = animfixfps(this, '12 1 0.33', none);
+	this.anim_runbackwards = this.anim_run;
+	this.anim_strafeleft = this.anim_run;
+	this.anim_straferight = this.anim_run;
+	this.anim_forwardright = this.anim_run;
+	this.anim_forwardleft = this.anim_run;
+	this.anim_backright = this.anim_run;
+	this.anim_backleft  = this.anim_run;
+	this.anim_duckwalkbackwards = this.anim_walk;
+	this.anim_duckwalkstrafeleft = this.anim_walk;
+	this.anim_duckwalkstraferight = this.anim_walk;
+	this.anim_duckwalkforwardright = this.anim_walk;
+	this.anim_duckwalkforwardleft = this.anim_walk;
+	this.anim_duckwalkbackright = this.anim_walk;
+	this.anim_duckwalkbackleft  = this.anim_walk;
 
 	// these anims ought to stay until stopped explicitly by weaponsystem
-	e.anim_shoot_z = 0.001;
-	e.anim_melee_z = 0.001;
+	this.anim_shoot_z = 0.001;
+	this.anim_melee_z = 0.001;
 
 	return true;
 }
diff --git a/qcsrc/common/monsters/monster.qh b/qcsrc/common/monsters/monster.qh
index 476dcfbe2..22e2072c0 100644
--- a/qcsrc/common/monsters/monster.qh
+++ b/qcsrc/common/monsters/monster.qh
@@ -25,7 +25,7 @@ const int MON_FLAG_RIDE = 4096; // monster can be ridden in special modes
 const int MONSTER_SIZE_QUAKE = 8192;
 
 // entity properties of monsterinfo:
-.bool(int, entity targ) monster_attackfunc;
+.bool(int, entity actor, entity targ) monster_attackfunc;
 
 // animations
 .vector anim_blockend;
@@ -56,17 +56,17 @@ CLASS(Monster, Object)
     ATTRIB(Monster, maxs, vector, '0 0 0')
 
     /** (SERVER) setup monster data */
-    METHOD(Monster, mr_setup, bool(Monster this)) { return false; }
+    METHOD(Monster, mr_setup, bool(Monster this, entity actor)) { return false; }
     /** (SERVER) logic to run every frame */
-    METHOD(Monster, mr_think, bool(Monster this)) { return false; }
+    METHOD(Monster, mr_think, bool(Monster this, entity actor)) { return false; }
     /** (SERVER) called when monster dies */
-    METHOD(Monster, mr_death, bool(Monster this)) { return false; }
+    METHOD(Monster, mr_death, bool(Monster this, entity actor)) { return false; }
     /** (BOTH) precaches models/sounds used by this monster */
     METHOD(Monster, mr_precache, bool(Monster this)) { return false; }
     /** (SERVER) called when monster is damaged */
-    METHOD(Monster, mr_pain, bool(Monster this)) { return false; }
+    METHOD(Monster, mr_pain, bool(Monster this, entity actor)) { return false; }
     /** (BOTH?) sets animations for monster */
-    METHOD(Monster, mr_anim, bool(Monster this)) { return false; }
+    METHOD(Monster, mr_anim, bool(Monster this, entity actor)) { return false; }
 
 ENDCLASS(Monster)
 
diff --git a/qcsrc/common/monsters/monster/mage.qc b/qcsrc/common/monsters/monster/mage.qc
index 2541de0a9..c72e55015 100644
--- a/qcsrc/common/monsters/monster/mage.qc
+++ b/qcsrc/common/monsters/monster/mage.qc
@@ -40,8 +40,8 @@ REGISTER_WEAPON(MAGE_SPIKE, NEW(MageSpike));
 #ifdef SVQC
 
 SOUND(MageSpike_FIRE, W_Sound("electro_fire"));
-void M_Mage_Attack_Spike(vector dir);
-void M_Mage_Attack_Push();
+void M_Mage_Attack_Spike(entity this, vector dir);
+void M_Mage_Attack_Push(entity this);
 METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weaponentity, int fire)) {
     if (fire & 1)
     if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) {
@@ -49,24 +49,24 @@ METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weapon
         actor.enemy = Monster_FindTarget(actor);
         W_SetupShot_Dir(actor, v_forward, false, 0, SND(MageSpike_FIRE), CH_WEAPON_B, 0);
     	if (!IS_PLAYER(actor)) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
-        M_Mage_Attack_Spike(w_shotdir);
+        M_Mage_Attack_Spike(actor, w_shotdir);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
     }
     if (fire & 2)
     if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
-        M_Mage_Attack_Push();
+        M_Mage_Attack_Push(actor);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
     }
 }
 
-void M_Mage_Attack_Teleport();
+void M_Mage_Attack_Teleport(entity this, entity targ);
 
 CLASS(OffhandMageTeleport, OffhandWeapon)
     .bool OffhandMageTeleport_key_pressed;
     METHOD(OffhandMageTeleport, offhand_think, void(OffhandMageTeleport this, entity player, bool key_pressed))
     {
         if (key_pressed && !player.OffhandMageTeleport_key_pressed)
-            WITH(entity, self, player, M_Mage_Attack_Teleport());
+        	M_Mage_Attack_Teleport(player, player.enemy);
         player.OffhandMageTeleport_key_pressed = key_pressed;
     }
 ENDCLASS(OffhandMageTeleport)
@@ -110,58 +110,58 @@ const float mage_anim_death		= 4;
 const float mage_anim_run		= 5;
 */
 
-void() M_Mage_Defend_Heal;
-void() M_Mage_Defend_Shield;
+void M_Mage_Defend_Heal(entity this);
+void M_Mage_Defend_Shield(entity this);
 
 .entity mage_spike;
 .float mage_shield_delay;
 .float mage_shield_time;
 
-float M_Mage_Defend_Heal_Check(entity e)
-{SELFPARAM();
-	if(e == world)
+bool M_Mage_Defend_Heal_Check(entity this, entity targ)
+{
+	if(targ == world)
 		return false;
-	if(e.health <= 0)
+	if(targ.health <= 0)
 		return false;
-	if(DIFF_TEAM(e, self) && e != self.monster_follow)
+	if(DIFF_TEAM(targ, this) && targ != this.monster_follow)
 		return false;
-	if(STAT(FROZEN, e))
+	if(STAT(FROZEN, targ))
 		return false;
-	if(!IS_PLAYER(e))
-		return (IS_MONSTER(e) && e.health < e.max_health);
-	if(e.items & ITEM_Shield.m_itemid)
+	if(!IS_PLAYER(targ))
+		return (IS_MONSTER(targ) && targ.health < targ.max_health);
+	if(targ.items & ITEM_Shield.m_itemid)
 		return false;
 
-	switch(self.skin)
+	switch(this.skin)
 	{
-		case 0: return (e.health < autocvar_g_balance_health_regenstable);
-		case 1: return ((e.ammo_cells && e.ammo_cells < g_pickup_cells_max) || (e.ammo_plasma && e.ammo_plasma < g_pickup_plasma_max) || (e.ammo_rockets && e.ammo_rockets < g_pickup_rockets_max) || (e.ammo_nails && e.ammo_nails < g_pickup_nails_max) || (e.ammo_shells && e.ammo_shells < g_pickup_shells_max));
-		case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
-		case 3: return (e.health > 0);
+		case 0: return (targ.health < autocvar_g_balance_health_regenstable);
+		case 1: return ((targ.ammo_cells && targ.ammo_cells < g_pickup_cells_max) || (targ.ammo_plasma && targ.ammo_plasma < g_pickup_plasma_max) || (targ.ammo_rockets && targ.ammo_rockets < g_pickup_rockets_max) || (targ.ammo_nails && targ.ammo_nails < g_pickup_nails_max) || (targ.ammo_shells && targ.ammo_shells < g_pickup_shells_max));
+		case 2: return (targ.armorvalue < autocvar_g_balance_armor_regenstable);
+		case 3: return (targ.health > 0);
 	}
 
 	return false;
 }
 
-void M_Mage_Attack_Spike_Explode()
-{SELFPARAM();
-	self.event_damage = func_null;
+void M_Mage_Attack_Spike_Explode(entity this)
+{
+	this.event_damage = func_null;
 
-	sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
+	sound(this, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
 
-	self.realowner.mage_spike = world;
+	this.realowner.mage_spike = world;
 
-	Send_Effect(EFFECT_EXPLOSION_SMALL, self.origin, '0 0 0', 1);
-	RadiusDamage (self, self.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), world, world, 0, DEATH_MONSTER_MAGE.m_id, other);
+	Send_Effect(EFFECT_EXPLOSION_SMALL, this.origin, '0 0 0', 1);
+	RadiusDamage (this, this.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), world, world, 0, DEATH_MONSTER_MAGE.m_id, other);
 
-	remove (self);
+	remove (this);
 }
 
 void M_Mage_Attack_Spike_Touch()
 {
 	PROJECTILE_TOUCH;
 
-	M_Mage_Attack_Spike_Explode();
+	M_Mage_Attack_Spike_Explode(self);
 }
 
 .float wait;
@@ -171,7 +171,7 @@ void M_Mage_Attack_Spike_Think()
 {SELFPARAM();
 	if (time > self.ltime || (self.enemy && self.enemy.health <= 0) || self.owner.health <= 0) {
 		self.projectiledeathtype |= HITTYPE_SPLASH;
-		M_Mage_Attack_Spike_Explode();
+		M_Mage_Attack_Spike_Explode(self);
 	}
 
 	float spd = vlen(self.velocity);
@@ -221,43 +221,42 @@ void M_Mage_Attack_Spike_Think()
 	UpdateCSQCProjectile(self);
 }
 
-void M_Mage_Attack_Spike(vector dir)
+void M_Mage_Attack_Spike(entity this, vector dir)
 {
-	SELFPARAM();
-	makevectors(self.angles);
+	makevectors(this.angles);
 
 	entity missile = spawn();
-	missile.owner = missile.realowner = self;
+	missile.owner = missile.realowner = this;
 	missile.think = M_Mage_Attack_Spike_Think;
 	missile.ltime = time + 7;
 	missile.nextthink = time;
 	missile.solid = SOLID_BBOX;
 	missile.movetype = MOVETYPE_FLYMISSILE;
 	missile.flags = FL_PROJECTILE;
-	setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
+	setorigin(missile, this.origin + v_forward * 14 + '0 0 30' + v_right * -14);
 	setsize(missile, '0 0 0', '0 0 0');
 	missile.velocity = dir * 400;
 	missile.avelocity = '300 300 300';
-	missile.enemy = self.enemy;
+	missile.enemy = this.enemy;
 	missile.touch = M_Mage_Attack_Spike_Touch;
 
-	self.mage_spike = missile;
+	this.mage_spike = missile;
 
 	CSQCProjectile(missile, true, PROJECTILE_MAGE_SPIKE, true);
 }
 
-void M_Mage_Defend_Heal()
-{SELFPARAM();
+void M_Mage_Defend_Heal(entity this)
+{
 	entity head;
 	float washealed = false;
 
-	for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(M_Mage_Defend_Heal_Check(head))
+	for(head = findradius(this.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(M_Mage_Defend_Heal_Check(this, head))
 	{
 		washealed = true;
 		string fx = "";
 		if(IS_PLAYER(head))
 		{
-			switch(self.skin)
+			switch(this.skin)
 			{
 				case 0:
 					if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_health_regenstable);
@@ -279,7 +278,7 @@ void M_Mage_Defend_Heal()
 					}
 					break;
 				case 3:
-					head.health = bound(0, head.health - ((head == self)  ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
+					head.health = bound(0, head.health - ((head == this)  ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
 					fx = EFFECT_RAGE.eent_eff_name;
 					break;
 			}
@@ -297,66 +296,69 @@ void M_Mage_Defend_Heal()
 
 	if(washealed)
 	{
-		setanim(self, self.anim_shoot, true, true, true);
-		self.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
-		self.anim_finished = time + 1.5;
+		setanim(this, this.anim_shoot, true, true, true);
+		this.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
+		this.anim_finished = time + 1.5;
 	}
 }
 
-void M_Mage_Attack_Push()
-{SELFPARAM();
-	sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
-	RadiusDamage (self, self, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), world, world, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE.m_id, self.enemy);
-	Send_Effect(EFFECT_TE_EXPLOSION, self.origin, '0 0 0', 1);
+void M_Mage_Attack_Push(entity this)
+{
+	sound(this, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
+	RadiusDamage (this, this, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), world, world, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE.m_id, this.enemy);
+	Send_Effect(EFFECT_TE_EXPLOSION, this.origin, '0 0 0', 1);
 
-	setanim(self, self.anim_shoot, true, true, true);
-	self.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_push_delay);
+	setanim(this, this.anim_shoot, true, true, true);
+	this.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_push_delay);
 }
 
-void M_Mage_Attack_Teleport()
-{SELFPARAM();
-	entity targ = self.enemy;
-	if (!targ) return;
-	if (vlen(targ.origin - self.origin) > 1500) return;
+void M_Mage_Attack_Teleport(entity this, entity targ)
+{
+	if(!targ) return;
+	if(vdist(targ.origin - this.origin, >, 1500)) return;
 
 	makevectors(targ.angles);
-	tracebox(targ.origin + ((v_forward * -1) * 200), self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self);
+	tracebox(targ.origin + ((v_forward * -1) * 200), this.mins, this.maxs, this.origin, MOVE_NOMONSTERS, this);
 
 	if(trace_fraction < 1)
 		return;
 
-	Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1);
-	setorigin(self, targ.origin + ((v_forward * -1) * 200));
+	vector newpos = targ.origin + ((v_forward * -1) * 200);
+
+	Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
+	Send_Effect(EFFECT_SPAWN_NEUTRAL, newpos, '0 0 0', 1);
+	
+	setorigin(this, newpos);
 
-	vector a = vectoangles(targ.origin - self.origin);
+	vector a = vectoangles(targ.origin - this.origin);
 	a.x = -a.x;
-	self.angles_x = a.x;
-	self.angles_y = a.y;
-	self.fixangle = true;
-	self.velocity *= 0.5;
+	this.angles_x = a.x;
+	this.angles_y = a.y;
+	this.fixangle = true;
+	this.velocity *= 0.5;
 
-	self.attack_finished_single[0] = time + 0.2;
+	this.attack_finished_single[0] = time + 0.2;
 }
 
-void M_Mage_Defend_Shield_Remove()
-{SELFPARAM();
-	self.effects &= ~(EF_ADDITIVE | EF_BLUE);
-	self.armorvalue = autocvar_g_monsters_armor_blockpercent;
+void M_Mage_Defend_Shield_Remove(entity this)
+{
+	this.effects &= ~(EF_ADDITIVE | EF_BLUE);
+	this.armorvalue = autocvar_g_monsters_armor_blockpercent;
 }
 
-void M_Mage_Defend_Shield()
-{SELFPARAM();
-	self.effects |= (EF_ADDITIVE | EF_BLUE);
-	self.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
-	self.armorvalue = (autocvar_g_monster_mage_shield_blockpercent);
-	self.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
-	setanim(self, self.anim_shoot, true, true, true);
-	self.attack_finished_single[0] = time + 1;
-	self.anim_finished = time + 1;
+void M_Mage_Defend_Shield(entity this)
+{
+	this.effects |= (EF_ADDITIVE | EF_BLUE);
+	this.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
+	this.armorvalue = (autocvar_g_monster_mage_shield_blockpercent);
+	this.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
+	setanim(this, this.anim_shoot, true, true, true);
+	this.attack_finished_single[0] = time + 1;
+	this.anim_finished = time + 1;
 }
 
-float M_Mage_Attack(float attack_type, entity targ)
-{SELFPARAM();
+bool M_Mage_Attack(int attack_type, entity actor, entity targ)
+{
     .entity weaponentity = weaponentities[0];
 	switch(attack_type)
 	{
@@ -366,7 +368,7 @@ float M_Mage_Attack(float attack_type, entity targ)
 			{
 				Weapon wep = WEP_MAGE_SPIKE;
 
-				wep.wr_think(wep, self, weaponentity, 2);
+				wep.wr_think(wep, actor, weaponentity, 2);
 				return true;
 			}
 
@@ -374,26 +376,26 @@ float M_Mage_Attack(float attack_type, entity targ)
 		}
 		case MONSTER_ATTACK_RANGED:
 		{
-			if(!self.mage_spike)
+			if(!actor.mage_spike)
 			{
 				if(random() <= 0.4)
 				{
 					OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
-					off.offhand_think(off, self, true);
+					off.offhand_think(off, actor, true);
 					return true;
 				}
 				else
 				{
-					setanim(self, self.anim_shoot, true, true, true);
-					self.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
-					self.anim_finished = time + 1;
+					setanim(actor, actor.anim_shoot, true, true, true);
+					actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
+					actor.anim_finished = time + 1;
 					Weapon wep = WEP_MAGE_SPIKE;
-					wep.wr_think(wep, self, weaponentity, 1);
+					wep.wr_think(wep, actor, weaponentity, 1);
 					return true;
 				}
 			}
 
