.float monster_attack;
.entity monster_owner; // new monster owner entity, fixes non-solid monsters
-.float monstercount; // per player monster count
.float stat_monsters_killed; // stats
.float stat_monsters_total;
void monsters_setstatus(); // monsters.qc
.float monster_moveflags; // checks where to move when not attacking
+.float wander_delay;
+.float wander_distance;
+
+.float monster_lifetime;
+
.float spider_slowness; // special spider timer
void monster_remove(entity mon); // removes a monster
const float MONSTERFLAG_FLY_VERTICAL = 8; // fly/swim vertically
const float MONSTERFLAG_INFRONT = 32; // only check for enemies infront of us
const float MONSTERFLAG_MINIBOSS = 64; // monster spawns as mini-boss (also has a chance of naturally becoming one)
+const float MONSTERFLAG_INVINCIBLE = 128; // monster doesn't take damage (may be used for map objects & temporary monsters)
const float MONSTERFLAG_SPAWNED = 16384; // flag for spawned monsters
const float MONSTERFLAG_RESPAWNED = 32768; // flag for re-spawned monsters
-.void() monster_spawnfunc;
-
.float monster_movestate; // used to tell what the monster is currently doing
const float MONSTER_MOVE_OWNER = 1; // monster will move to owner if in range, or stand still
const float MONSTER_MOVE_WANDER = 2; // monster will ignore owner & wander around