Monster

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All NPCs are referred to as "monsters" in Quake The deprecated parameter is being used ( 3.1 ). Please remove this parameter from the article's code or replace it with another one. [[Category:Pages using deprecated IILC parameter ( 3.1 )]], Quake II The deprecated parameter is being used (3.1). Please remove this parameter from the article's code or replace it with another one., and GoldSrc The deprecated parameter is being used ( 3.1 ). Please remove this parameter from the article's code or replace it with another one. [[Category:Pages using deprecated IILC parameter ( 3.1 )]]. This includes both enemy and allied NPCs. Multiplayer bots are not considered monsters, as they are players.

Icon-Important.pngImportant: As a general rule of thumb, monsters are usually only available in single-player mode (deathmatch 0), unless mp_allowmonsters is enabled. This applies to any monster who runs MonsterInit() as part of its spawn function. This notably excludes monsters which are spawned dead, which use MonsterInitDead().
Some notable exceptions:

Source The deprecated parameter is being used ( 3.1 ). Please remove this parameter from the article's code or replace it with another one. [[Category:Pages using deprecated IILC parameter ( 3.1 )]] changes most "monster" terminology to "NPC", but some remnants exist, such as the contents flag for NPCs (CONTENTS_MONSTER), and the leftover monster_generic entity. Half-Life: Source Half-Life: Source also retains the monster_ entity classname prefix for backwards compatibility, but uses HL2's "NPC" terminology internally.

Cpp.pngCode: Monsters in GoldSrc use the CBaseMonster C++ class, found in basemonster.h.