-			if(self.mage_spike)
+			if(actor.mage_spike)
 				return true;
 			else
 				return false;
@@ -403,86 +405,82 @@ float M_Mage_Attack(float attack_type, entity targ)
 	return false;
 }
 
-spawnfunc(monster_mage) { Monster_Spawn(MON_MAGE.monsterid); }
+spawnfunc(monster_mage) { Monster_Spawn(this, MON_MAGE.monsterid); }
 
 #endif // SVQC
 
 		#ifdef SVQC
-		METHOD(Mage, mr_think, bool(Monster thismon))
+		METHOD(Mage, mr_think, bool(Mage thismon, entity actor))
 		{
-			SELFPARAM();
-			entity head;
 			bool need_help = false;
 
-			for(head = world; (head = findfloat(head, iscreature, true)); )
-			if(head != self)
-			if(vlen(head.origin - self.origin) <= (autocvar_g_monster_mage_heal_range))
-			if(M_Mage_Defend_Heal_Check(head))
+			FOREACH_ENTITY_FLOAT(iscreature, true,
 			{
-				need_help = true;
-				break;
-			}
+				if(it != actor)
+				if(vdist(it.origin - actor.origin, <=, autocvar_g_monster_mage_heal_range))
+				if(M_Mage_Defend_Heal_Check(actor, it))
+				{
+					need_help = true;
+					break;
+				}
+			});
 
-			if(self.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
-			if(time >= self.attack_finished_single[0])
+			if(actor.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
+			if(time >= actor.attack_finished_single[0])
 			if(random() < 0.5)
-				M_Mage_Defend_Heal();
+				M_Mage_Defend_Heal(actor);
 
-			if(time >= self.mage_shield_time && self.armorvalue)
-				M_Mage_Defend_Shield_Remove();
+			if(time >= actor.mage_shield_time && actor.armorvalue)
+				M_Mage_Defend_Shield_Remove(actor);
 
-			if(self.enemy)
-			if(self.health < self.max_health)
-			if(time >= self.mage_shield_delay)
+			if(actor.enemy)
+			if(actor.health < actor.max_health)
+			if(time >= actor.mage_shield_delay)
 			if(random() < 0.5)
-				M_Mage_Defend_Shield();
+				M_Mage_Defend_Shield(actor);
 
 			return true;
 		}
-		METHOD(Mage, mr_pain, bool(Monster thismon))
+		METHOD(Mage, mr_pain, bool(Mage thismon, entity actor))
 		{
 			return true;
 		}
-		METHOD(Mage, mr_death, bool(Monster thismon))
+		METHOD(Mage, mr_death, bool(Mage thismon, entity actor))
 		{
-			SELFPARAM();
-			setanim(self, self.anim_die1, false, true, true);
+			setanim(actor, actor.anim_die1, false, true, true);
 			return true;
 		}
 		#endif
 		#ifndef MENUQC
-		METHOD(Mage, mr_anim, bool(Monster thismon))
+		METHOD(Mage, mr_anim, bool(Mage thismon, entity actor))
 		{
-			SELFPARAM();
 			vector none = '0 0 0';
-			self.anim_die1 = animfixfps(self, '4 1 0.5', none); // 2 seconds
-			self.anim_walk = animfixfps(self, '1 1 1', none);
-			self.anim_idle = animfixfps(self, '0 1 1', none);
-			self.anim_pain1 = animfixfps(self, '3 1 2', none); // 0.5 seconds
-			self.anim_shoot = animfixfps(self, '2 1 5', none); // analyze models and set framerate
-			self.anim_run = animfixfps(self, '5 1 1', none);
-
+			actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
+			actor.anim_walk = animfixfps(actor, '1 1 1', none);
+			actor.anim_idle = animfixfps(actor, '0 1 1', none);
+			actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
+			actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
+			actor.anim_run = animfixfps(actor, '5 1 1', none);
 			return true;
 		}
 		#endif
 		#ifdef SVQC
 		.float speed;
 		spawnfunc(item_health_large);
-		METHOD(Mage, mr_setup, bool(Monster thismon))
+		METHOD(Mage, mr_setup, bool(Mage thismon, entity actor))
 		{
-			SELFPARAM();
-			if(!self.health) self.health = (autocvar_g_monster_mage_health);
-			if(!self.speed) { self.speed = (autocvar_g_monster_mage_speed_walk); }
-			if(!self.speed2) { self.speed2 = (autocvar_g_monster_mage_speed_run); }
-			if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_mage_speed_stop); }
-			if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
+			if(!actor.health) actor.health = (autocvar_g_monster_mage_health);
+			if(!actor.speed) { actor.speed = (autocvar_g_monster_mage_speed_walk); }
+			if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_mage_speed_run); }
+			if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }
+			if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
 
-			self.monster_loot = spawnfunc_item_health_large;
-			self.monster_attackfunc = M_Mage_Attack;
+			actor.monster_loot = spawnfunc_item_health_large;
+			actor.monster_attackfunc = M_Mage_Attack;
 
 			return true;
 		}
-		METHOD(Mage, mr_precache, bool(Monster thismon))
+		METHOD(Mage, mr_precache, bool(Mage thismon))
 		{
 			return true;
 		}
diff --git a/qcsrc/common/monsters/monster/shambler.qc b/qcsrc/common/monsters/monster/shambler.qc
index c642cb5fa..e77902be2 100644
--- a/qcsrc/common/monsters/monster/shambler.qc
+++ b/qcsrc/common/monsters/monster/shambler.qc
@@ -57,29 +57,23 @@ const float shambler_anim_death		= 8;
 
 .float shambler_lastattack; // delay attacks separately
 
-void M_Shambler_Attack_Smash()
-{SELFPARAM();
-	makevectors(self.angles);
-	Send_Effect(EFFECT_EXPLOSION_MEDIUM, (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1);
-	sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+void M_Shambler_Attack_Smash(entity this)
+{
+	makevectors(this.angles);
+	Send_Effect(EFFECT_EXPLOSION_MEDIUM, (this.origin + (v_forward * 150)) - ('0 0 1' * this.maxs.z), '0 0 0', 1);
+	sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
 
 	// RadiusDamage does NOT support custom starting location, which means we must use this hack...
 
-	tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * autocvar_g_monster_shambler_attack_smash_range, MOVE_NORMAL, self);
+	tracebox(this.origin + v_forward * 50, this.mins * 0.5, this.maxs * 0.5, this.origin + v_forward * autocvar_g_monster_shambler_attack_smash_range, MOVE_NORMAL, this);
 
 	if(trace_ent.takedamage)
-		Damage(trace_ent, self, self, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_SMASH.m_id, trace_ent.origin, normalize(trace_ent.origin - self.origin));
+		Damage(trace_ent, this, this, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_SMASH.m_id, trace_ent.origin, normalize(trace_ent.origin - this.origin));
 }
 
-void M_Shambler_Attack_Swing()
-{SELFPARAM();
-	float r = (random() < 0.5);
-	if(r && Monster_Attack_Melee(self.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((r) ? self.anim_melee2 : self.anim_melee3), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW.m_id, true))
-	{
-		Monster_Delay(1, 0, 0.5, M_Shambler_Attack_Swing);
-		self.attack_finished_single[0] += 0.5;
-		self.anim_finished = self.attack_finished_single[0];
-	}
+void M_Shambler_Attack_Swing(entity this)
+{
+	Monster_Attack_Melee(this, this.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((random() >= 0.5) ? this.anim_melee2 : this.anim_melee3), this.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW.m_id, true);
 }
 
 #include <common/effects/qc/all.qh>
@@ -89,7 +83,7 @@ void M_Shambler_Attack_Lightning_Explode()
 	entity head;
 
 	sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
-	Send_Effect(EFFECT_ELECTRO_IMPACT, '0 0 0', '0 0 0', 1);
+	Send_Effect(EFFECT_ELECTRO_IMPACT, self.origin, '0 0 0', 1);
 
 	self.event_damage = func_null;
 	self.takedamage = DAMAGE_NO;
@@ -143,20 +137,20 @@ void M_Shambler_Attack_Lightning_Think()
 	}
 }
 
-void M_Shambler_Attack_Lightning()
-{SELFPARAM();
+void M_Shambler_Attack_Lightning(entity this)
+{
 	entity gren;
 
-	monster_makevectors(self.enemy);
+	monster_makevectors(this, this.enemy);
 
 	gren = new(grenade);
-	gren.owner = gren.realowner = self;
+	gren.owner = gren.realowner = this;
 	gren.bot_dodge = true;
 	gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
 	gren.movetype = MOVETYPE_BOUNCE;
 	PROJECTILE_MAKETRIGGER(gren);
 	gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP.m_id;
-	setorigin(gren, CENTER_OR_VIEWOFS(self));
+	setorigin(gren, CENTER_OR_VIEWOFS(this));
 	setsize(gren, '-8 -8 -8', '8 8 8');
 	gren.scale = 2.5;
 
@@ -182,39 +176,41 @@ void M_Shambler_Attack_Lightning()
 
 .int state;
 
-float M_Shambler_Attack(float attack_type, entity targ)
-{SELFPARAM();
+bool M_Shambler_Attack(int attack_type, entity actor, entity targ)
+{
 	switch(attack_type)
 	{
 		case MONSTER_ATTACK_MELEE:
 		{
-			M_Shambler_Attack_Swing();
+			int swing_cnt = bound(1, floor(random() * 4), 3);
+			Monster_Delay(actor, swing_cnt, 0.5, M_Shambler_Attack_Swing);
+			actor.anim_finished = actor.attack_finished_single[0] = time + (0.5 * swing_cnt); // set this for the delay
 			return true;
 		}
 		case MONSTER_ATTACK_RANGED:
 		{
-			float randomness = random(), enemy_len = vlen(self.enemy.origin - self.origin);
+			float randomness = random(), enemy_len = vlen(actor.enemy.origin - actor.origin);
 
-			if(time >= self.shambler_lastattack) // shambler doesn't attack much
-			if(IS_ONGROUND(self))
+			if(time >= actor.shambler_lastattack) // shambler doesn't attack much
+			if(IS_ONGROUND(actor))
 			if(randomness <= 0.5 && enemy_len <= autocvar_g_monster_shambler_attack_smash_range)
 			{
-				setanim(self, self.anim_melee2, true, true, false);
-				Monster_Delay(1, 0, 0.7, M_Shambler_Attack_Smash);
-				self.attack_finished_single[0] = time + 1.1;
-				self.anim_finished = time + 1.1;
-				self.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
-				self.shambler_lastattack = time + 3 + random() * 1.5;
+				setanim(actor, actor.anim_melee2, true, true, false);
+				Monster_Delay(actor, 1, 0.7, M_Shambler_Attack_Smash);
+				actor.attack_finished_single[0] = time + 1.1;
+				actor.anim_finished = time + 1.1;
+				actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
+				actor.shambler_lastattack = time + 3 + random() * 1.5;
 				return true;
 			}
 			else if(randomness <= 0.1 && enemy_len >= autocvar_g_monster_shambler_attack_smash_range * 1.5) // small chance, don't want this spammed
 			{
-				setanim(self, self.anim_shoot, true, true, false);
-				self.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
-				self.attack_finished_single[0] = time + 1.1;
-				self.anim_finished = 1.1;
-				self.shambler_lastattack = time + 3 + random() * 1.5;
-				Monster_Delay(1, 0, 0.6, M_Shambler_Attack_Lightning);
+				setanim(actor, actor.anim_shoot, true, true, false);
+				actor.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
+				actor.attack_finished_single[0] = time + 1.1;
+				actor.anim_finished = 1.1;
+				actor.shambler_lastattack = time + 3 + random() * 1.5;
+				Monster_Delay(actor, 1, 0.6, M_Shambler_Attack_Lightning);
 				return true;
 			}
 
@@ -225,66 +221,61 @@ float M_Shambler_Attack(float attack_type, entity targ)
 	return false;
 }
 
-spawnfunc(monster_shambler) { Monster_Spawn(MON_SHAMBLER.monsterid); }
+spawnfunc(monster_shambler) { Monster_Spawn(this, MON_SHAMBLER.monsterid); }
 #endif // SVQC
 
 		#ifdef SVQC
-		METHOD(Shambler, mr_think, bool(Shambler thismon))
+		METHOD(Shambler, mr_think, bool(Shambler thismon, entity actor))
 		{
 			return true;
 		}
-		METHOD(Shambler, mr_pain, bool(Shambler thismon))
+		METHOD(Shambler, mr_pain, bool(Shambler thismon, entity actor))
 		{
-			SELFPARAM();
-			self.pain_finished = time + 0.5;
-			setanim(self, self.anim_pain1, true, true, false);
+			actor.pain_finished = time + 0.5;
+			setanim(actor, actor.anim_pain1, true, true, false);
 			return true;
 		}
-		METHOD(Shambler, mr_death, bool(Shambler thismon))
+		METHOD(Shambler, mr_death, bool(Shambler thismon, entity actor))
 		{
-			SELFPARAM();
-			setanim(self, self.anim_die1, false, true, true);
+			setanim(actor, actor.anim_die1, false, true, true);
 			return true;
 		}
 		#endif
 		#ifndef MENUQC
-		METHOD(Shambler, mr_anim, bool(Shambler thismon))
+		METHOD(Shambler, mr_anim, bool(Shambler thismon, entity actor))
 		{
-			SELFPARAM();
 			vector none = '0 0 0';
-			self.anim_die1 = animfixfps(self, '8 1 0.5', none); // 2 seconds
-			self.anim_walk = animfixfps(self, '1 1 1', none);
-			self.anim_idle = animfixfps(self, '0 1 1', none);
-			self.anim_pain1 = animfixfps(self, '7 1 2', none); // 0.5 seconds
-			self.anim_melee1 = animfixfps(self, '3 1 5', none); // analyze models and set framerate
-			self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
-			self.anim_melee3 = animfixfps(self, '5 1 5', none); // analyze models and set framerate
-			self.anim_shoot = animfixfps(self, '6 1 5', none); // analyze models and set framerate
-			self.anim_run = animfixfps(self, '2 1 1', none);
-
+			actor.anim_die1 = animfixfps(actor, '8 1 0.5', none); // 2 seconds
+			actor.anim_walk = animfixfps(actor, '1 1 1', none);
+			actor.anim_idle = animfixfps(actor, '0 1 1', none);
+			actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
+			actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
+			actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+			actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
+			actor.anim_shoot = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
+			actor.anim_run = animfixfps(actor, '2 1 1', none);
 			return true;
 		}
 		#endif
 		#ifdef SVQC
 		spawnfunc(item_health_mega);
 		.float animstate_endtime;
-		METHOD(Shambler, mr_setup, bool(Shambler thismon))
+		METHOD(Shambler, mr_setup, bool(Shambler thismon, entity actor))
 		{
-			SELFPARAM();
-			if(!self.health) self.health = (autocvar_g_monster_shambler_health);
-			if(!self.attack_range) self.attack_range = 150;
-			if(!self.speed) { self.speed = (autocvar_g_monster_shambler_speed_walk); }
-			if(!self.speed2) { self.speed2 = (autocvar_g_monster_shambler_speed_run); }
-			if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
-			if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
-
-			self.monster_loot = spawnfunc_item_health_mega;
-			self.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
-
-			setanim(self, self.anim_shoot, false, true, true);
-			self.spawn_time = self.animstate_endtime;
-			self.spawnshieldtime = self.spawn_time;
-			self.monster_attackfunc	= M_Shambler_Attack;
+			if(!actor.health) actor.health = (autocvar_g_monster_shambler_health);
+			if(!actor.attack_range) actor.attack_range = 150;
+			if(!actor.speed) { actor.speed = (autocvar_g_monster_shambler_speed_walk); }
+			if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_shambler_speed_run); }
+			if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
+			if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
+
+			actor.monster_loot = spawnfunc_item_health_mega;
+			actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
+
+			setanim(actor, actor.anim_shoot, false, true, true);
+			actor.spawn_time = actor.animstate_endtime;
+			actor.spawnshieldtime = actor.spawn_time;
+			actor.monster_attackfunc = M_Shambler_Attack;
 
 			return true;
 		}
diff --git a/qcsrc/common/monsters/monster/spider.qc b/qcsrc/common/monsters/monster/spider.qc
index 0ec5f78ff..89239941e 100644
--- a/qcsrc/common/monsters/monster/spider.qc
+++ b/qcsrc/common/monsters/monster/spider.qc
@@ -50,7 +50,7 @@ float autocvar_g_monster_spider_attack_web_delay;
 float autocvar_g_monster_spider_attack_bite_damage;
 float autocvar_g_monster_spider_attack_bite_delay;
 
