monster_checkattack(self, self.enemy);
}
+void monster_remove(entity mon)
+{
+ if not(mon)
+ return; // nothing to remove
+
+ pointparticles(particleeffectnum("item_pickup"), mon.origin, '0 0 0', 1);
+
+ if(mon.weaponentity)
+ remove(mon.weaponentity);
+
+ if(mon.iceblock)
+ remove(mon.iceblock);
+
+ WaypointSprite_Kill(mon.sprite);
+
+ remove(mon);
+}
+
void monster_dead_think()
{
self.nextthink = time + self.ticrate;
return FALSE;
entity mon = get_monsterinfo(mon_id);
+
+ if(mon.spawnflags & MON_FLAG_MUTATORBLOCKED)
+ {
+ dprint("Attempted to spawn a mutator-blocked monster rejected");
+ return FALSE;
+ }
// support for quake style removing monsters based on skill
if(monster_skill <= 1) if(self.spawnflags & MONSTERSKILL_NOTEASY) { return FALSE; }