float autocvar_g_monsters_drop_time;
string autocvar_g_monsters_drop_type;
string autocvar_g_monsters_drop_size;
+float autocvar_g_monster_spawnshieldtime;
float autocvar_g_monsters_teams;
float autocvar_g_monsters_healthbars;
float autocvar_g_monsters_respawn_delay;
if(time < self.pain_finished && deathtype != DEATH_KILL)
return;
+ if(time < self.spawnshieldtime)
+ return;
+
if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
if(monster_isvalidtarget(attacker, self))
self.enemy = attacker;
self.scale = 1;
self.movetype = MOVETYPE_WALK;
self.delay = -1; // used in attack delay code
+ self.spawnshieldtime = time + autocvar_g_monster_spawnshieldtime;
monsters_spawned += 1;
self.enemy = world;
self.velocity = '0 0 0';
self.nextthink = time + random() * 0.5 + 0.1;
self.think = zombie_think;
self.monster_attackfunc = zombie_attack;
+ self.spawnshieldtime = self.spawn_time;
self.respawntime = 0.1;
self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT; // always enabled for zombie