-void M_Spider_Attack_Web();
+void M_Spider_Attack_Web(entity this);
 
 REGISTER_MUTATOR(spiderweb, true);
 
@@ -101,7 +101,7 @@ METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity
         if (isPlayer) actor.enemy = Monster_FindTarget(actor);
         W_SetupShot_Dir(actor, v_forward, false, 0, SND(SpiderAttack_FIRE), CH_WEAPON_B, 0);
     	if (!isPlayer) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
-		M_Spider_Attack_Web();
+		M_Spider_Attack_Web(actor);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
         return;
     }
@@ -111,7 +111,7 @@ METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity
     		actor.enemy = Monster_FindTarget(actor);
     		actor.attack_range = 60;
     	}
-    	Monster_Attack_Melee(actor.enemy, (autocvar_g_monster_spider_attack_bite_damage), ((random() > 0.5) ? self.anim_melee : self.anim_shoot), self.attack_range, (autocvar_g_monster_spider_attack_bite_delay), DEATH_MONSTER_SPIDER.m_id, true);
+    	Monster_Attack_Melee(actor, actor.enemy, (autocvar_g_monster_spider_attack_bite_damage), ((random() > 0.5) ? self.anim_melee : self.anim_shoot), self.attack_range, (autocvar_g_monster_spider_attack_bite_delay), DEATH_MONSTER_SPIDER.m_id, true);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
     }
 }
@@ -153,14 +153,14 @@ void M_Spider_Attack_Web_Touch()
 
 void adaptor_think2use_hittype_splash();
 
-void M_Spider_Attack_Web()
-{SELFPARAM();
-	monster_makevectors(self.enemy);
+void M_Spider_Attack_Web(entity this)
+{
+	monster_makevectors(this, this.enemy);
 
-	sound(self, CH_SHOTS, SND_ELECTRO_FIRE2, VOL_BASE, ATTEN_NORM);
+	sound(this, CH_SHOTS, SND_ELECTRO_FIRE2, VOL_BASE, ATTEN_NORM);
 
 	entity proj = new(plasma);
-	proj.owner = proj.realowner = self;
+	proj.owner = proj.realowner = this;
 	proj.use = M_Spider_Attack_Web_Explode;
 	proj.think = adaptor_think2use_hittype_splash;
 	proj.bot_dodge = true;
@@ -168,7 +168,7 @@ void M_Spider_Attack_Web()
 	proj.nextthink = time + 5;
 	PROJECTILE_MAKETRIGGER(proj);
 	proj.projectiledeathtype = DEATH_MONSTER_SPIDER.m_id;
-	setorigin(proj, CENTER_OR_VIEWOFS(self));
+	setorigin(proj, CENTER_OR_VIEWOFS(this));
 
 	//proj.glow_size = 50;
 	//proj.glow_color = 45;
@@ -190,20 +190,20 @@ void M_Spider_Attack_Web()
 	CSQCProjectile(proj, true, PROJECTILE_ELECTRO, true);
 }
 
-bool M_Spider_Attack(int attack_type, entity targ)
-{SELFPARAM();
+bool M_Spider_Attack(int attack_type, entity actor, entity targ)
+{
     .entity weaponentity = weaponentities[0];
 	switch(attack_type)
 	{
 		Weapon wep = WEP_SPIDER_ATTACK;
 		case MONSTER_ATTACK_MELEE:
 		{
-			wep.wr_think(wep, self, weaponentity, 2);
+			wep.wr_think(wep, actor, weaponentity, 2);
 			return true;
 		}
 		case MONSTER_ATTACK_RANGED:
 		{
-			wep.wr_think(wep, self, weaponentity, 1);
+			wep.wr_think(wep, actor, weaponentity, 1);
 			return true;
 		}
 	}
@@ -211,53 +211,49 @@ bool M_Spider_Attack(int attack_type, entity targ)
 	return false;
 }
 
-spawnfunc(monster_spider) { Monster_Spawn(MON_SPIDER.monsterid); }
+spawnfunc(monster_spider) { Monster_Spawn(this, MON_SPIDER.monsterid); }
 #endif // SVQC
 
 		#ifdef SVQC
-		METHOD(Spider, mr_think, bool(Spider thismon))
+		METHOD(Spider, mr_think, bool(Spider thismon, entity actor))
 		{
 			return true;
 		}
-		METHOD(Spider, mr_pain, bool(Spider thismon))
+		METHOD(Spider, mr_pain, bool(Spider thismon, entity actor))
 		{
 			return true;
 		}
-		METHOD(Spider, mr_death, bool(Spider thismon))
+		METHOD(Spider, mr_death, bool(Spider thismon, entity actor))
 		{
-			SELFPARAM();
-			setanim(self, self.anim_melee, false, true, true);
-			self.angles_x = 180;
+			setanim(actor, actor.anim_melee, false, true, true);
+			actor.angles_x = 180;
 			return true;
 		}
 		#endif
 		#ifndef MENUQC
-		METHOD(Spider, mr_anim, bool(Spider thismon))
+		METHOD(Spider, mr_anim, bool(Spider thismon, entity actor))
 		{
-			SELFPARAM();
 			vector none = '0 0 0';
-			self.anim_walk = animfixfps(self, '1 1 1', none);
-			self.anim_idle = animfixfps(self, '0 1 1', none);
-			self.anim_melee = animfixfps(self, '2 1 5', none); // analyze models and set framerate
-			self.anim_shoot = animfixfps(self, '3 1 5', none); // analyze models and set framerate
-			self.anim_run = animfixfps(self, '1 1 1', none);
-
+			actor.anim_walk = animfixfps(actor, '1 1 1', none);
+			actor.anim_idle = animfixfps(actor, '0 1 1', none);
+			actor.anim_melee = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
+			actor.anim_shoot = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
+			actor.anim_run = animfixfps(actor, '1 1 1', none);
 			return true;
 		}
 		#endif
 		#ifdef SVQC
 		spawnfunc(item_health_medium);
-		METHOD(Spider, mr_setup, bool(Spider thismon))
+		METHOD(Spider, mr_setup, bool(Spider thismon, entity actor))
 		{
-			SELFPARAM();
-			if(!self.health) self.health = (autocvar_g_monster_spider_health);
-			if(!self.speed) { self.speed = (autocvar_g_monster_spider_speed_walk); }
-			if(!self.speed2) { self.speed2 = (autocvar_g_monster_spider_speed_run); }
-			if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_spider_speed_stop); }
-			if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_spider_damageforcescale); }
-
-			self.monster_loot = spawnfunc_item_health_medium;
-			self.monster_attackfunc = M_Spider_Attack;
+			if(!actor.health) actor.health = (autocvar_g_monster_spider_health);
+			if(!actor.speed) { actor.speed = (autocvar_g_monster_spider_speed_walk); }
+			if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_spider_speed_run); }
+			if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_spider_speed_stop); }
+			if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_spider_damageforcescale); }
+
+			actor.monster_loot = spawnfunc_item_health_medium;
+			actor.monster_attackfunc = M_Spider_Attack;
 
 			return true;
 		}
diff --git a/qcsrc/common/monsters/monster/wyvern.qc b/qcsrc/common/monsters/monster/wyvern.qc
index 4fde5311d..02b6a5950 100644
--- a/qcsrc/common/monsters/monster/wyvern.qc
+++ b/qcsrc/common/monsters/monster/wyvern.qc
@@ -56,7 +56,7 @@ METHOD(WyvernAttack, wr_think, void(WyvernAttack thiswep, entity actor, .entity
 		if (IS_MONSTER(actor)) {
 			actor.attack_finished_single[0] = time + 1.2;
 			actor.anim_finished = time + 1.2;
-			monster_makevectors(actor.enemy);
+			monster_makevectors(actor, actor.enemy);
 		}
 
 		entity missile = spawn();
@@ -119,18 +119,17 @@ void M_Wyvern_Attack_Fireball_Touch()
 	M_Wyvern_Attack_Fireball_Explode();
 }
 
-float M_Wyvern_Attack(float attack_type, entity targ)
+bool M_Wyvern_Attack(int attack_type, entity actor, entity targ)
 {
-	SELFPARAM();
 	.entity weaponentity = weaponentities[0];
 	switch(attack_type)
 	{
 		case MONSTER_ATTACK_MELEE:
 		case MONSTER_ATTACK_RANGED:
 		{
-			w_shotdir = normalize((self.enemy.origin + '0 0 10') - self.origin);
+			w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
 			Weapon wep = WEP_WYVERN_ATTACK;
-			wep.wr_think(wep, self, weaponentity, 1);
+			wep.wr_think(wep, actor, weaponentity, 1);
 			return true;
 		}
 	}
@@ -138,59 +137,54 @@ float M_Wyvern_Attack(float attack_type, entity targ)
 	return false;
 }
 
-spawnfunc(monster_wyvern) { Monster_Spawn(MON_WYVERN.monsterid); }
+spawnfunc(monster_wyvern) { Monster_Spawn(this, MON_WYVERN.monsterid); }
 #endif // SVQC
 
 		#ifdef SVQC
-		METHOD(Wyvern, mr_think, bool(Wyvern thismon))
+		METHOD(Wyvern, mr_think, bool(Wyvern thismon, entity actor))
 		{
 			return true;
 		}
-		METHOD(Wyvern, mr_pain, bool(Wyvern thismon))
+		METHOD(Wyvern, mr_pain, bool(Wyvern thismon, entity actor))
 		{
-			SELFPARAM();
-			self.pain_finished = time + 0.5;
-			setanim(self, self.anim_pain1, true, true, false);
+			actor.pain_finished = time + 0.5;
+			setanim(actor, actor.anim_pain1, true, true, false);
 			return true;
 		}
-		METHOD(Wyvern, mr_death, bool(Wyvern thismon))
+		METHOD(Wyvern, mr_death, bool(Wyvern thismon, entity actor))
 		{
-			SELFPARAM();
-			setanim(self, self.anim_die1, false, true, true);
-			self.velocity_x = -200 + 400 * random();
-			self.velocity_y = -200 + 400 * random();
-			self.velocity_z = 100 + 100 * random();
+			setanim(actor, actor.anim_die1, false, true, true);
+			actor.velocity_x = -200 + 400 * random();
+			actor.velocity_y = -200 + 400 * random();
+			actor.velocity_z = 100 + 100 * random();
 			return true;
 		}
 		#endif
 		#ifndef MENUQC
-		METHOD(Wyvern, mr_anim, bool(Wyvern thismon))
+		METHOD(Wyvern, mr_anim, bool(Wyvern thismon, entity actor))
 		{
-			SELFPARAM();
 			vector none = '0 0 0';
-			self.anim_die1 = animfixfps(self, '4 1 0.5', none); // 2 seconds
-			self.anim_walk = animfixfps(self, '1 1 1', none);
-			self.anim_idle = animfixfps(self, '0 1 1', none);
-			self.anim_pain1 = animfixfps(self, '3 1 2', none); // 0.5 seconds
-			self.anim_shoot = animfixfps(self, '2 1 5', none); // analyze models and set framerate
-			self.anim_run = animfixfps(self, '1 1 1', none);
-
+			actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
+			actor.anim_walk = animfixfps(actor, '1 1 1', none);
+			actor.anim_idle = animfixfps(actor, '0 1 1', none);
+			actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
+			actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
+			actor.anim_run = animfixfps(actor, '1 1 1', none);
 			return true;
 		}
 		#endif
 		#ifdef SVQC
 		spawnfunc(item_cells);
-		METHOD(Wyvern, mr_setup, bool(Wyvern thismon))
+		METHOD(Wyvern, mr_setup, bool(Wyvern thismon, entity actor))
 		{
-			SELFPARAM();
-			if(!self.health) self.health = (autocvar_g_monster_wyvern_health);
-			if(!self.speed) { self.speed = (autocvar_g_monster_wyvern_speed_walk); }
-			if(!self.speed2) { self.speed2 = (autocvar_g_monster_wyvern_speed_run); }
-			if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_wyvern_speed_stop); }
-			if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_wyvern_damageforcescale); }
-
-			self.monster_loot = spawnfunc_item_cells;
-			self.monster_attackfunc = M_Wyvern_Attack;
+			if(!actor.health) actor.health = (autocvar_g_monster_wyvern_health);
+			if(!actor.speed) { actor.speed = (autocvar_g_monster_wyvern_speed_walk); }
+			if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_wyvern_speed_run); }
+			if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_wyvern_speed_stop); }
+			if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_wyvern_damageforcescale); }
+
+			actor.monster_loot = spawnfunc_item_cells;
+			actor.monster_attackfunc = M_Wyvern_Attack;
 
 			return true;
 		}
diff --git a/qcsrc/common/monsters/monster/zombie.qc b/qcsrc/common/monsters/monster/zombie.qc
index d63188b0f..b522a9647 100644
--- a/qcsrc/common/monsters/monster/zombie.qc
+++ b/qcsrc/common/monsters/monster/zombie.qc
@@ -98,130 +98,125 @@ void M_Zombie_Attack_Leap_Touch()
 	}
 }
 
-void M_Zombie_Defend_Block_End()
-{SELFPARAM();
-	if(self.health <= 0)
+void M_Zombie_Defend_Block_End(entity this)
+{
+	if(this.health <= 0)
 		return;
 
-	setanim(self, self.anim_blockend, false, true, true);
-	self.armorvalue = autocvar_g_monsters_armor_blockpercent;
+	setanim(this, this.anim_blockend, false, true, true);
+	this.armorvalue = autocvar_g_monsters_armor_blockpercent;
 }
 
-float M_Zombie_Defend_Block()
-{SELFPARAM();
-	self.armorvalue = 0.9;
-	self.state = MONSTER_ATTACK_MELEE; // freeze monster
-	self.attack_finished_single[0] = time + 2.1;
-	self.anim_finished = self.attack_finished_single[0];
-	setanim(self, self.anim_blockstart, false, true, true);
+bool M_Zombie_Defend_Block(entity this)
+{
+	this.armorvalue = 0.9;
+	this.state = MONSTER_ATTACK_MELEE; // freeze monster
+	this.attack_finished_single[0] = time + 2.1;
+	this.anim_finished = this.attack_finished_single[0];
+	setanim(this, this.anim_blockstart, false, true, true);
 
-	Monster_Delay(1, 0, 2, M_Zombie_Defend_Block_End);
+	Monster_Delay(this, 1, 2, M_Zombie_Defend_Block_End);
 
 	return true;
 }
 
-float M_Zombie_Attack(float attack_type, entity targ)
-{SELFPARAM();
+bool M_Zombie_Attack(int attack_type, entity actor, entity targ)
+{
 	switch(attack_type)
 	{
 		case MONSTER_ATTACK_MELEE:
 		{
-			if(random() < 0.3 && self.health < 75 && self.enemy.health > 10)
-				return M_Zombie_Defend_Block();
+			if(random() < 0.3 && actor.health < 75 && actor.enemy.health > 10)
+				return M_Zombie_Defend_Block(actor);
 
-			float rand = random();
+			float anim_chance = random();
 			vector chosen_anim;
 
-			if(rand < 0.33)
-				chosen_anim = self.anim_melee1;
-			else if(rand < 0.66)
-				chosen_anim = self.anim_melee2;
+			if(anim_chance < 0.33)
+				chosen_anim = actor.anim_melee1;
+			else if(anim_chance < 0.66)
+				chosen_anim = actor.anim_melee2;
 			else
-				chosen_anim = self.anim_melee3;
+				chosen_anim = actor.anim_melee3;
 
-			return Monster_Attack_Melee(self.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, self.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE.m_id, true);
+			return Monster_Attack_Melee(actor, actor.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, actor.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE.m_id, true);
 		}
 		case MONSTER_ATTACK_RANGED:
 		{
-			makevectors(self.angles);
-			return Monster_Attack_Leap(self.anim_shoot, M_Zombie_Attack_Leap_Touch, v_forward * (autocvar_g_monster_zombie_attack_leap_speed) + '0 0 200', (autocvar_g_monster_zombie_attack_leap_delay));
+			makevectors(actor.angles);
+			return Monster_Attack_Leap(actor, actor.anim_shoot, M_Zombie_Attack_Leap_Touch, v_forward * (autocvar_g_monster_zombie_attack_leap_speed) + '0 0 200', (autocvar_g_monster_zombie_attack_leap_delay));
 		}
 	}
 
 	return false;
 }
 
-spawnfunc(monster_zombie) { Monster_Spawn(MON_ZOMBIE.monsterid); }
+spawnfunc(monster_zombie) { Monster_Spawn(this, MON_ZOMBIE.monsterid); }
 #endif // SVQC
 
