_MSOUND(melee) \
_MSOUND(pain) \
_MSOUND(spawn) \
- _MSOUND(idle)
+ _MSOUND(idle)
#define _MSOUND(m) .string monstersound_##m;
ALLMONSTERSOUNDS
float GetMonsterSoundSampleField_notFound;
-.float monster_respawned; // used to make sure we're not recounting respawned monster stats
-
const float MONSTERSKILL_NOTEASY = 256; // monster will not spawn on skill <= 1
const float MONSTERSKILL_NOTMEDIUM = 512; // monster will not spawn on skill 2
const float MONSTERSKILL_NOTHARD = 1024; // monster will not spawn on skill >= 3
const float MONSTERFLAG_NORESPAWN = 4;
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_MINIBOSS = 64; // monster spawns as mini-boss (also has a chance of naturally becoming one)
const float MONSTERFLAG_SPAWNED = 16384; // flag for spawned monsters
+const float MONSTERFLAG_RESPAWNED = 32768; // flag for re-spawned monsters
.void() monster_spawnfunc;
const float MONSTER_STATE_ATTACK_LEAP = 1;
const float MONSTER_STATE_ATTACK_MELEE = 2;
-