2 .float() attack_ranged;
10 const float MONSTER_RESPAWN_SPAWNPOINT = 0; // re-spawn at original spawn point
11 const float MONSTER_RESPAWN_DEATHPOINT = 1; // re-spawn where we died
13 .float monster_respawned; // used to make sure we're not recounting respawned monster stats
15 float monsters_spawned;
17 const float MONSTERSKILL_NOTEASY = 256; // monster will not spawn on skill <= 2
18 const float MONSTERSKILL_NOTMEDIUM = 512; // monster will not spawn on skill 3
19 const float MONSTERSKILL_NOTHARD = 1024; // monster will not spawn on skill 4
20 const float MONSTERSKILL_NOTINSANE = 2048; // monster will not spawn on skill 5
21 const float MONSTERSKILL_NOTNIGHTMARE = 4096; // monster will not spawn on skill >= 6
23 const float MONSTERFLAG_NORESPAWN = 2;
24 const float MONSTERFLAG_MINIBOSS = 64; // monster spawns as mini-boss (also has a chance of naturally becoming one)
25 const float MONSTERFLAG_NOWANDER = 128; // disable wandering around (currently unused)
26 const float MONSTERFLAG_APPEAR = 256; // delay spawn until triggered
27 const float MONSTERFLAG_GIANT = 512; // experimental giant monsters feature
28 const float MONSTERFLAG_SPAWNED = 1024; // flag for spawned monsters
30 .float msound_delay; // restricts some monster sounds
33 .string msound_attack_melee;
34 .string msound_attack_ranged;
39 .void() monster_spawnfunc;
41 .void() monster_delayedattack;
43 .float monster_movestate; // used to tell what the monster is currently doing
44 const float MONSTER_MOVE_OWNER = 1; // monster will move to owner if in range, or stand still
45 const float MONSTER_MOVE_WANDER = 2; // monster will ignore owner & wander around
46 const float MONSTER_MOVE_SPAWNLOC = 3; // monster will move to its spawn location when not attacking
47 const float MONSTER_MOVE_NOMOVE = 4; // monster simply stands still
48 const float MONSTER_MOVE_ENEMY = 5; // used only as a movestate
50 const float MONSTER_STATE_ATTACK_LEAP = 1;
51 const float MONSTER_STATE_ATTACK_MELEE = 2;