 		#ifdef SVQC
-		METHOD(Zombie, mr_think, bool(Zombie thismon))
+		METHOD(Zombie, mr_think, bool(Zombie thismon, entity actor))
 		{
-			SELFPARAM();
-			if(time >= self.spawn_time)
-				self.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
+			if(time >= actor.spawn_time)
+				actor.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
 			return true;
 		}
-		METHOD(Zombie, mr_pain, bool(Zombie thismon))
+		METHOD(Zombie, mr_pain, bool(Zombie thismon, entity actor))
 		{
-			SELFPARAM();
-			self.pain_finished = time + 0.34;
-			setanim(self, ((random() > 0.5) ? self.anim_pain1 : self.anim_pain2), true, true, false);
+			actor.pain_finished = time + 0.34;
+			setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false);
 			return true;
 		}
-		METHOD(Zombie, mr_death, bool(Zombie thismon))
+		METHOD(Zombie, mr_death, bool(Zombie thismon, entity actor))
 		{
-			SELFPARAM();
-			self.armorvalue = autocvar_g_monsters_armor_blockpercent;
+			actor.armorvalue = autocvar_g_monsters_armor_blockpercent;
 
-			setanim(self, ((random() > 0.5) ? self.anim_die1 : self.anim_die2), false, true, true);
+			setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true);
 			return true;
 		}
 		#endif
 		#ifndef MENUQC
-		METHOD(Zombie, mr_anim, bool(Zombie thismon))
+		METHOD(Zombie, mr_anim, bool(Zombie thismon, entity actor))
 		{
-			SELFPARAM();
 			vector none = '0 0 0';
-			self.anim_die1 = animfixfps(self, '9 1 0.5', none); // 2 seconds
-			self.anim_die2 = animfixfps(self, '12 1 0.5', none); // 2 seconds
-			self.anim_spawn = animfixfps(self, '30 1 3', none);
-			self.anim_walk = animfixfps(self, '27 1 1', none);
-			self.anim_idle = animfixfps(self, '19 1 1', none);
-			self.anim_pain1 = animfixfps(self, '20 1 2', none); // 0.5 seconds
-			self.anim_pain2 = animfixfps(self, '22 1 2', none); // 0.5 seconds
-			self.anim_melee1 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
-			self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
-			self.anim_melee3 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
-			self.anim_shoot = animfixfps(self, '0 1 5', none); // analyze models and set framerate
-			self.anim_run = animfixfps(self, '27 1 1', none);
-			self.anim_blockstart = animfixfps(self, '8 1 1', none);
-			self.anim_blockend = animfixfps(self, '7 1 1', none);
-
+			actor.anim_die1 = animfixfps(actor, '9 1 0.5', none); // 2 seconds
+			actor.anim_die2 = animfixfps(actor, '12 1 0.5', none); // 2 seconds
+			actor.anim_spawn = animfixfps(actor, '30 1 3', none);
+			actor.anim_walk = animfixfps(actor, '27 1 1', none);
+			actor.anim_idle = animfixfps(actor, '19 1 1', none);
+			actor.anim_pain1 = animfixfps(actor, '20 1 2', none); // 0.5 seconds
+			actor.anim_pain2 = animfixfps(actor, '22 1 2', none); // 0.5 seconds
+			actor.anim_melee1 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+			actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+			actor.anim_melee3 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+			actor.anim_shoot = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
+			actor.anim_run = animfixfps(actor, '27 1 1', none);
+			actor.anim_blockstart = animfixfps(actor, '8 1 1', none);
+			actor.anim_blockend = animfixfps(actor, '7 1 1', none);
 			return true;
 		}
 		#endif
 		#ifdef SVQC
-		METHOD(Zombie, mr_setup, bool(Zombie thismon))
+		METHOD(Zombie, mr_setup, bool(Zombie thismon, entity actor))
 		{
-			if(!self.health) self.health = (autocvar_g_monster_zombie_health);
-			if(!self.speed) { self.speed = (autocvar_g_monster_zombie_speed_walk); }
-			if(!self.speed2) { self.speed2 = (autocvar_g_monster_zombie_speed_run); }
-			if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
+			if(!actor.health) actor.health = (autocvar_g_monster_zombie_health);
+			if(!actor.speed) { actor.speed = (autocvar_g_monster_zombie_speed_walk); }
+			if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_zombie_speed_run); }
+			if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
 
-			if(self.spawnflags & MONSTERFLAG_NORESPAWN)
-				self.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
+			if(actor.spawnflags & MONSTERFLAG_NORESPAWN)
+				actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
 
-			self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
+			actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
 
-			self.monster_loot = spawnfunc_item_health_medium;
-			self.monster_attackfunc = M_Zombie_Attack;
-			self.spawnshieldtime = self.spawn_time;
-			self.respawntime = 0.2;
-			self.damageforcescale = 0.0001; // no push while spawning
+			actor.monster_loot = spawnfunc_item_health_medium;
+			actor.monster_attackfunc = M_Zombie_Attack;
+			actor.spawnshieldtime = actor.spawn_time;
+			actor.respawntime = 0.2;
+			actor.damageforcescale = 0.0001; // no push while spawning
 
-			setanim(self, self.anim_spawn, false, true, true);
-			self.spawn_time = self.animstate_endtime;
+			setanim(actor, actor.anim_spawn, false, true, true);
+			actor.spawn_time = actor.animstate_endtime;
 
 			return true;
 		}
diff --git a/qcsrc/common/monsters/spawn.qc b/qcsrc/common/monsters/spawn.qc
index e2e573d65..70459263f 100644
--- a/qcsrc/common/monsters/spawn.qc
+++ b/qcsrc/common/monsters/spawn.qc
@@ -63,7 +63,7 @@ entity spawnmonster (string monster, float monster_id, entity spawnedby, entity
 	}
 
 	// Monster_Spawn checks if monster is valid
-	WITH(entity, self, e, Monster_Spawn(monster_id));
+	Monster_Spawn(e, monster_id);
 
 	return e;
 }
diff --git a/qcsrc/common/monsters/sv_monsters.qc b/qcsrc/common/monsters/sv_monsters.qc
index 967757efc..e95e3d1de 100644
--- a/qcsrc/common/monsters/sv_monsters.qc
+++ b/qcsrc/common/monsters/sv_monsters.qc
@@ -25,31 +25,30 @@
     #include <server/round_handler.qh>
 #endif
 
-void monsters_setstatus()
-{SELFPARAM();
-	self.stat_monsters_total = monsters_total;
-	self.stat_monsters_killed = monsters_killed;
+void monsters_setstatus(entity this)
+{
+	this.stat_monsters_total = monsters_total;
+	this.stat_monsters_killed = monsters_killed;
 }
 
-void monster_dropitem()
-{SELFPARAM();
-	if(!self.candrop || !self.monster_loot)
+void monster_dropitem(entity this)
+{
+	if(!this.candrop || !this.monster_loot)
 		return;
 
-	vector org = self.origin + ((self.mins + self.maxs) * 0.5);
+	vector org = this.origin + ((this.mins + this.maxs) * 0.5);
 	entity e = new(droppedweapon); // use weapon handling to remove it on touch
 	e.spawnfunc_checked = true;
 
-	e.monster_loot = self.monster_loot;
+	e.monster_loot = this.monster_loot;
 
 	MUTATOR_CALLHOOK(MonsterDropItem, e);
 	e = other;
 
 	if(e && e.monster_loot)
 	{
-		setself(e);
 		e.noalign = true;
-		e.monster_loot(e);
+		WITH(entity, self, e, e.monster_loot(e));
 		e.gravity = 1;
 		e.movetype = MOVETYPE_TOSS;
 		e.reset = SUB_Remove;
@@ -57,65 +56,62 @@ void monster_dropitem()
 		e.velocity = randomvec() * 175 + '0 0 325';
 		e.item_spawnshieldtime = time + 0.7;
 		SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
-		setself(this);
 	}
 }
 
-void monster_makevectors(entity e)
-{SELFPARAM();
-	if(IS_MONSTER(self))
+void monster_makevectors(entity this, entity targ)
+{
+	if(IS_MONSTER(this))
 	{
-		vector v;
-
-		v = e.origin + (e.mins + e.maxs) * 0.5;
-		self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
-		self.v_angle_x = -self.v_angle_x;
+		vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
+		this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
+		this.v_angle_x = -this.v_angle_x;
 	}
 
-	makevectors(self.v_angle);
+	makevectors(this.v_angle);
 }
 
 // ===============
 // Target handling
 // ===============
 
-bool Monster_ValidTarget(entity mon, entity player)
-{SELFPARAM();
+bool Monster_ValidTarget(entity this, entity targ)
+{
 	// ensure we're not checking nonexistent monster/target
-	if(!mon || !player) { return false; }
+	if(!this || !targ) { return false; }
 
-	if((player == mon)
-	|| (autocvar_g_monsters_lineofsight && !checkpvs(mon.origin + mon.view_ofs, player)) // enemy cannot be seen
-	|| (IS_VEHICLE(player) && !((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
+	if((targ == this)
+	|| (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
+	|| (IS_VEHICLE(targ) && !((get_monsterinfo(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
 	|| (time < game_starttime) // monsters do nothing before match has started
-	|| (player.takedamage == DAMAGE_NO)
-	|| (player.items & IT_INVISIBILITY)
-	|| (IS_SPEC(player) || IS_OBSERVER(player)) // don't attack spectators
-	|| (!IS_VEHICLE(player) && (IS_DEAD(player) || IS_DEAD(mon) || player.health <= 0 || mon.health <= 0))
-	|| (mon.monster_follow == player || player.monster_follow == mon)
-	|| (!IS_VEHICLE(player) && (player.flags & FL_NOTARGET))
-	|| (!autocvar_g_monsters_typefrag && player.BUTTON_CHAT)
-	|| (SAME_TEAM(player, mon))
-	|| (STAT(FROZEN, player))
-	|| (player.alpha != 0 && player.alpha < 0.5)
+	|| (targ.takedamage == DAMAGE_NO)
+	|| (targ.items & IT_INVISIBILITY)
+	|| (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
+	|| (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
+	|| (this.monster_follow == targ || targ.monster_follow == this)
+	|| (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
+	|| (!autocvar_g_monsters_typefrag && targ.BUTTON_CHAT)
+	|| (SAME_TEAM(targ, this))
+	|| (STAT(FROZEN, targ))
+	|| (targ.alpha != 0 && targ.alpha < 0.5)
 	)
 	{
 		// if any of the above checks fail, target is not valid
 		return false;
 	}
 
-	traceline(mon.origin + self.view_ofs, player.origin, 0, mon);
+	traceline(this.origin + this.view_ofs, targ.origin, 0, this);
 
-	if((trace_fraction < 1) && (trace_ent != player))
+	if((trace_fraction < 1) && (trace_ent != targ))
 		return false;
 
-	if(autocvar_g_monsters_target_infront || (mon.spawnflags & MONSTERFLAG_INFRONT))
-	if(mon.enemy != player)
+	if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
+	if(this.enemy != targ)
 	{
 		float dot;
 
-		makevectors (mon.angles);
-		dot = normalize (player.origin - mon.origin) * v_forward;
+		makevectors (this.angles);
+		dot = normalize (targ.origin - this.origin) * v_forward;
 
 		if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
 	}
@@ -194,37 +190,41 @@ void monster_changeteam(entity ent, float newteam)
 	}
 }
 
-void Monster_Delay_Action()
-{SELFPARAM();
-	entity oldself = self;
-	setself(self.owner);
-	if(Monster_ValidTarget(self, self.enemy)) { oldself.use(); }
+.void(entity) monster_delayedfunc;
+void Monster_Delay_Action_self();
+void Monster_Delay_Action(entity this)
+{
+	if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
 
-	if(oldself.cnt > 0)
+	if(this.cnt > 1)
 	{
-		oldself.cnt -= 1;
-		oldself.think = Monster_Delay_Action;
-		oldself.nextthink = time + oldself.respawn_time;
+		this.cnt -= 1;
+		this.think = Monster_Delay_Action_self;
+		this.nextthink = time + this.count;
 	}
 	else
 	{
-		oldself.think = SUB_Remove_self;
-		oldself.nextthink = time;
+		this.think = SUB_Remove_self;
+		this.nextthink = time;
 	}
 }
 
-void Monster_Delay(float repeat_count, float repeat_defer, float defer_amnt, void() func)
-{SELFPARAM();
+void Monster_Delay_Action_self()
+{
+	Monster_Delay_Action(self);
+}
+
+void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
+{
 	// deferred attacking, checks if monster is still alive and target is still valid before attacking
 	entity e = spawn();
 
-	e.think = Monster_Delay_Action;
+	e.think = Monster_Delay_Action_self;
 	e.nextthink = time + defer_amnt;
 	e.count = defer_amnt;
-	e.owner = self;
-	e.use = func;
+	e.owner = this;
+	e.monster_delayedfunc = func;
 	e.cnt = repeat_count;
-	e.respawn_time = repeat_defer;
 }
 
 
@@ -264,9 +264,9 @@ void Monster_Sound_Precache(string f)
 	fclose(fh);
 }
 
-void Monster_Sounds_Precache()
-{SELFPARAM();
-	string m = (get_monsterinfo(self.monsterid)).m_model.model_str();
+void Monster_Sounds_Precache(entity this)
+{
+	string m = (Monsters_from(this.monsterid)).m_model.model_str();
 	float globhandle, n, i;
 	string f;
 
@@ -283,9 +283,9 @@ void Monster_Sounds_Precache()
 	search_end(globhandle);
 }
 
-void Monster_Sounds_Clear()
-{SELFPARAM();
-#define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
+void Monster_Sounds_Clear(entity this)
+{
+#define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
 	ALLMONSTERSOUNDS
 #undef _MSOUND
 }
@@ -303,8 +303,8 @@ void Monster_Sounds_Clear()
 	return string_null;
 }
 
-bool Monster_Sounds_Load(string f, int first)
-{SELFPARAM();
+bool Monster_Sounds_Load(entity this, string f, int first)
+{
 	float fh;
 	string s;
 	var .string field;
@@ -321,35 +321,35 @@ bool Monster_Sounds_Load(string f, int first)
 		field = Monster_Sound_SampleField(argv(0));
 		if(GetMonsterSoundSampleField_notFound)
 			continue;
-		if (self.(field))
-			strunzone(self.(field));
-		self.(field) = strzone(strcat(argv(1), " ", argv(2)));
+		if (this.(field))
+			strunzone(this.(field));
+		this.(field) = strzone(strcat(argv(1), " ", argv(2)));
 	}
 	fclose(fh);
 	return true;
 }
 
 .int skin_for_monstersound;
-void Monster_Sounds_Update()
-{SELFPARAM();
-	if(self.skin == self.skin_for_monstersound) { return; }
+void Monster_Sounds_Update(entity this)
+{
+	if(this.skin == this.skin_for_monstersound) { return; }
 
-	self.skin_for_monstersound = self.skin;
-	Monster_Sounds_Clear();
-	if(!Monster_Sounds_Load(get_monster_model_datafilename(self.model, self.skin, "sounds"), 0))
-		Monster_Sounds_Load(get_monster_model_datafilename(self.model, 0, "sounds"), 0);
+	this.skin_for_monstersound = this.skin;
+	Monster_Sounds_Clear(this);
+	if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
+		Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
 }
 
-void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float chan)
-{SELFPARAM();
+void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan)
+{
 	if(!autocvar_g_monsters_sounds) { return; }
 
 	if(delaytoo)
-	if(time < self.msound_delay)
+	if(time < this.msound_delay)
 		return; // too early
-	GlobalSound_string(self, self.(samplefield), chan, VOICETYPE_PLAYERSOUND);
+	GlobalSound_string(this, this.(samplefield), chan, VOICETYPE_PLAYERSOUND);
 
-	self.msound_delay = time + sound_delay;
+	this.msound_delay = time + sound_delay;
 }
 
 
@@ -357,94 +357,94 @@ void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float
 // Monster attack handlers
 // =======================
 
-float Monster_Attack_Melee(entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop)
-{SELFPARAM();
-	if(dostop && (self.flags & FL_MONSTER)) { self.state = MONSTER_ATTACK_MELEE; }
+bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
+{
+	if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
 
-	setanim(self, anim, false, true, false);
+	setanim(this, anim, false, true, false);
 
