if(m.F(A::FLYING_HEIGHT)<m.F(A::TARGET_FLYING_HEIGHT))m.F(A::FLYING_HEIGHT)=std::min(m.F(A::TARGET_FLYING_HEIGHT),m.F(A::FLYING_HEIGHT)+ConfigFloat("Attack Z Speed")*fElapsedTime);
floatlastFacingDirectionChange=0.f;//How much time has passed since the last facing direction change. Used to ensure another facing direction change doesn't happen too quickly. Probably allowing one every quarter second is good enough.
floatlastFacingDirectionChange=0.f;//How much time has passed since the last facing direction change. Used to ensure another facing direction change doesn't happen too quickly. Probably allowing one every quarter second is good enough.
std::vector<DeathSpawnInfo>deathData;//Data that contains further actions and information when this monster dies. Mostly used to spawn sub-monsters from a defeated monster.
std::vector<DeathSpawnInfo>deathData;//Data that contains further actions and information when this monster dies. Mostly used to spawn sub-monsters from a defeated monster.
IGNORE_DEFAULT_ANIMATIONS,//If set to true, movement scripts like move towards and run away will not play their animations and leave it up to the monster strategy itself. This can be useful for overrides when trying to play other attack animations etc.
IGNORE_DEFAULT_ANIMATIONS,//If set to true, movement scripts like move towards and run away will not play their animations and leave it up to the monster strategy itself. This can be useful for overrides when trying to play other attack animations etc.