4 .float() attack_ranged;
7 .float spawner_monstercount;
9 .float monster_respawned; // used to make sure we're not recounting respawned monster stats
11 float monsters_spawned;
13 const float MONSTERSKILL_NOTEASY = 256; // monster will not spawn on skill <= 2
14 const float MONSTERSKILL_NOTMEDIUM = 512; // monster will not spawn on skill 3
15 const float MONSTERSKILL_NOTHARD = 1024; // monster will not spawn on skill 4
16 const float MONSTERSKILL_NOTINSANE = 2048; // monster will not spawn on skill 5
17 const float MONSTERSKILL_NOTNIGHTMARE = 4096; // monster will not spawn on skill >= 6
19 const float MONSTERFLAG_NORESPAWN = 2;
20 const float MONSTERFLAG_MINIBOSS = 64; // monster spawns as mini-boss (also has a chance of naturally becoming one)
21 const float MONSTERFLAG_NOWANDER = 128; // disable wandering around (currently unused)
22 const float MONSTERFLAG_APPEAR = 256; // delay spawn until triggered
23 const float MONSTERFLAG_GIANT = 512; // experimental giant monsters feature
24 const float MONSTERFLAG_SPAWNED = 1024; // flag for spawned monsters
26 .void() monster_spawnfunc;
28 .void() monster_delayedattack;
30 .float monster_movestate; // used to tell what the monster is currently doing
31 const float MONSTER_MOVE_OWNER = 1; // monster will move to owner if in range, or stand still
32 const float MONSTER_MOVE_WANDER = 2; // monster will ignore owner & wander around
33 const float MONSTER_MOVE_SPAWNLOC = 3; // monster will move to its spawn location when not attacking
34 const float MONSTER_MOVE_NOMOVE = 4; // monster simply stands still
35 const float MONSTER_MOVE_ENEMY = 5; // used only as a movestate
37 float enemy_range () { return vlen(self.enemy.origin - self.origin); }
39 float MONSTER_STATE_ATTACK_LEAP = 1; // the start of something big?