62#define MONSTER_SKILLMOD(mon) (0.5 + mon.monster_skill * ((1.2 - 0.3) / 10))
131#define ALLMONSTERSOUNDS \
141#define _MSOUND(m) .string monstersound_##m;
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
#define STATIC_INIT(func)
during worldspawn
const int MONSTERFLAG_NORESPAWN
void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
void Monster_Remove(entity this)
int autocvar_g_monsters_score_spawned
float autocvar_g_monsters_attack_range
void monster_setupcolors(entity this)
bool autocvar_g_monsters_respawn
const int MONSTER_SKILL_EASY
int totalspawned
number of monsters spawned with mobspawn command
const int MONSTER_MOVE_FOLLOW
const int MONSTERSKILL_NOTHARD
bool autocvar_g_monsters_quake_resize
bool autocvar_g_monsters_playerclip_collisions
const int MONSTER_SKILL_MEDIUM
bool autocvar_g_monsters_target_infront_2d
const int MONSTER_MOVE_ENEMY
const int MONSTERFLAG_SPAWNED
bool autocvar_g_monsters_typefrag
bool autocvar_g_monsters_sounds
const int MONSTERFLAG_INFRONT
bool Monster_Spawn(entity this, bool check_appear, Monster mon)
int autocvar_g_monsters_max
float Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop)
const int MONSTERSKILL_NOTMEDIUM
IntrusiveList g_monster_targets
float autocvar_g_monsters_damageforcescale
const int MONSTERFLAG_APPEAR
void Monster_Touch(entity this, entity toucher)
const int MONSTER_MOVE_SPAWNLOC
const int MONSTERFLAG_MINIBOSS
const int MONSTER_MOVE_WANDER
float autocvar_g_monsters_miniboss_chance
float autocvar_g_monsters_spawnshieldtime
float autocvar_g_monsters
float autocvar_g_monsters_target_range
const int MONSTER_SKILL_INSANE
entity Monster_FindTarget(entity this)
ALLMONSTERSOUNDS float GetMonsterSoundSampleField_notFound
float autocvar_g_monsters_healthbars
float autocvar_g_monsters_respawn_delay
string autocvar_g_monsters_miniboss_loot
bool autocvar_g_monsters_lineofsight
void Monster_Move_2D(entity this, float mspeed, float allow_jumpoff)
const int MONSTER_ATTACK_MELEE
bool autocvar_g_monsters_edit
void monster_makevectors(entity this, entity targ)
float autocvar_g_monsters_drop_time
const int MONSTER_SKILL_HARD
const int MONSTER_SKILL_NIGHTMARE
float autocvar_g_monsters_miniboss_healthboost
const int MONSTERFLAG_INVINCIBLE
void Monster_Sound(entity this,.string samplefield, float sound_delay, float delaytoo, float chan)
int autocvar_g_monsters_score_kill
bool autocvar_g_monsters_owners
bool autocvar_g_monsters_target_infront
const int MONSTERFLAG_RESPAWNED
const int MONSTERSKILL_NOTEASY
const int MONSTER_ATTACK_RANGED
const int MONSTERFLAG_FLY_VERTICAL
float autocvar_g_monsters_armor_blockpercent
bool autocvar_g_monsters_teams
bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
void monsters_setstatus(entity this)
const int MONSTER_MOVE_NOMOVE
int autocvar_g_monsters_max_perplayer
float autocvar_g_monsters_target_infront_range