set g_monsters_skill 1 "Monster skill (affecting some of their attributes). 1 - easy, 2 - medium, 3 - hard, 4 - insane, 5 - nightmare"
set g_monsters_miniboss_chance 5
set g_monsters_miniboss_healthboost 100
+set g_monsters_drop 1
set g_monsters_drop_time 10
set g_monsters_ignoretraces 1
set g_monsters_lineofsight 1
STAT(MONSTERS_KILLED, this) = monsters_killed;
}
+bool autocvar_g_monsters_drop = true;
void monster_dropitem(entity this, entity attacker)
{
- if(!this.candrop || !this.monster_loot)
+ if(!this.candrop || !this.monster_loot || !autocvar_g_monsters_drop)
return;
vector org = CENTER_OR_VIEWOFS(this);
Monster mon = this.monsterdef;
mon.mr_death(mon, this);
- if(this.candrop && this.weapon)
+ if(this.candrop && this.weapon && autocvar_g_monsters_drop)
{
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);