7 #include "sv_monsters.qh"
8 #include <server/autocvars.qh>
9 #include <common/weapons/_all.qh>
10 #include <common/stats.qh>
11 #include <server/weapons/common.qh>
13 entity spawnmonster (entity e, string monster, Monster monster_id, entity spawnedby, entity own, vector orig, bool respwn, bool removeifinvalid, int moveflag)
15 e.spawnflags = MONSTERFLAG_SPAWNED;
17 if(!respwn) { e.spawnflags |= MONSTERFLAG_NORESPAWN; }
18 //if(invincible) { e.spawnflags |= MONSTERFLAG_INVINCIBLE; }
21 bool allow_any = boolean(monster == "anyrandom");
23 if(monster == "random" || allow_any)
25 RandomSelection_Init();
26 FOREACH(Monsters, it != MON_Null && (allow_any || !(it.spawnflags & MON_FLAG_HIDDEN)) && !(it.spawnflags & MONSTER_TYPE_PASSIVE),
28 RandomSelection_AddEnt(it, 1, 1);
31 monster_id = RandomSelection_chosen_ent;
33 else if(monster != "")
36 FOREACH(Monsters, it != MON_Null,
38 if(it.netname == monster)
41 monster_id = it; // we have the monster, old monster id is no longer required
46 if(!found && monster_id == MON_Null)
51 return NULL; // no good
55 // select a random valid monster type if no valid monster was provided
56 return spawnmonster(e, "random", MON_Null, spawnedby, own, orig, respwn, removeifinvalid, moveflag);
61 e.realowner = spawnedby;
64 e.monster_moveflags = moveflag;
66 if(IS_PLAYER(spawnedby))
68 if(teamplay && autocvar_g_monsters_teams)
69 e.team = spawnedby.team; // colors handled in spawn code
71 if(autocvar_g_monsters_owners)
72 e.monster_follow = own; // using .owner makes the monster non-solid for its master
74 e.angles_y = spawnedby.angles_y;
77 // Monster_Spawn checks if monster is valid
78 if(!Monster_Spawn(e, false, monster_id))
81 return NULL; // remove even if told not to, as we didn't spawn any kind of monster