7 #include "sv_monsters.qh"
8 #include <server/autocvars.qh>
9 #include <server/defs.qh>
10 #include <server/weapons/common.qh>
12 entity spawnmonster (entity e, string monster, Monster monster_id, entity spawnedby, entity own, vector orig, bool respwn, bool removeifinvalid, int moveflag)
14 e.spawnflags = MONSTERFLAG_SPAWNED;
16 if(!respwn) { e.spawnflags |= MONSTERFLAG_NORESPAWN; }
17 //if(invincible) { e.spawnflags |= MONSTERFLAG_INVINCIBLE; }
20 bool allow_any = boolean(monster == "anyrandom");
22 if(monster == "random" || allow_any)
24 RandomSelection_Init();
25 FOREACH(Monsters, it != MON_Null && (allow_any || !(it.spawnflags & MON_FLAG_HIDDEN)) && !(it.spawnflags & MONSTER_TYPE_PASSIVE),
27 RandomSelection_AddEnt(it, 1, 1);
30 monster_id = RandomSelection_chosen_ent;
32 else if(monster != "")
35 FOREACH(Monsters, it != MON_Null,
37 if(it.netname == monster)
40 monster_id = it; // we have the monster, old monster id is no longer required
45 if(!found && monster_id == MON_Null)
50 return NULL; // no good
54 // select a random valid monster type if no valid monster was provided
55 return spawnmonster(e, "random", MON_Null, spawnedby, own, orig, respwn, removeifinvalid, moveflag);
60 e.realowner = spawnedby;
63 e.monster_moveflags = moveflag;
65 if(IS_PLAYER(spawnedby))
67 if(teamplay && autocvar_g_monsters_teams)
68 e.team = spawnedby.team; // colors handled in spawn code
70 if(autocvar_g_monsters_owners)
71 e.monster_follow = own; // using .owner makes the monster non-solid for its master
73 e.angles_y = spawnedby.angles_y;
76 // Monster_Spawn checks if monster is valid
77 if(!Monster_Spawn(e, false, monster_id))
80 return NULL; // remove even if told not to, as we didn't spawn any kind of monster