59 #define MONSTER_SKILLMOD(mon) (0.5 + mon.monster_skill * ((1.2 - 0.3) / 10)) 121 void Monster_Sound(
entity this, .
string samplefield,
float sound_delay,
float delaytoo,
float chan);
128 #define ALLMONSTERSOUNDS \ 138 #define _MSOUND(m) .string monstersound_##m; bool autocvar_g_monsters_edit
const int MONSTERFLAG_RESPAWNED
const int MONSTERSKILL_NOTEASY
IntrusiveList g_monster_targets
const int MONSTER_SKILL_MEDIUM
bool autocvar_g_monsters_quake_resize
void monster_makevectors(entity this, entity targ)
bool autocvar_g_monsters_sounds
void Monster_Touch(entity this, entity toucher)
const int MONSTER_SKILL_EASY
const int MONSTER_MOVE_ENEMY
float autocvar_g_monsters_think_delay
void Monster_Move_2D(entity this, float mspeed, float allow_jumpoff)
int autocvar_g_monsters_max
float autocvar_g_monsters_target_infront_range
bool autocvar_g_monsters_respawn
ALLMONSTERSOUNDS float GetMonsterSoundSampleField_notFound
float autocvar_g_monsters_miniboss_healthboost
void Monster_Sound(entity this,.string samplefield, float sound_delay, float delaytoo, float chan)
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
const int MONSTERFLAG_NORESPAWN
float autocvar_g_monsters_spawnshieldtime
const int MONSTERFLAG_APPEAR
void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
int autocvar_g_monsters_score_spawned
int autocvar_g_monsters_max_perplayer
const int MONSTERFLAG_INFRONT
bool autocvar_g_monsters_typefrag
const int MONSTER_MOVE_NOMOVE
const int MONSTER_SKILL_INSANE
const int MONSTER_SKILL_HARD
float autocvar_g_monsters_attack_range
const int MONSTERFLAG_MINIBOSS
float autocvar_g_monsters_target_range
const int MONSTERFLAG_INVINCIBLE
bool autocvar_g_monsters_teams
bool autocvar_g_monsters_lineofsight
float autocvar_g_monsters
const int MONSTER_SKILL_NIGHTMARE
void Monster_Remove(entity this)
const int MONSTER_MOVE_SPAWNLOC
const int MONSTER_ATTACK_MELEE
float Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop)
void monsters_setstatus(entity this)
const int MONSTER_ATTACK_RANGED
const int MONSTERSKILL_NOTHARD
bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
int totalspawned
number of monsters spawned with mobspawn command
float autocvar_g_monsters_miniboss_chance
const int MONSTERFLAG_FLY_VERTICAL
bool autocvar_g_monsters_owners
float autocvar_g_monsters_drop_time
int autocvar_g_monsters_score_kill
const int MONSTERSKILL_NOTMEDIUM
float autocvar_g_monsters_damageforcescale
const int MONSTER_MOVE_WANDER
bool Monster_Spawn(entity this, bool check_appear, Monster mon)
float autocvar_g_monsters_armor_blockpercent
float autocvar_g_monsters_healthbars
void monster_setupcolors(entity this)
bool autocvar_g_monsters_target_infront
const int MONSTER_MOVE_FOLLOW
float autocvar_g_monsters_respawn_delay
const int MONSTERFLAG_SPAWNED
entity Monster_FindTarget(entity this)