Add spawnflags and keyvalue support (untested).
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@@ -926,7 +926,14 @@ int mmDispatchSpawn( edict_t *pent )
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if (monsters[index].pMonster != NULL)
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delete monsters[index].pMonster;
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}
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// free any allocated keyvalue memory
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for (index = 0; index < monster_spawn_count; index++)
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{
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if (monster_spawnpoint[index].keyvalue)
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free(monster_spawnpoint[index].keyvalue);
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}
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// do level initialization stuff here...
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for (index = 0; monster_types[index].name[0]; index++)
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