.float() attack_ranged;
.float() checkattack;
-entity(entity ent) FindTarget;
+.float candrop;
.float spawner_monstercount;
const float MONSTERFLAG_GIANT = 512; // experimental giant monsters feature
const float MONSTERFLAG_SPAWNED = 1024; // flag for spawned monsters
+.float msound_delay; // restricts some monster sounds
+.string msound_idle;
+.string msound_death;
+.string msound_attack_melee;
+.string msound_attack_ranged;
+.string msound_spawn;
+.string msound_sight;
+.string msound_pain;
+
.void() monster_spawnfunc;
.void() monster_die;
.void() monster_delayedattack;