-	if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
-		self.attack_finished_single[0] = self.anim_finished = self.animstate_endtime;
+	if(this.animstate_endtime > time && IS_MONSTER(this))
+		this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
 	else
-		self.attack_finished_single[0] = self.anim_finished = time + animtime;
+		this.attack_finished_single[0] = this.anim_finished = time + animtime;
 
-	monster_makevectors(targ);
+	monster_makevectors(this, targ);
 
-	traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
+	traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
 
 	if(trace_ent.takedamage)
-		Damage(trace_ent, self, self, damg * MONSTER_SKILLMOD(self), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
+		Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
 
 	return true;
 }
 
-float Monster_Attack_Leap_Check(vector vel)
-{SELFPARAM();
-	if(self.state && (self.flags & FL_MONSTER))
+bool Monster_Attack_Leap_Check(entity this, vector vel)
+{
+	if(this.state && IS_MONSTER(this))
 		return false; // already attacking
-	if(!(IS_ONGROUND(self)))
+	if(!IS_ONGROUND(this))
 		return false; // not on the ground
-	if(self.health <= 0)
+	if(this.health <= 0 || IS_DEAD(this))
 		return false; // called when dead?
-	if(time < self.attack_finished_single[0])
+	if(time < this.attack_finished_single[0])
 		return false; // still attacking
 
-	vector old = self.velocity;
+	vector old = this.velocity;
 
-	self.velocity = vel;
-	tracetoss(self, self);
-	self.velocity = old;
-	if (trace_ent != self.enemy)
+	this.velocity = vel;
+	tracetoss(this, this);
+	this.velocity = old;
+	if (trace_ent != this.enemy)
 		return false;
 
 	return true;
 }
 
-bool Monster_Attack_Leap(vector anm, void() touchfunc, vector vel, float animtime)
-{SELFPARAM();
-	if(!Monster_Attack_Leap_Check(vel))
+bool Monster_Attack_Leap(entity this, vector anm, void() touchfunc, vector vel, float animtime)
+{
+	if(!Monster_Attack_Leap_Check(this, vel))
 		return false;
 
-	setanim(self, anm, false, true, false);
+	setanim(this, anm, false, true, false);
 
-	if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
-		self.attack_finished_single[0] = self.anim_finished = self.animstate_endtime;
+	if(this.animstate_endtime > time && (this.flags & FL_MONSTER))
+		this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
 	else
-		self.attack_finished_single[0] = self.anim_finished = time + animtime;
+		this.attack_finished_single[0] = this.anim_finished = time + animtime;
 
-	if(self.flags & FL_MONSTER)
-		self.state = MONSTER_ATTACK_RANGED;
-	self.touch = touchfunc;
-	self.origin_z += 1;
-	self.velocity = vel;
-	UNSET_ONGROUND(self);
+	if(this.flags & FL_MONSTER)
+		this.state = MONSTER_ATTACK_RANGED;
+	this.touch = touchfunc;
+	this.origin_z += 1;
+	this.velocity = vel;
+	UNSET_ONGROUND(this);
 
 	return true;
 }
 
-void Monster_Attack_Check(entity e, entity targ)
+void Monster_Attack_Check(entity this, entity targ)
 {
-	if((e == world || targ == world)
-	|| (!e.monster_attackfunc)
-	|| (time < e.attack_finished_single[0])
+	if((this == world || targ == world)
+	|| (!this.monster_attackfunc)
+	|| (time < this.attack_finished_single[0])
 	) { return; }
 
-	float targ_vlen = vlen(targ.origin - e.origin);
+	float targ_vlen = vlen(targ.origin - this.origin);
 
-	if(targ_vlen <= e.attack_range)
+	if(targ_vlen <= this.attack_range)
 	{
-		float attack_success = e.monster_attackfunc(MONSTER_ATTACK_MELEE, targ);
+		bool attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ);
 		if(attack_success == 1)
-			Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
+			Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
 		else if(attack_success > 0)
 			return;
 	}
 
-	if(targ_vlen > e.attack_range)
+	if(targ_vlen > this.attack_range)
 	{
-		float attack_success = e.monster_attackfunc(MONSTER_ATTACK_RANGED, targ);
+		float attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ);
 		if(attack_success == 1)
-			Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
+			Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
 		else if(attack_success > 0)
 			return;
 	}
@@ -455,23 +455,23 @@ void Monster_Attack_Check(entity e, entity targ)
 // Main monster functions
 // ======================
 
-void Monster_UpdateModel()
-{SELFPARAM();
+void Monster_UpdateModel(entity this)
+{
 	// assume some defaults
-	/*self.anim_idle   = animfixfps(self, '0 1 0.01', '0 0 0');
-	self.anim_walk   = animfixfps(self, '1 1 0.01', '0 0 0');
-	self.anim_run    = animfixfps(self, '2 1 0.01', '0 0 0');
-	self.anim_fire1  = animfixfps(self, '3 1 0.01', '0 0 0');
-	self.anim_fire2  = animfixfps(self, '4 1 0.01', '0 0 0');
-	self.anim_melee  = animfixfps(self, '5 1 0.01', '0 0 0');
-	self.anim_pain1  = animfixfps(self, '6 1 0.01', '0 0 0');
-	self.anim_pain2  = animfixfps(self, '7 1 0.01', '0 0 0');
-	self.anim_die1   = animfixfps(self, '8 1 0.01', '0 0 0');
-	self.anim_die2   = animfixfps(self, '9 1 0.01', '0 0 0');*/
+	/*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
+	this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
+	this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
+	this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
+	this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
+	this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
+	this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
+	this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
+	this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
+	this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
 
 	// then get the real values
-	Monster mon = get_monsterinfo(self.monsterid);
-	mon.mr_anim(mon);
+	Monster mon = get_monsterinfo(this.monsterid);
+	mon.mr_anim(mon, this);
 }
 
 void Monster_Touch()
@@ -485,30 +485,30 @@ void Monster_Touch()
 		self.enemy = other;
 }
 
-void Monster_Miniboss_Check()
-{SELFPARAM();
-	if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
+void Monster_Miniboss_Check(entity this)
+{
+	if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
 		return;
 
 	float chance = random() * 100;
 
 	// g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
-	if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
+	if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
 	{
-		self.health += autocvar_g_monsters_miniboss_healthboost;
-		self.effects |= EF_RED;
-		if(!self.weapon)
-			self.weapon = WEP_VORTEX.m_id;
+		this.health += autocvar_g_monsters_miniboss_healthboost;
+		this.effects |= EF_RED;
+		if(!this.weapon)
+			this.weapon = WEP_VORTEX.m_id;
 	}
 }
 
-bool Monster_Respawn_Check()
-{SELFPARAM();
-	if(self.deadflag == DEAD_DEAD) // don't call when monster isn't dead
-	if(MUTATOR_CALLHOOK(MonsterRespawn, self))
+bool Monster_Respawn_Check(entity this)
+{
+	if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
+	if(MUTATOR_CALLHOOK(MonsterRespawn, this))
 		return true; // enabled by a mutator
 
-	if(self.spawnflags & MONSTERFLAG_NORESPAWN)
+	if(this.spawnflags & MONSTERFLAG_NORESPAWN)
 		return false;
 
 	if(!autocvar_g_monsters_respawn)
@@ -517,35 +517,35 @@ bool Monster_Respawn_Check()
 	return true;
 }
 
-void Monster_Respawn() { SELFPARAM(); Monster_Spawn(self.monsterid); }
+void Monster_Respawn() { SELFPARAM(); Monster_Spawn(self, self.monsterid); }
 
-void Monster_Dead_Fade()
-{SELFPARAM();
-	if(Monster_Respawn_Check())
+void Monster_Dead_Fade(entity this)
+{
+	if(Monster_Respawn_Check(this))
 	{
-		self.spawnflags |= MONSTERFLAG_RESPAWNED;
-		self.think = Monster_Respawn;
-		self.nextthink = time + self.respawntime;
-		self.monster_lifetime = 0;
-		self.deadflag = DEAD_RESPAWNING;
-		if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
+		this.spawnflags |= MONSTERFLAG_RESPAWNED;
+		this.think = Monster_Respawn;
+		this.nextthink = time + this.respawntime;
+		this.monster_lifetime = 0;
+		this.deadflag = DEAD_RESPAWNING;
+		if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
 		{
-			self.pos1 = self.origin;
-			self.pos2 = self.angles;
+			this.pos1 = this.origin;
+			this.pos2 = this.angles;
 		}
-		self.event_damage = func_null;
-		self.takedamage = DAMAGE_NO;
-		setorigin(self, self.pos1);
-		self.angles = self.pos2;
-		self.health = self.max_health;
-		setmodel(self, MDL_Null);
+		this.event_damage = func_null;
+		this.takedamage = DAMAGE_NO;
+		setorigin(this, this.pos1);
+		this.angles = this.pos2;
+		this.health = this.max_health;
+		setmodel(this, MDL_Null);
 	}
 	else
 	{
 		// number of monsters spawned with mobspawn command
 		totalspawned -= 1;
 
-		SUB_SetFade(self, time + 3, 1);
+		SUB_SetFade(this, time + 3, 1);
 	}
 }
 
@@ -554,102 +554,102 @@ void Monster_Use()
 	if(Monster_ValidTarget(self, activator)) { self.enemy = activator; }
 }
 
-vector Monster_Move_Target(entity targ)
-{SELFPARAM();
+vector Monster_Move_Target(entity this, entity targ)
+{
 	// enemy is always preferred target
-	if(self.enemy)
+	if(this.enemy)
 	{
-		vector targ_origin = ((self.enemy.absmin + self.enemy.absmax) * 0.5);
-		targ_origin = WarpZone_RefSys_TransformOrigin(self.enemy, self, targ_origin); // origin of target as seen by the monster (us)
-		WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
-
-		if((self.enemy == world)
-			|| (IS_DEAD(self.enemy) || self.enemy.health < 1)
-			|| (STAT(FROZEN, self.enemy))
-			|| (self.enemy.flags & FL_NOTARGET)
-			|| (self.enemy.alpha < 0.5 && self.enemy.alpha != 0)
-			|| (self.enemy.takedamage == DAMAGE_NO)
-			|| (vlen(self.origin - targ_origin) > self.target_range)
-			|| ((trace_fraction < 1) && (trace_ent != self.enemy)))
+		vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
+		targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
+		WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
+
+		if((this.enemy == world)
+			|| (IS_DEAD(this.enemy) || this.enemy.health < 1)
+			|| (STAT(FROZEN, this.enemy))
+			|| (this.enemy.flags & FL_NOTARGET)
+			|| (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
+			|| (this.enemy.takedamage == DAMAGE_NO)
+			|| (vlen(this.origin - targ_origin) > this.target_range)
+			|| ((trace_fraction < 1) && (trace_ent != this.enemy)))
 		{
-			self.enemy = world;
-			self.pass_distance = 0;
+			this.enemy = world;
+			this.pass_distance = 0;
 		}
 
-		if(self.enemy)
+		if(this.enemy)
 		{
-			/*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), self.origin, targ_origin);
+			/*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
 			print("Trace origin: ", vtos(targ_origin), "\n");
-			print("Target origin: ", vtos(self.enemy.origin), "\n");
-			print("My origin: ", vtos(self.origin), "\n"); */
+			print("Target origin: ", vtos(this.enemy.origin), "\n");
+			print("My origin: ", vtos(this.origin), "\n"); */
 
-			self.monster_movestate = MONSTER_MOVE_ENEMY;
-			self.last_trace = time + 1.2;
-			if(self.monster_moveto)
-				return self.monster_moveto; // assumes code is properly setting this when monster has an enemy
+			this.monster_movestate = MONSTER_MOVE_ENEMY;
+			this.last_trace = time + 1.2;
+			if(this.monster_moveto)
+				return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
 			else
 				return targ_origin;
 		}
 
-		/*makevectors(self.angles);
-		self.monster_movestate = MONSTER_MOVE_ENEMY;
-		self.last_trace = time + 1.2;
-		return self.enemy.origin; */
+		/*makevectors(this.angles);
+		this.monster_movestate = MONSTER_MOVE_ENEMY;
+		this.last_trace = time + 1.2;
+		return this.enemy.origin; */
 	}
 
-	switch(self.monster_moveflags)
+	switch(this.monster_moveflags)
 	{
 		case MONSTER_MOVE_FOLLOW:
 		{
-			self.monster_movestate = MONSTER_MOVE_FOLLOW;
-			self.last_trace = time + 0.3;
-			return (self.monster_follow) ? self.monster_follow.origin : self.origin;
+			this.monster_movestate = MONSTER_MOVE_FOLLOW;
+			this.last_trace = time + 0.3;
+			return (this.monster_follow) ? this.monster_follow.origin : this.origin;
 		}
 		case MONSTER_MOVE_SPAWNLOC:
 		{
-			self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
-			self.last_trace = time + 2;
-			return self.pos1;
+			this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
+			this.last_trace = time + 2;
+			return this.pos1;
 		}
 		case MONSTER_MOVE_NOMOVE:
 		{
-			if(self.monster_moveto)
+			if(this.monster_moveto)
 			{
-				self.last_trace = time + 0.5;
-				return self.monster_moveto;
+				this.last_trace = time + 0.5;
+				return this.monster_moveto;
 			}
 			else
 			{
-				self.monster_movestate = MONSTER_MOVE_NOMOVE;
-				self.last_trace = time + 2;
+				this.monster_movestate = MONSTER_MOVE_NOMOVE;
+				this.last_trace = time + 2;
 			}
-			return self.origin;
+			return this.origin;
 		}
 		default:
 		case MONSTER_MOVE_WANDER:
 		{
 			vector pos;
-			self.monster_movestate = MONSTER_MOVE_WANDER;
+			this.monster_movestate = MONSTER_MOVE_WANDER;
 
-			if(self.monster_moveto)
+			if(this.monster_moveto)
 			{
-				self.last_trace = time + 0.5;
-				pos = self.monster_moveto;
+				this.last_trace = time + 0.5;
+				pos = this.monster_moveto;
 			}
 			else if(targ)
 			{
-				self.last_trace = time + 0.5;
+				this.last_trace = time + 0.5;
 				pos = targ.origin;
 			}
 			else
 			{
-				self.last_trace = time + self.wander_delay;
+				this.last_trace = time + this.wander_delay;
 
-				self.angles_y = rint(random() * 500);
-				makevectors(self.angles);
-				pos = self.origin + v_forward * self.wander_distance;
+				this.angles_y = rint(random() * 500);
+				makevectors(this.angles);
+				pos = this.origin + v_forward * this.wander_distance;
 
-				if(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM))
+				if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
 				{
 					pos.z = random() * 200;
 					if(random() >= 0.5)
@@ -662,259 +662,259 @@ vector Monster_Move_Target(entity targ)
 	}
 }
 
-void Monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed)
-{SELFPARAM();
+void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
+{
 	float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis
 	float initial_height = 0; //min(50, (targ_distance * tanh(20)));
-	float current_height = (initial_height * min(1, (self.pass_distance) ? (current_distance / self.pass_distance) : current_distance));
+	float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
 	//print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
 
 	vector targpos;
 	if(current_height) // make sure we can actually do this arcing path
 	{
 		targpos = (to + ('0 0 1' * current_height));
-		WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
+		WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
 		if(trace_fraction < 1)
 		{
 			//print("normal arc line failed, trying to find new pos...");
-			WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, mon);
+			WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
 			targpos = (trace_endpos + '0 0 -10');
-			WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
+			WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
 			if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
 			/*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
 		}
 	}
 	else { targpos = to; }
 
-	//mon.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
+	//this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
 
 	vector desired_direction = normalize(targpos - from);
-	if(turnrate) { mon.velocity = (normalize(normalize(mon.velocity) + (desired_direction * 50)) * movespeed); }
-	else { mon.velocity = (desired_direction * movespeed); }
+	if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
+	else { this.velocity = (desired_direction * movespeed); }
 
-	//mon.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
-	//mon.angles = vectoangles(mon.velocity);
+	//this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
+	//this.angles = vectoangles(this.velocity);
 }
 
-void Monster_Move(float runspeed, float walkspeed, float stpspeed)
-{SELFPARAM();
-	if(self.target2) { self.goalentity = find(world, targetname, self.target2); }
+void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
+{
+	if(this.target2) { this.goalentity = find(world, targetname, this.target2); }
 
 	entity targ;
 
-	if(STAT(FROZEN, self) == 2)
+	if(STAT(FROZEN, this) == 2)
 	{
-		self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
-		self.health = max(1, self.revive_progress * self.max_health);
-		self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
+		this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
+		this.health = max(1, this.revive_progress * this.max_health);
+		this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
 
-		if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
-			WaypointSprite_UpdateHealth(self.sprite, self.health);
+		if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
+			WaypointSprite_UpdateHealth(this.sprite, this.health);
 
