6 #include "sv_monsters.qh"
8 #include "../../server/autocvars.qh"
9 #include "../../server/defs.qh"
11 entity spawnmonster (string monster, float monster_id, entity spawnedby, entity own, vector orig, float respwn, float invincible, float moveflag)
16 e.spawnflags = MONSTERFLAG_SPAWNED;
18 if(!respwn) { e.spawnflags |= MONSTERFLAG_NORESPAWN; }
19 if(invincible) { e.spawnflags |= MONSTERFLAG_INVINCIBLE; }
23 if(monster == "random")
25 RandomSelection_Init();
26 for(i = MON_FIRST; i <= MON_LAST; ++i)
27 RandomSelection_Add(world, i, string_null, 1, 1);
29 monster_id = RandomSelection_chosen_float;
31 else if(monster != "")
35 for(i = MON_FIRST; i <= MON_LAST; ++i)
37 mon = get_monsterinfo(i);
38 if(mon.netname == monster)
41 monster_id = mon.monsterid; // we have the monster, old monster id is no longer required
46 monster_id = ((monster_id > 0) ? monster_id : MON_FIRST);
49 e.realowner = spawnedby;
52 e.monster_moveflags = moveflag;
54 if(IS_PLAYER(spawnedby))
56 if(teamplay && autocvar_g_monsters_teams)
57 e.team = spawnedby.team; // colors handled in spawn code
59 if(autocvar_g_monsters_owners)
60 e.monster_follow = own; // using .owner makes the monster non-solid for its master
62 e.angles_y = spawnedby.angles_y;
65 // Monster_Spawn checks if monster is valid
66 WITH(entity, self, e, Monster_Spawn(monster_id));