const int MONSTER_SIZE_QUAKE = BIT(13);
const int MONSTER_TYPE_PASSIVE = BIT(14); // doesn't target or chase enemies
const int MONSTER_TYPE_UNDEAD = BIT(15); // monster is by most definitions a zombie (doesn't fully die unless gibbed)
+const int MON_FLAG_HIDDEN = BIT(16);
// entity properties of monsterinfo:
.bool(int, entity actor, entity targ, .entity weaponentity) monster_attackfunc;
/** model */
ATTRIB(Monster, m_model, entity);
/** hitbox size */
- ATTRIB(Monster, mins, vector, '-0 -0 -0');
+ ATTRIB(Monster, m_mins, vector, '-0 -0 -0');
/** hitbox size */
- ATTRIB(Monster, maxs, vector, '0 0 0');
+ ATTRIB(Monster, m_maxs, vector, '0 0 0');
/** (SERVER) setup monster data */
METHOD(Monster, mr_setup, bool(Monster this, entity actor)) { TC(Monster, this); return false; }