-		movelib_brake_simple(stpspeed);
-		setanim(self, self.anim_idle, true, false, false);
+		movelib_brake_simple(this, stpspeed);
+		setanim(this, this.anim_idle, true, false, false);
 
-		self.enemy = world;
-		self.nextthink = time + self.ticrate;
+		this.enemy = world;
+		this.nextthink = time + this.ticrate;
 
-		if(self.revive_progress >= 1)
-			Unfreeze(self);
+		if(this.revive_progress >= 1)
+			Unfreeze(this);
 
 		return;
 	}
-	else if(STAT(FROZEN, self) == 3)
+	else if(STAT(FROZEN, this) == 3)
 	{
-		self.revive_progress = bound(0, self.revive_progress - self.ticrate * self.revive_speed, 1);
-		self.health = max(0, autocvar_g_nades_ice_health + (self.max_health-autocvar_g_nades_ice_health) * self.revive_progress );
+		this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
+		this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
 
-		if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
-			WaypointSprite_UpdateHealth(self.sprite, self.health);
+		if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
+			WaypointSprite_UpdateHealth(this.sprite, this.health);
 
-		movelib_brake_simple(stpspeed);
-		setanim(self, self.anim_idle, true, false, false);
+		movelib_brake_simple(this, stpspeed);
+		setanim(this, this.anim_idle, true, false, false);
 
-		self.enemy = world;
-		self.nextthink = time + self.ticrate;
+		this.enemy = world;
+		this.nextthink = time + this.ticrate;
 
-		if(self.health < 1)
+		if(this.health < 1)
 		{
-			Unfreeze(self);
-			self.health = 0;
-			if(self.event_damage)
-				self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
+			Unfreeze(this);
+			this.health = 0;
+			if(this.event_damage)
+				this.event_damage(this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
 		}
 
-		else if ( self.revive_progress <= 0 )
-			Unfreeze(self);
+		else if ( this.revive_progress <= 0 )
+			Unfreeze(this);
 
 		return;
 	}
 
-	if(self.flags & FL_SWIM)
+	if(this.flags & FL_SWIM)
 	{
-		if(self.waterlevel < WATERLEVEL_WETFEET)
+		if(this.waterlevel < WATERLEVEL_WETFEET)
 		{
-			if(time >= self.last_trace)
+			if(time >= this.last_trace)
 			{
-				self.last_trace = time + 0.4;
+				this.last_trace = time + 0.4;
 
-				Damage (self, world, world, 2, DEATH_DROWN.m_id, self.origin, '0 0 0');
-				self.angles = '90 90 0';
+				Damage (this, world, world, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
+				this.angles = '90 90 0';
 				if(random() < 0.5)
 				{
-					self.velocity_y += random() * 50;
-					self.velocity_x -= random() * 50;
+					this.velocity_y += random() * 50;
+					this.velocity_x -= random() * 50;
 				}
 				else
 				{
-					self.velocity_y -= random() * 50;
-					self.velocity_x += random() * 50;
+					this.velocity_y -= random() * 50;
+					this.velocity_x += random() * 50;
 				}
-				self.velocity_z += random() * 150;
+				this.velocity_z += random() * 150;
 			}
 
 
-			self.movetype = MOVETYPE_BOUNCE;
-			//self.velocity_z = -200;
+			this.movetype = MOVETYPE_BOUNCE;
+			//this.velocity_z = -200;
 
 			return;
 		}
-		else if(self.movetype == MOVETYPE_BOUNCE)
+		else if(this.movetype == MOVETYPE_BOUNCE)
 		{
-			self.angles_x = 0;
-			self.movetype = MOVETYPE_WALK;
+			this.angles_x = 0;
+			this.movetype = MOVETYPE_WALK;
 		}
 	}
 
-	targ = self.goalentity;
+	targ = this.goalentity;
 
-	if (MUTATOR_CALLHOOK(MonsterMove, runspeed, walkspeed, targ)
+	if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
 		|| gameover
-		|| self.draggedby != world
+		|| this.draggedby != world
 		|| (round_handler_IsActive() && !round_handler_IsRoundStarted())
 		|| time < game_starttime
 		|| (autocvar_g_campaign && !campaign_bots_may_start)
-		|| time < self.spawn_time)
+		|| time < this.spawn_time)
 	{
 		runspeed = walkspeed = 0;
-		if(time >= self.spawn_time)
-			setanim(self, self.anim_idle, true, false, false);
-		movelib_brake_simple(stpspeed);
+		if(time >= this.spawn_time)
+			setanim(this, this.anim_idle, true, false, false);
+		movelib_brake_simple(this, stpspeed);
 		return;
 	}
 
 	targ = monster_target;
-	runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(self), runspeed * 2.5); // limit maxspeed to prevent craziness
-	walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(self), walkspeed * 2.5); // limit maxspeed to prevent craziness
+	runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
+	walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
 
 	if(teamplay)
 	if(autocvar_g_monsters_teams)
-	if(DIFF_TEAM(self.monster_follow, self))
-		self.monster_follow = world;
+	if(DIFF_TEAM(this.monster_follow, this))
+		this.monster_follow = world;
 
-	if(time >= self.last_enemycheck)
+	if(time >= this.last_enemycheck)
 	{
-		if(!self.enemy)
+		if(!this.enemy)
 		{
-			self.enemy = Monster_FindTarget(self);
-			if(self.enemy)
+			this.enemy = Monster_FindTarget(this);
+			if(this.enemy)
 			{
-				WarpZone_RefSys_Copy(self.enemy, self);
-				WarpZone_RefSys_AddInverse(self.enemy, self); // wz1^-1 ... wzn^-1 receiver
-				self.moveto = WarpZone_RefSys_TransformOrigin(self.enemy, self, (0.5 * (self.enemy.absmin + self.enemy.absmax)));
-				self.monster_moveto = '0 0 0';
-				self.monster_face = '0 0 0';
-
-				self.pass_distance = vlen((('1 0 0' * self.enemy.origin_x) + ('0 1 0' * self.enemy.origin_y)) - (('1 0 0' *  self.origin_x) + ('0 1 0' *  self.origin_y)));
-				Monster_Sound(monstersound_sight, 0, false, CH_VOICE);
+				WarpZone_RefSys_Copy(this.enemy, this);
+				WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
+				this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
+				this.monster_moveto = '0 0 0';
+				this.monster_face = '0 0 0';
+
+				this.pass_distance = vlen((('1 0 0' * this.enemy.origin_x) + ('0 1 0' * this.enemy.origin_y)) - (('1 0 0' *  this.origin_x) + ('0 1 0' *  this.origin_y)));
+				Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
 			}
 		}
 
-		self.last_enemycheck = time + 1; // check for enemies every second
+		this.last_enemycheck = time + 1; // check for enemies every second
 	}
 
-	if(self.state == MONSTER_ATTACK_RANGED && (IS_ONGROUND(self)))
+	if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
 	{
-		self.state = 0;
-		self.touch = Monster_Touch;
+		this.state = 0;
+		this.touch = Monster_Touch;
 	}
 
-	if(self.state && time >= self.attack_finished_single[0])
-		self.state = 0; // attack is over
+	if(this.state && time >= this.attack_finished_single[0])
+		this.state = 0; // attack is over
 
-	if(self.state != MONSTER_ATTACK_MELEE) // don't move if set
-	if(time >= self.last_trace || self.enemy) // update enemy or rider instantly
-		self.moveto = Monster_Move_Target(targ);
+	if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
+	if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
+		this.moveto = Monster_Move_Target(this, targ);
 
-	if(!self.enemy)
-		Monster_Sound(monstersound_idle, 7, true, CH_VOICE);
+	if(!this.enemy)
+		Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
 
-	if(self.state == MONSTER_ATTACK_MELEE)
-		self.moveto = self.origin;
+	if(this.state == MONSTER_ATTACK_MELEE)
+		this.moveto = this.origin;
 
-	if(self.enemy && self.enemy.vehicle)
+	if(this.enemy && this.enemy.vehicle)
 		runspeed = 0;
 
-	if(!(self.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(self.flags & FL_SWIM))
-		self.moveto_z = self.origin_z;
+	if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
+		this.moveto_z = this.origin_z;
 
-	if(vlen(self.origin - self.moveto) > 100)
+	if(vlen(this.origin - this.moveto) > 100)
 	{
-		float do_run = (self.enemy || self.monster_moveto);
-		if((IS_ONGROUND(self)) || ((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
-			Monster_CalculateVelocity(self, self.moveto, self.origin, true, ((do_run) ? runspeed : walkspeed));
-
-		if(time > self.pain_finished) // TODO: use anim_finished instead!
-		if(!self.state)
-		if(time > self.anim_finished)
-		if(vlen(self.velocity) > 10)
-			setanim(self, ((do_run) ? self.anim_run : self.anim_walk), true, false, false);
+		float do_run = (this.enemy || this.monster_moveto);
+		if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
+			Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
+
+		if(time > this.pain_finished) // TODO: use anim_finished instead!
+		if(!this.state)
+		if(time > this.anim_finished)
+		if(vlen(this.velocity) > 10)
+			setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
 		else
-			setanim(self, self.anim_idle, true, false, false);
+			setanim(this, this.anim_idle, true, false, false);
 	}
 	else
 	{
-		entity e = find(world, targetname, self.target2);
+		entity e = find(world, targetname, this.target2);
 		if(e.target2)
-			self.target2 = e.target2;
+			this.target2 = e.target2;
 		else if(e.target)
-			self.target2 = e.target;
-
-		movelib_brake_simple(stpspeed);
-		if(time > self.anim_finished)
-		if(time > self.pain_finished)
-		if(!self.state)
-		if(vlen(self.velocity) <= 30)
-			setanim(self, self.anim_idle, true, false, false);
+			this.target2 = e.target;
+
+		movelib_brake_simple(this, stpspeed);
+		if(time > this.anim_finished)
+		if(time > this.pain_finished)
+		if(!this.state)
+		if(vlen(this.velocity) <= 30)
+			setanim(this, this.anim_idle, true, false, false);
 	}
 
-	self.steerto = steerlib_attract2(((self.monster_face) ? self.monster_face : self.moveto), 0.5, 500, 0.95);
+	this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
 
-	vector real_angle = vectoangles(self.steerto) - self.angles;
+	vector real_angle = vectoangles(this.steerto) - this.angles;
 	float turny = 25;
-	if(self.state == MONSTER_ATTACK_MELEE)
+	if(this.state == MONSTER_ATTACK_MELEE)
 		turny = 0;
 	if(turny)
 	{
-		turny = bound(turny * -1, shortangle_f(real_angle.y, self.angles.y), turny);
-		self.angles_y += turny;
+		turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
+		this.angles_y += turny;
 	}
 
-	Monster_Attack_Check(self, self.enemy);
+	Monster_Attack_Check(this, this.enemy);
 }
 
-void Monster_Remove(entity mon)
+void Monster_Remove(entity this)
 {
 	.entity weaponentity = weaponentities[0];
-	if(!mon) { return; }
+	if(!this) { return; }
 
-	if(!MUTATOR_CALLHOOK(MonsterRemove, mon))
-		Send_Effect(EFFECT_ITEM_PICKUP, mon.origin, '0 0 0', 1);
+	if(!MUTATOR_CALLHOOK(MonsterRemove, this))
+		Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
 
-	if(mon.(weaponentity)) { remove(mon.(weaponentity)); }
-	if(mon.iceblock) { remove(mon.iceblock); }
-	WaypointSprite_Kill(mon.sprite);
-	remove(mon);
+	if(this.(weaponentity)) { remove(this.(weaponentity)); }
+	if(this.iceblock) { remove(this.iceblock); }
+	WaypointSprite_Kill(this.sprite);
+	remove(this);
 }
 
 void Monster_Dead_Think()
@@ -924,7 +924,7 @@ void Monster_Dead_Think()
 	if(self.monster_lifetime != 0)
 	if(time >= self.monster_lifetime)
 	{
-		Monster_Dead_Fade();
+		Monster_Dead_Fade(self);
 		return;
 	}
 }
@@ -933,19 +933,19 @@ void Monster_Appear()
 {SELFPARAM();
 	self.enemy = activator;
 	self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
-	Monster_Spawn(self.monsterid);
+	Monster_Spawn(self, self.monsterid);
 }
 
-float Monster_Appear_Check(entity ent, float monster_id)
+bool Monster_Appear_Check(entity this, int monster_id)
 {
-	if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
+	if(!(this.spawnflags & MONSTERFLAG_APPEAR))
 		return false;
 
-	ent.think = func_null;
-	ent.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
-	ent.nextthink = 0;
-	ent.use = Monster_Appear;
-	ent.flags = FL_MONSTER; // set so this monster can get butchered
+	this.think = func_null;
+	this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
+	this.nextthink = 0;
+	this.use = Monster_Appear;
+	this.flags = FL_MONSTER; // set so this monster can get butchered
 
 	return true;
 }
@@ -984,27 +984,27 @@ void Monster_Dead_Damage(entity inflictor, entity attacker, float damage, int de
 	}
 }
 
-void Monster_Dead(entity attacker, float gibbed)
-{SELFPARAM();
-	self.think = Monster_Dead_Think;
-	self.nextthink = time;
-	self.monster_lifetime = time + 5;
+void Monster_Dead(entity this, entity attacker, float gibbed)
+{
+	this.think = Monster_Dead_Think;
+	this.nextthink = time;
+	this.monster_lifetime = time + 5;
 
-	if(STAT(FROZEN, self))
+	if(STAT(FROZEN, this))
 	{
-		Unfreeze(self); // remove any icy remains
-		self.health = 0; // reset by Unfreeze
+		Unfreeze(this); // remove any icy remains
+		this.health = 0; // reset by Unfreeze
 	}
 
-	monster_dropitem();
+	monster_dropitem(this);
 
-	Monster_Sound(monstersound_death, 0, false, CH_VOICE);
+	Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
 
-	if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED))
+	if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
 		monsters_killed += 1;
 
 	if(IS_PLAYER(attacker))
-	if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED)))
+	if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
 		PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
 
 	if(gibbed)
@@ -1013,29 +1013,29 @@ void Monster_Dead(entity attacker, float gibbed)
 		totalspawned -= 1;
 	}
 
-	self.event_damage	= ((gibbed) ? func_null : Monster_Dead_Damage);
-	self.solid			= SOLID_CORPSE;
-	self.takedamage		= DAMAGE_AIM;
-	self.deadflag		= DEAD_DEAD;
-	self.enemy			= world;
-	self.movetype		= MOVETYPE_TOSS;
-	self.moveto			= self.origin;
-	self.touch			= Monster_Touch; // reset incase monster was pouncing
-	self.reset			= func_null;
-	self.state			= 0;
-	self.attack_finished_single[0] = 0;
-	self.effects = 0;
+	this.event_damage	= ((gibbed) ? func_null : Monster_Dead_Damage);
+	this.solid			= SOLID_CORPSE;
+	this.takedamage		= DAMAGE_AIM;
+	this.deadflag		= DEAD_DEAD;
+	this.enemy			= world;
+	this.movetype		= MOVETYPE_TOSS;
+	this.moveto			= this.origin;
+	this.touch			= Monster_Touch; // reset incase monster was pouncing
+	this.reset			= func_null;
+	this.state			= 0;
+	this.attack_finished_single[0] = 0;
+	this.effects = 0;
 
-	if(!((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
-		self.velocity = '0 0 0';
+	if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
+		this.velocity = '0 0 0';
 
-	CSQCModel_UnlinkEntity(self);
+	CSQCModel_UnlinkEntity(this);
 
-	Monster mon = get_monsterinfo(self.monsterid);
-	mon.mr_death(mon);
+	Monster mon = get_monsterinfo(this.monsterid);
+	mon.mr_death(mon, this);
 
-	if(self.candrop && self.weapon)
-		W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
+	if(this.candrop && this.weapon)
+		W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325');
 }
 
 void Monster_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -1066,13 +1066,13 @@ void Monster_Damage(entity inflictor, entity attacker, float damage, int deathty
 	frag_attacker = attacker;
 	frag_deathtype = deathtype;
 	Monster mon = get_monsterinfo(self.monsterid);
-	mon.mr_pain(mon);
+	mon.mr_pain(mon, self);
 	take = damage_take;
 
 	if(take)
 	{
 		self.health -= take;
-		Monster_Sound(monstersound_pain, 1.2, true, CH_PAIN);
+		Monster_Sound(self, monstersound_pain, 1.2, true, CH_PAIN);
 	}
 
 	if(self.sprite)
@@ -1105,7 +1105,7 @@ void Monster_Damage(entity inflictor, entity attacker, float damage, int deathty
 		SUB_UseTargets();
 		self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
 
