6 .entity monster_owner; // new monster owner entity, fixes non-solid monsters
7 .float monstercount; // per player monster count
9 .float stat_monsters_killed; // stats
10 .float stat_monsters_total;
12 float monsters_killed;
13 void monsters_setstatus(); // monsters.qc
14 .float monster_moveflags; // checks where to move when not attacking
16 .float(float attack_type) monster_attackfunc;
17 const float MONSTER_ATTACK_MELEE = 1;
18 const float MONSTER_ATTACK_RANGED = 2;
24 .float spawn_time; // stop monster from moving around right after spawning
31 .float m_armor_blockpercent;
33 .float monster_respawned; // used to make sure we're not recounting respawned monster stats
35 const float MONSTERSKILL_NOTEASY = 256; // monster will not spawn on skill <= 1
36 const float MONSTERSKILL_NOTMEDIUM = 512; // monster will not spawn on skill 2
37 const float MONSTERSKILL_NOTHARD = 1024; // monster will not spawn on skill >= 3
40 const float MONSTERFLAG_APPEAR = 2; // delay spawn until triggered
41 const float MONSTERFLAG_NORESPAWN = 4;
42 const float MONSTERFLAG_FLY_VERTICAL = 8; // fly/swim vertically
43 const float MONSTERFLAG_INFRONT = 16; // only check for enemies infront of us
44 const float MONSTERFLAG_MINIBOSS = 64; // monster spawns as mini-boss (also has a chance of naturally becoming one)
45 const float MONSTERFLAG_SPAWNED = 16384; // flag for spawned monsters
47 .float msound_delay; // restricts some monster sounds
50 .string msound_attack_melee;
51 .string msound_attack_ranged;
56 .void() monster_spawnfunc;
58 .float monster_movestate; // used to tell what the monster is currently doing
59 const float MONSTER_MOVE_OWNER = 1; // monster will move to owner if in range, or stand still
60 const float MONSTER_MOVE_WANDER = 2; // monster will ignore owner & wander around
61 const float MONSTER_MOVE_SPAWNLOC = 3; // monster will move to its spawn location when not attacking
62 const float MONSTER_MOVE_NOMOVE = 4; // monster simply stands still
63 const float MONSTER_MOVE_ENEMY = 5; // used only as a movestate
65 const float MONSTER_STATE_ATTACK_LEAP = 1;
66 const float MONSTER_STATE_ATTACK_MELEE = 2;