-const int MONSTERSKILL_NOTEASY = 256; // monster will not spawn on skill <= 1
-const int MONSTERSKILL_NOTMEDIUM = 512; // monster will not spawn on skill 2
-const int MONSTERSKILL_NOTHARD = 1024; // monster will not spawn on skill >= 3
-
-// new flags
-const int MONSTERFLAG_APPEAR = 2; // delay spawn until triggered
-const int MONSTERFLAG_NORESPAWN = 4;
-const int MONSTERFLAG_FLY_VERTICAL = 8; // fly/swim vertically
-const int MONSTERFLAG_INFRONT = 32; // only check for enemies infront of us
-const int MONSTERFLAG_MINIBOSS = 64; // monster spawns as mini-boss (also has a chance of naturally becoming one)
-const int MONSTERFLAG_INVINCIBLE = 128; // monster doesn't take damage (may be used for map objects & temporary monsters)
-const int MONSTERFLAG_SPAWNED = 16384; // flag for spawned monsters
-const int MONSTERFLAG_RESPAWNED = 32768; // flag for re-spawned monsters
-
-.int monster_movestate; // used to tell what the monster is currently doing
-const int MONSTER_MOVE_OWNER = 1; // monster will move to owner if in range, or stand still
-const int MONSTER_MOVE_WANDER = 2; // monster will ignore owner & wander around
-const int MONSTER_MOVE_SPAWNLOC = 3; // monster will move to its spawn location when not attacking
-const int MONSTER_MOVE_NOMOVE = 4; // monster simply stands still
-const int MONSTER_MOVE_ENEMY = 5; // used only as a movestate
-
-const int MONSTER_STATE_ATTACK_LEAP = 1;
-const int MONSTER_STATE_ATTACK_MELEE = 2;
-
-float monster_initialize(float mon_id);
-float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished);
-void monster_makevectors(entity e);
-float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop);
-void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle);
-void monster_setupcolors(entity mon);
-float Monster_SkillModifier();
-void MonsterTouch ();