// support for quake style removing monsters based on skill
switch(monster_skill)
{
+ case 0:
case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY) return FALSE; break;
case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) return FALSE; break;
+ default:
case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD) return FALSE; break;
- case 4: if(self.spawnflags & MONSTERSKILL_NOTINSANE) return FALSE; break;
- case 5: if(self.spawnflags & MONSTERSKILL_NOTNIGHTMARE) return FALSE; break;
}
-
- if(self.monster_name == "")
- self.monster_name = M_NAME(mon_id);
if(self.team && !teamplay)
self.team = 0;
max_s = mon.maxs;
self.netname = mon.netname;
+ self.monster_name = M_NAME(mon_id);
setsize(self, min_s, max_s);
self.takedamage = DAMAGE_AIM;
float monsters_spawned;
-const float MONSTERSKILL_NOTEASY = 256; // monster will not spawn on skill <= 2
-const float MONSTERSKILL_NOTMEDIUM = 512; // monster will not spawn on skill 3
-const float MONSTERSKILL_NOTHARD = 1024; // monster will not spawn on skill 4
-const float MONSTERSKILL_NOTINSANE = 2048; // monster will not spawn on skill 5
-const float MONSTERSKILL_NOTNIGHTMARE = 4096; // monster will not spawn on skill >= 6
+const float MONSTERSKILL_NOTEASY = 256; // monster will not spawn on skill <= 1
+const float MONSTERSKILL_NOTMEDIUM = 512; // monster will not spawn on skill 2
+const float MONSTERSKILL_NOTHARD = 1024; // monster will not spawn on skill >= 3
// new flags
const float MONSTERFLAG_MINIBOSS = 1; // monster spawns as mini-boss (also has a chance of naturally becoming one)
const float MONSTERFLAG_NORESPAWN = 4;
const float MONSTERFLAG_FLY_VERTICAL = 8; // fly/swim vertically
const float MONSTERFLAG_INFRONT = 16; // only check for enemies infront of us
-const float MONSTERFLAG_SPAWNED = 512; // flag for spawned monsters
+const float MONSTERFLAG_SPAWNED = 16384; // flag for spawned monsters
.float msound_delay; // restricts some monster sounds
.string msound_idle;