-		Monster_Dead(attacker, (self.health <= -100 || deathtype == DEATH_KILL.m_id));
+		Monster_Dead(self, attacker, (self.health <= -100 || deathtype == DEATH_KILL.m_id));
 
 		WaypointSprite_Kill(self.sprite);
 
@@ -1123,25 +1123,25 @@ void Monster_Damage(entity inflictor, entity attacker, float damage, int deathty
 }
 
 // don't check for enemies, just keep walking in a straight line
-void Monster_Move_2D(float mspeed, float allow_jumpoff)
-{SELFPARAM();
-	if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || self.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
+void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
+{
+	if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
 	{
 		mspeed = 0;
-		if(time >= self.spawn_time)
-			setanim(self, self.anim_idle, true, false, false);
-		movelib_brake_simple(0.6);
+		if(time >= this.spawn_time)
+			setanim(this, this.anim_idle, true, false, false);
+		movelib_brake_simple(this, 0.6);
 		return;
 	}
 
 	float reverse = false;
 	vector a, b;
 
-	makevectors(self.angles);
-	a = self.origin + '0 0 16';
-	b = self.origin + '0 0 16' + v_forward * 32;
+	makevectors(this.angles);
+	a = this.origin + '0 0 16';
+	b = this.origin + '0 0 16' + v_forward * 32;
 
-	traceline(a, b, MOVE_NORMAL, self);
+	traceline(a, b, MOVE_NORMAL, this);
 
 	if(trace_fraction != 1.0)
 	{
@@ -1157,31 +1157,31 @@ void Monster_Move_2D(float mspeed, float allow_jumpoff)
 	if(!allow_jumpoff)
 	{
 		a = b - '0 0 32';
-		traceline(b, a, MOVE_WORLDONLY, self);
+		traceline(b, a, MOVE_WORLDONLY, this);
 		if(trace_fraction == 1.0)
 			reverse = true;
 	} */
 
 	if(reverse)
 	{
-		self.angles_y = anglemods(self.angles_y - 180);
-		makevectors(self.angles);
+		this.angles_y = anglemods(this.angles_y - 180);
+		makevectors(this.angles);
 	}
 
-	movelib_move_simple_gravity(v_forward, mspeed, 1);
+	movelib_move_simple_gravity(this, v_forward, mspeed, 1);
 
-	if(time > self.pain_finished)
-	if(time > self.attack_finished_single[0])
-	if(vlen(self.velocity) > 10)
-		setanim(self, self.anim_walk, true, false, false);
+	if(time > this.pain_finished)
+	if(time > this.attack_finished_single[0])
+	if(vlen(this.velocity) > 10)
+		setanim(this, this.anim_walk, true, false, false);
 	else
-		setanim(self, self.anim_idle, true, false, false);
+		setanim(this, this.anim_idle, true, false, false);
 }
 
-void Monster_Anim()
-{SELFPARAM();
-	int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
-	if(IS_DEAD(self))
+void Monster_Anim(entity this)
+{
+	int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
+	if(IS_DEAD(this))
 	{
 		if (!deadbits)
 		{
@@ -1198,19 +1198,19 @@ void Monster_Anim()
 		deadbits = 0;
 	}
 	int animbits = deadbits;
-	if(STAT(FROZEN, self))
+	if(STAT(FROZEN, this))
 		animbits |= ANIMSTATE_FROZEN;
-	if(self.crouch)
+	if(this.crouch)
 		animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
-	animdecide_setstate(self, animbits, false);
-	animdecide_setimplicitstate(self, (IS_ONGROUND(self)));
+	animdecide_setstate(this, animbits, false);
+	animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
 
 	/* // weapon entities for monsters?
-	if (self.weaponentity)
+	if (this.weaponentity)
 	{
-		updateanim(self.weaponentity);
-		if (!self.weaponentity.animstate_override)
-			setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
+		updateanim(this.weaponentity);
+		if (!this.weaponentity.animstate_override)
+			setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
 	}
 	*/
 }
@@ -1228,181 +1228,181 @@ void Monster_Think()
 	}
 
 	Monster mon = get_monsterinfo(self.monsterid);
-	if(mon.mr_think(mon))
-		Monster_Move(self.speed2, self.speed, self.stopspeed);
+	if(mon.mr_think(mon, self))
+		Monster_Move(self, self.speed2, self.speed, self.stopspeed);
 
-	Monster_Anim();
+	Monster_Anim(self);
 
 	CSQCMODEL_AUTOUPDATE(self);
 }
 
-float Monster_Spawn_Setup()
-{SELFPARAM();
-	Monster mon = get_monsterinfo(self.monsterid);
-	mon.mr_setup(mon);
+bool Monster_Spawn_Setup(entity this)
+{
+	Monster mon = Monsters_from(this.monsterid);
+	mon.mr_setup(mon, this);
 
 	// ensure some basic needs are met
-	if(!self.health) { self.health = 100; }
-	if(!self.armorvalue) { self.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(self), 0.9); }
-	if(!self.target_range) { self.target_range = autocvar_g_monsters_target_range; }
-	if(!self.respawntime) { self.respawntime = autocvar_g_monsters_respawn_delay; }
-	if(!self.monster_moveflags) { self.monster_moveflags = MONSTER_MOVE_WANDER; }
-	if(!self.attack_range) { self.attack_range = autocvar_g_monsters_attack_range; }
-	if(!self.damageforcescale) { self.damageforcescale = autocvar_g_monsters_damageforcescale; }
-
-	if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
+	if(!this.health) { this.health = 100; }
+	if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
+	if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
+	if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
+	if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
+	if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
+	if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
+
+	if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
 	{
-		Monster_Miniboss_Check();
-		self.health *= MONSTER_SKILLMOD(self);
+		Monster_Miniboss_Check(this);
+		this.health *= MONSTER_SKILLMOD(this);
 
-		if(!self.skin)
-			self.skin = rint(random() * 4);
+		if(!this.skin)
+			this.skin = rint(random() * 4);
 	}
 
-	self.max_health = self.health;
-	self.pain_finished = self.nextthink;
+	this.max_health = this.health;
+	this.pain_finished = this.nextthink;
 
-	if(IS_PLAYER(self.monster_follow))
-		self.effects |= EF_DIMLIGHT;
+	if(IS_PLAYER(this.monster_follow))
+		this.effects |= EF_DIMLIGHT;
 
-	if(!self.wander_delay) { self.wander_delay = 2; }
-	if(!self.wander_distance) { self.wander_distance = 600; }
+	if(!this.wander_delay) { this.wander_delay = 2; }
+	if(!this.wander_distance) { this.wander_distance = 600; }
 
-	Monster_Sounds_Precache();
-	Monster_Sounds_Update();
+	Monster_Sounds_Precache(this);
+	Monster_Sounds_Update(this);
 
 	if(teamplay)
-		self.monster_attack = true; // we can have monster enemies in team games
+		this.monster_attack = true; // we can have monster enemies in team games
 
-	Monster_Sound(monstersound_spawn, 0, false, CH_VOICE);
+	Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
 
 	if(autocvar_g_monsters_healthbars)
 	{
-		entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, self, '0 0 1' * (self.maxs.z + 15), world, self.team, self, sprite, true, RADARICON_DANGER);
-		wp.wp_extra = self.monsterid;
-		wp.colormod = ((self.team) ? Team_ColorRGB(self.team) : '1 0 0');
-		if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE))
+		entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), world, this.team, this, sprite, true, RADARICON_DANGER);
+		wp.wp_extra = this.monsterid;
+		wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
+		if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
 		{
-			WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
-			WaypointSprite_UpdateHealth(self.sprite, self.health);
+			WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
+			WaypointSprite_UpdateHealth(this.sprite, this.health);
 		}
 	}
 
-	self.think = Monster_Think;
-	self.nextthink = time + self.ticrate;
+	this.think = Monster_Think;
+	this.nextthink = time + this.ticrate;
 
-	if(MUTATOR_CALLHOOK(MonsterSpawn))
+	if(MUTATOR_CALLHOOK(MonsterSpawn, this))
 		return false;
 
 	return true;
 }
 
-bool Monster_Spawn(int mon_id)
-{SELFPARAM();
+bool Monster_Spawn(entity this, int mon_id)
+{
 	// setup the basic required properties for a monster
-	entity mon = get_monsterinfo(mon_id);
+	entity mon = Monsters_from(mon_id);
 	if(!mon.monsterid) { return false; } // invalid monster
 
-	if(!autocvar_g_monsters) { Monster_Remove(self); return false; }
+	if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
 
-	if(Monster_Appear_Check(self, mon_id)) { return true; } // return true so the monster isn't removed
+	if(Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
 
-	if(!self.monster_skill)
-		self.monster_skill = cvar("g_monsters_skill");
+	if(!this.monster_skill)
+		this.monster_skill = cvar("g_monsters_skill");
 
 	// support for quake style removing monsters based on skill
-	if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(self); return false; }
-	if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(self); return false; }
-	if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(self); return false; }
+	if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
+	if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
+	if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
 
-	if(self.team && !teamplay)
-		self.team = 0;
+	if(this.team && !teamplay)
+		this.team = 0;
 
-	if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
-	if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
+	if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
+	if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
 		monsters_total += 1;
 
-	setmodel(self, mon.m_model);
-	self.flags				= FL_MONSTER;
-	self.classname			= "monster";
-	self.takedamage			= DAMAGE_AIM;
-	self.bot_attack			= true;
-	self.iscreature			= true;
-	self.teleportable		= true;
-	self.damagedbycontents	= true;
-	self.monsterid			= mon_id;
-	self.event_damage		= Monster_Damage;
-	self.touch				= Monster_Touch;
-	self.use				= Monster_Use;
-	self.solid				= SOLID_BBOX;
-	self.movetype			= MOVETYPE_WALK;
-	self.spawnshieldtime	= time + autocvar_g_monsters_spawnshieldtime;
-	self.enemy				= world;
-	self.velocity			= '0 0 0';
-	self.moveto				= self.origin;
-	self.pos1				= self.origin;
-	self.pos2				= self.angles;
-	self.reset				= Monster_Reset;
-	self.netname			= mon.netname;
-	self.monster_attackfunc	= mon.monster_attackfunc;
-	self.monster_name		= mon.monster_name;
-	self.candrop			= true;
-	self.view_ofs			= '0 0 0.7' * (self.maxs_z * 0.5);
-	self.oldtarget2			= self.target2;
-	self.pass_distance		= 0;
-	self.deadflag			= DEAD_NO;
-	self.noalign			= ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
-	self.spawn_time			= time;
-	self.gravity			= 1;
-	self.monster_moveto		= '0 0 0';
-	self.monster_face 		= '0 0 0';
-	self.dphitcontentsmask	= DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
-
-	if(!self.scale) { self.scale = 1; }
-	if(autocvar_g_monsters_edit) { self.grab = 1; }
-	if(autocvar_g_fullbrightplayers) { self.effects |= EF_FULLBRIGHT; }
-	if(autocvar_g_nodepthtestplayers) { self.effects |= EF_NODEPTHTEST; }
-	if(mon.spawnflags & MONSTER_TYPE_SWIM) { self.flags |= FL_SWIM; }
+	setmodel(this, mon.m_model);
+	this.flags				= FL_MONSTER;
+	this.classname			= "monster";
+	this.takedamage			= DAMAGE_AIM;
+	this.bot_attack			= true;
+	this.iscreature			= true;
+	this.teleportable		= true;
+	this.damagedbycontents	= true;
+	this.monsterid			= mon_id;
+	this.event_damage		= Monster_Damage;
+	this.touch				= Monster_Touch;
+	this.use				= Monster_Use;
+	this.solid				= SOLID_BBOX;
+	this.movetype			= MOVETYPE_WALK;
+	this.spawnshieldtime	= time + autocvar_g_monsters_spawnshieldtime;
+	this.enemy				= world;
+	this.velocity			= '0 0 0';
+	this.moveto				= this.origin;
+	this.pos1				= this.origin;
+	this.pos2				= this.angles;
+	this.reset				= Monster_Reset;
+	this.netname			= mon.netname;
+	this.monster_attackfunc	= mon.monster_attackfunc;
+	this.monster_name		= mon.monster_name;
+	this.candrop			= true;
+	this.view_ofs			= '0 0 0.7' * (this.maxs_z * 0.5);
+	this.oldtarget2			= this.target2;
+	this.pass_distance		= 0;
+	this.deadflag			= DEAD_NO;
+	this.noalign			= ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
+	this.spawn_time			= time;
+	this.gravity			= 1;
+	this.monster_moveto		= '0 0 0';
+	this.monster_face 		= '0 0 0';
+	this.dphitcontentsmask	= DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
+
+	if(!this.scale) { this.scale = 1; }
+	if(autocvar_g_monsters_edit) { this.grab = 1; }
+	if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
+	if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
+	if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
 
 	if(mon.spawnflags & MONSTER_TYPE_FLY)
 	{
-		self.flags |= FL_FLY;
-		self.movetype = MOVETYPE_FLY;
+		this.flags |= FL_FLY;
+		this.movetype = MOVETYPE_FLY;
 	}
 
-	if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
+	if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
 	{
 		if(mon.spawnflags & MONSTER_SIZE_BROKEN)
-			self.scale *= 1.3;
+			this.scale *= 1.3;
 
 		if(mon.spawnflags & MONSTER_SIZE_QUAKE)
 		if(autocvar_g_monsters_quake_resize)
-			self.scale *= 1.3;
+			this.scale *= 1.3;
 	}
 
-	setsize(self, mon.mins * self.scale, mon.maxs * self.scale);
+	setsize(this, mon.mins * this.scale, mon.maxs * this.scale);
 
-	self.ticrate = bound(sys_frametime, ((!self.ticrate) ? autocvar_g_monsters_think_delay : self.ticrate), 60);
+	this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
 
-	Monster_UpdateModel();
+	Monster_UpdateModel(this);
 
-	if(!Monster_Spawn_Setup())
+	if(!Monster_Spawn_Setup(this))
 	{
-		Monster_Remove(self);
+		Monster_Remove(this);
 		return false;
 	}
 
-	if(!self.noalign)
+	if(!this.noalign)
 	{
-		setorigin(self, self.origin + '0 0 20');
-		tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
-		setorigin(self, trace_endpos);
+		setorigin(this, this.origin + '0 0 20');
+		tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
+		setorigin(this, trace_endpos);
 	}
 
-	if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
-		monster_setupcolors(self);
+	if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
+		monster_setupcolors(this);
 
-	CSQCMODEL_AUTOINIT(self);
+	CSQCMODEL_AUTOINIT(this);
 
 	return true;
 }
diff --git a/qcsrc/common/monsters/sv_monsters.qh b/qcsrc/common/monsters/sv_monsters.qh
index bad6242bc..59d8cbd97 100644
--- a/qcsrc/common/monsters/sv_monsters.qh
+++ b/qcsrc/common/monsters/sv_monsters.qh
@@ -69,29 +69,29 @@ const int MONSTERFLAG_RESPAWNED = 32768; // flag for re-spawned monsters
 .int monster_skill;
 
 // functions used elsewhere
-void Monster_Remove(entity mon);
+void Monster_Remove(entity this);
 
-void monsters_setstatus();
+void monsters_setstatus(entity this);
 
-bool Monster_Spawn(int mon_id);
+bool Monster_Spawn(entity this, int mon_id);
 
-void monster_setupcolors(entity mon);
+void monster_setupcolors(entity this);
 
 void Monster_Touch();
 
-void Monster_Move_2D(float mspeed, float allow_jumpoff);
+void Monster_Move_2D(entity this, float mspeed, float allow_jumpoff);
 
-void Monster_Delay(float repeat_count, float repeat_defer, float defer_amnt, void() func);
+void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func);
 
-float Monster_Attack_Melee(entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop);
+float Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop);
 
-bool Monster_Attack_Leap(vector anm, void() touchfunc, vector vel, float animtime);
+bool Monster_Attack_Leap(entity this, vector anm, void() touchfunc, vector vel, float animtime);
 
-entity Monster_FindTarget(entity mon);
+entity Monster_FindTarget(entity this);
 
-void monster_makevectors(entity e);
+void monster_makevectors(entity this, entity targ);
 
-void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float chan);
+void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan);
 
 /** number of monsters spawned with mobspawn command */
 int totalspawned;
diff --git a/qcsrc/common/physics/movelib.qc b/qcsrc/common/physics/movelib.qc
index 207b4c636..26c70daf6 100644
--- a/qcsrc/common/physics/movelib.qc
+++ b/qcsrc/common/physics/movelib.qc
@@ -163,17 +163,17 @@ void movelib_update(vector dir,float force)
 }
 */
 
