2 .float() attack_ranged;
9 const float MONSTER_RESPAWN_SPAWNPOINT = 10; // re-spawn at original spawn point
10 const float MONSTER_RESPAWN_DEATHPOINT = 11; // re-spawn where we died
12 .float monster_respawned; // used to make sure we're not recounting respawned monster stats
14 float monsters_spawned;
16 const float MONSTERSKILL_NOTEASY = 256; // monster will not spawn on skill <= 2
17 const float MONSTERSKILL_NOTMEDIUM = 512; // monster will not spawn on skill 3
18 const float MONSTERSKILL_NOTHARD = 1024; // monster will not spawn on skill 4
19 const float MONSTERSKILL_NOTINSANE = 2048; // monster will not spawn on skill 5
20 const float MONSTERSKILL_NOTNIGHTMARE = 4096; // monster will not spawn on skill >= 6
22 const float MONSTERFLAG_NORESPAWN = 2;
23 const float MONSTERFLAG_MINIBOSS = 64; // monster spawns as mini-boss (also has a chance of naturally becoming one)
24 const float MONSTERFLAG_NOWANDER = 128; // disable wandering around (currently unused)
25 const float MONSTERFLAG_APPEAR = 256; // delay spawn until triggered
26 const float MONSTERFLAG_GIANT = 512; // experimental giant monsters feature
27 const float MONSTERFLAG_SPAWNED = 1024; // flag for spawned monsters
29 .float msound_delay; // restricts some monster sounds
32 .string msound_attack_melee;
33 .string msound_attack_ranged;
38 .void() monster_spawnfunc;
40 .void() monster_delayedattack;
42 .float monster_movestate; // used to tell what the monster is currently doing
43 const float MONSTER_MOVE_OWNER = 1; // monster will move to owner if in range, or stand still
44 const float MONSTER_MOVE_WANDER = 2; // monster will ignore owner & wander around
45 const float MONSTER_MOVE_SPAWNLOC = 3; // monster will move to its spawn location when not attacking
46 const float MONSTER_MOVE_NOMOVE = 4; // monster simply stands still
47 const float MONSTER_MOVE_ENEMY = 5; // used only as a movestate
49 const float MONSTER_STATE_ATTACK_LEAP = 1;
50 const float MONSTER_STATE_ATTACK_MELEE = 2;