-void movelib_brake_simple(float force)
-{SELFPARAM();
+void movelib_brake_simple(entity this, float force)
+{
     float mspeed;
     vector mdir;
     float vz;
 
-    mspeed = max(0,vlen(self.velocity) - force);
-    mdir   = normalize(self.velocity);
-    vz = self.velocity.z;
-    self.velocity = mdir * mspeed;
-    self.velocity_z = vz;
+    mspeed = max(0,vlen(this.velocity) - force);
+    mdir   = normalize(this.velocity);
+    vz = this.velocity.z;
+    this.velocity = mdir * mspeed;
+    this.velocity_z = vz;
 }
 
 /**
diff --git a/qcsrc/common/physics/movelib.qh b/qcsrc/common/physics/movelib.qh
index 26b7033ff..86cb73385 100644
--- a/qcsrc/common/physics/movelib.qh
+++ b/qcsrc/common/physics/movelib.qh
@@ -34,13 +34,13 @@ void movelib_move_simple(vector newdir,float velo,float blendrate)
     self.velocity = self.velocity * (1 - blendrate) + (newdir * blendrate) * velo;
 }
 */
-#define movelib_move_simple(newdir,velo,blendrate) \
-    self.velocity = self.velocity * (1 - blendrate) + (newdir * blendrate) * velo
+#define movelib_move_simple(e,newdir,velo,blendrate) \
+    e.velocity = e.velocity * (1 - blendrate) + (newdir * blendrate) * velo
 
-#define movelib_move_simple_gravity(newdir,velo,blendrate) \
-    if(IS_ONGROUND(self)) movelib_move_simple(newdir,velo,blendrate)
+#define movelib_move_simple_gravity(e,newdir,velo,blendrate) \
+    if(IS_ONGROUND(e)) movelib_move_simple(e,newdir,velo,blendrate)
 
-void movelib_brake_simple(float force);
+void movelib_brake_simple(entity this, float force);
 
 /**
 Pitches and rolls the entity to match the gound.
diff --git a/qcsrc/common/turrets/turret/ewheel.qc b/qcsrc/common/turrets/turret/ewheel.qc
index b681df105..e81666fd3 100644
--- a/qcsrc/common/turrets/turret/ewheel.qc
+++ b/qcsrc/common/turrets/turret/ewheel.qc
@@ -75,9 +75,9 @@ void ewheel_move_path()
     {
 
         self.moveto = self.pathcurrent.origin;
-        self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+        self.steerto = steerlib_attract2(self, self.moveto, 0.5, 500, 0.95);
 
-        movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_fast), 0.4);
+        movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_ewheel_speed_fast), 0.4);
     }
 }
 
@@ -94,29 +94,29 @@ void ewheel_move_enemy()
         if ( self.tur_head.spawnshieldtime < 1 )
         {
             newframe = ewheel_anim_fwd_fast;
-            movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_fast), 0.4);
+            movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_ewheel_speed_fast), 0.4);
         }
         else if (self.tur_head.spawnshieldtime < 2)
         {
 
             newframe = ewheel_anim_fwd_slow;
-            movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_slow), 0.4);
+            movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_ewheel_speed_slow), 0.4);
        }
         else
         {
             newframe = ewheel_anim_fwd_slow;
-            movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_slower), 0.4);
+            movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_ewheel_speed_slower), 0.4);
         }
     }
     else if (self.tur_dist_enemy < self.target_range_optimal * 0.5)
     {
         newframe = ewheel_anim_bck_slow;
-        movelib_move_simple(v_forward * -1, (autocvar_g_turrets_unit_ewheel_speed_slow), 0.4);
+        movelib_move_simple(self, v_forward * -1, (autocvar_g_turrets_unit_ewheel_speed_slow), 0.4);
     }
     else
     {
         newframe = ewheel_anim_stop;
-        movelib_brake_simple((autocvar_g_turrets_unit_ewheel_speed_stop));
+        movelib_brake_simple(self, (autocvar_g_turrets_unit_ewheel_speed_stop));
     }
 
     turrets_setframe(newframe, false);
@@ -132,7 +132,7 @@ void ewheel_move_idle()
 
     self.frame = 0;
     if (vlen(self.velocity))
-        movelib_brake_simple((autocvar_g_turrets_unit_ewheel_speed_stop));
+        movelib_brake_simple(self, (autocvar_g_turrets_unit_ewheel_speed_stop));
 }
 
 spawnfunc(turret_ewheel) { if(!turret_initialize(TUR_EWHEEL)) remove(self); }
diff --git a/qcsrc/common/turrets/turret/walker.qc b/qcsrc/common/turrets/turret/walker.qc
index 6f19e35cb..05f2b77ed 100644
--- a/qcsrc/common/turrets/turret/walker.qc
+++ b/qcsrc/common/turrets/turret/walker.qc
@@ -114,7 +114,7 @@ void walker_rocket_damage (entity inflictor, entity attacker, float damage, floa
         W_PrepareExplosionByDamage(self.owner, walker_rocket_explode);
 }
 
-#define WALKER_ROCKET_MOVE movelib_move_simple(newdir, (autocvar_g_turrets_unit_walker_rocket_speed), (autocvar_g_turrets_unit_walker_rocket_turnrate)); UpdateCSQCProjectile(self)
+#define WALKER_ROCKET_MOVE movelib_move_simple(self, newdir, (autocvar_g_turrets_unit_walker_rocket_speed), (autocvar_g_turrets_unit_walker_rocket_turnrate)); UpdateCSQCProjectile(self)
 void walker_rocket_loop();
 void walker_rocket_think()
 {SELFPARAM();
@@ -292,7 +292,7 @@ void walker_move_to(vector _target, float _dist)
     }
 
     self.moveto = _target;
-    self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+    self.steerto = steerlib_attract2(self, self.moveto, 0.5, 500, 0.95);
 
     if(self.enemy)
     {
@@ -330,7 +330,7 @@ void walker_move_path()
             self.pathcurrent = self.pathcurrent.path_next;
 
     self.moveto = self.pathcurrent.origin;
-    self.steerto = steerlib_attract2(self.moveto,0.5,500,0.95);
+    self.steerto = steerlib_attract2(self, self.moveto,0.5,500,0.95);
     walker_move_to(self.moveto, 0);
 
 #else
@@ -341,7 +341,7 @@ void walker_move_path()
         return;
 
     self.moveto = self.pathcurrent.origin;
-    self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+    self.steerto = steerlib_attract2(self, self.moveto, 0.5, 500, 0.95);
     walker_move_to(self.moveto, 0);
 #endif
 }
@@ -424,7 +424,7 @@ spawnfunc(turret_walker) { if(!turret_initialize(TUR_WALKER)) remove(self); }
                     if (fabs(wish_angle_y) < 15)
                     {
                         self.moveto   = self.enemy.origin;
-                        self.steerto  = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+                        self.steerto  = steerlib_attract2(self, self.moveto, 0.5, 500, 0.95);
                         self.animflag = ANIM_MELEE;
                     }
                 }
@@ -470,32 +470,32 @@ spawnfunc(turret_walker) { if(!turret_initialize(TUR_WALKER)) remove(self); }
                 switch (self.animflag)
                 {
                     case ANIM_NO:
-                        movelib_brake_simple((autocvar_g_turrets_unit_walker_speed_stop));
+                        movelib_brake_simple(self, (autocvar_g_turrets_unit_walker_speed_stop));
                         break;
 
                     case ANIM_TURN:
                         turny = (autocvar_g_turrets_unit_walker_turn);
-                        movelib_brake_simple((autocvar_g_turrets_unit_walker_speed_stop));
+                        movelib_brake_simple(self, (autocvar_g_turrets_unit_walker_speed_stop));
                         break;
 
                     case ANIM_WALK:
                         turny = (autocvar_g_turrets_unit_walker_turn_walk);
-                        movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_walk), 0.6);
+                        movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_walker_speed_walk), 0.6);
                         break;
 
                     case ANIM_RUN:
                         turny = (autocvar_g_turrets_unit_walker_turn_run);
-                        movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_run), 0.6);
+                        movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_walker_speed_run), 0.6);
                         break;
 
                     case ANIM_STRAFE_L:
                         turny = (autocvar_g_turrets_unit_walker_turn_strafe);
-                        movelib_move_simple(v_right * -1, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
+                        movelib_move_simple(self, v_right * -1, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
                         break;
 
                     case ANIM_STRAFE_R:
                         turny = (autocvar_g_turrets_unit_walker_turn_strafe);
-                        movelib_move_simple(v_right, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
+                        movelib_move_simple(self, v_right, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
                         break;
 
                     case ANIM_JUMP:
@@ -518,7 +518,7 @@ spawnfunc(turret_walker) { if(!turret_initialize(TUR_WALKER)) remove(self); }
                             defer(self, 0.21, walker_melee_do_dmg);
                         }
 
-                        movelib_brake_simple((autocvar_g_turrets_unit_walker_speed_stop));
+                        movelib_brake_simple(self, (autocvar_g_turrets_unit_walker_speed_stop));
                         break;
 
                     case ANIM_SWIM:
@@ -526,13 +526,13 @@ spawnfunc(turret_walker) { if(!turret_initialize(TUR_WALKER)) remove(self); }
                         turnx = (autocvar_g_turrets_unit_walker_turn_swim);
 
                         self.angles_x += bound(-10, shortangle_f(real_angle_x, self.angles_x), 10);
-                        movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_swim), 0.3);
+                        movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_walker_speed_swim), 0.3);
                         vz = self.velocity_z + sin(time * 4) * 8;
                         break;
 
                     case ANIM_ROAM:
                         turny = (autocvar_g_turrets_unit_walker_turn_walk);
-                        movelib_move_simple(v_forward ,(autocvar_g_turrets_unit_walker_speed_roam), 0.5);
+                        movelib_move_simple(self, v_forward ,(autocvar_g_turrets_unit_walker_speed_roam), 0.5);
                         break;
                 }
 
diff --git a/qcsrc/common/vehicles/vehicle/spiderbot.qc b/qcsrc/common/vehicles/vehicle/spiderbot.qc
index dcf8eaec3..0004667cd 100644
--- a/qcsrc/common/vehicles/vehicle/spiderbot.qc
+++ b/qcsrc/common/vehicles/vehicle/spiderbot.qc
@@ -192,7 +192,7 @@ float spiderbot_frame()
 						//dprint("spiderbot_idle:", ftos(soundlength("vehicles/spiderbot_idle.wav")), "\n");
 						sound (self, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM);
 					}
-					movelib_brake_simple(autocvar_g_vehicle_spiderbot_speed_stop);
+					movelib_brake_simple(self, autocvar_g_vehicle_spiderbot_speed_stop);
 					spider.frame = 5;
 				}
 			}
@@ -224,7 +224,7 @@ float spiderbot_frame()
 					}
 					player.movement_y = 0;
 					float oldvelz = spider.velocity_z;
-					movelib_move_simple(normalize(v_forward * player.movement_x),((player.BUTTON_JUMP) ? autocvar_g_vehicle_spiderbot_speed_run : autocvar_g_vehicle_spiderbot_speed_walk),autocvar_g_vehicle_spiderbot_movement_inertia);
+					movelib_move_simple(self, normalize(v_forward * player.movement_x),((player.BUTTON_JUMP) ? autocvar_g_vehicle_spiderbot_speed_run : autocvar_g_vehicle_spiderbot_speed_walk),autocvar_g_vehicle_spiderbot_movement_inertia);
 					spider.velocity_z = oldvelz;
 					float g = ((autocvar_sv_gameplayfix_gravityunaffectedbyticrate) ? 0.5 : 1);
 					if(spider.velocity_z <= 20) // not while jumping
@@ -254,7 +254,7 @@ float spiderbot_frame()
 					}
 
 					float oldvelz = spider.velocity_z;
-					movelib_move_simple(normalize(v_right * player.movement_y),autocvar_g_vehicle_spiderbot_speed_strafe,autocvar_g_vehicle_spiderbot_movement_inertia);
+					movelib_move_simple(self, normalize(v_right * player.movement_y),autocvar_g_vehicle_spiderbot_speed_strafe,autocvar_g_vehicle_spiderbot_movement_inertia);
 					spider.velocity_z = oldvelz;
 					float g = ((autocvar_sv_gameplayfix_gravityunaffectedbyticrate) ? 0.5 : 1);
 					if(spider.velocity_z <= 20) // not while jumping
@@ -576,7 +576,7 @@ spawnfunc(vehicle_spiderbot)
 		METHOD(Spiderbot, vr_think, void(Spiderbot thisveh, entity instance))
 		{
 			if(IS_ONGROUND(self))
-				movelib_brake_simple(autocvar_g_vehicle_spiderbot_speed_stop);
+				movelib_brake_simple(self, autocvar_g_vehicle_spiderbot_speed_stop);
 		}
 		METHOD(Spiderbot, vr_death, void(Spiderbot thisveh, entity instance))
 		{
diff --git a/qcsrc/server/cl_client.qc b/qcsrc/server/cl_client.qc
index 2d0908ff5..9230f0c24 100644
--- a/qcsrc/server/cl_client.qc
+++ b/qcsrc/server/cl_client.qc
@@ -2397,7 +2397,7 @@ void PlayerPreThink ()
 		secrets_setstatus();
 
 		// monsters status
-		monsters_setstatus();
+		monsters_setstatus(self);
 
 		self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
 
diff --git a/qcsrc/server/mutators/events.qh b/qcsrc/server/mutators/events.qh
index bff80c7ce..93b87ad97 100644
--- a/qcsrc/server/mutators/events.qh
+++ b/qcsrc/server/mutators/events.qh
@@ -215,7 +215,10 @@ MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because o
 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
 
 /** called when a monster spawns */
-MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
+#define EV_MonsterSpawn(i, o) \
+    /**/ i(entity, __self) \
+    /**/
+MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
 
 /** called when a monster dies */
 #define EV_MonsterDies(i, o) \
@@ -249,6 +252,7 @@ MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
  * returning true makes the monster stop
  */
 #define EV_MonsterMove(i, o) \
+    /**/ i(entity, __self) \
     /**/ i(float, monster_speed_run) \
     /**/ o(float, monster_speed_run) \
     /**/ i(float, monster_speed_walk) \
@@ -264,7 +268,10 @@ MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
 
 /** called to change a random monster to a miniboss */
-MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
+#define EV_MonsterCheckBossFlag(i, o) \
+    /**/ i(entity, __self) \
+    /**/
+MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
 
 /**
  * called when a player tries to spawn a monster
diff --git a/qcsrc/server/steerlib.qc b/qcsrc/server/steerlib.qc
index beaab08a4..ae850618d 100644
--- a/qcsrc/server/steerlib.qc
+++ b/qcsrc/server/steerlib.qc
@@ -48,14 +48,14 @@ vector steerlib_attract(vector point, float maximal_distance)
     return  direction * (1-(distance / maximal_distance));
 }
 
-vector steerlib_attract2(vector point, float min_influense,float max_distance,float max_influense)
-{SELFPARAM();
+vector steerlib_attract2(entity this, vector point, float min_influense,float max_distance,float max_influense)
+{
     float distance;
     vector direction;
     float influense;
 
-    distance  = bound(0.00001,vlen(self.origin - point),max_distance);
-    direction = normalize(point - self.origin);
+    distance  = bound(0.00001,vlen(this.origin - point),max_distance);
+    direction = normalize(point - this.origin);
 
     influense = 1 - (distance / max_distance);
     influense = min_influense + (influense * (max_influense - min_influense));
diff --git a/qcsrc/server/steerlib.qh b/qcsrc/server/steerlib.qh
index fcd35ba78..3c10bfd02 100644
--- a/qcsrc/server/steerlib.qh
+++ b/qcsrc/server/steerlib.qh
@@ -4,7 +4,7 @@
 .vector steerto;
 
 vector steerlib_arrive(vector point,float maximal_distance);
-vector steerlib_attract2(vector point, float min_influense,float max_distance,float max_influense);
+vector steerlib_attract2(entity this, vector point, float min_influense,float max_distance,float max_influense);
 vector steerlib_pull(vector point);
 
 #endif
diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc
index 96062375a..01a23c1a5 100644
--- a/qcsrc/server/weapons/tracing.qc
+++ b/qcsrc/server/weapons/tracing.qc
@@ -53,7 +53,8 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m
 	if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
 		accuracy_add(ent, PS(ent).m_weapon.m_id, maxdamage, 0);
 
-	W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
+	if(IS_PLAYER(ent))
+		W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
 
 	.entity weaponentity = weaponentities[0]; // TODO: unhardcode
 	vector md = ent.(weaponentity).movedir;