monster.cpp:			if (monster && monster->isPushable()) {
monster.cpp:				monster->changeHealth(-monster->getHealth());
map.cpp:		if (!creature.isImmune(combatType) && !creature.hasCondition(Combat::DamageToConditionType(combatType)) && (monster && !monster->canWalkOnFieldType(combatType))) {
tile.cpp:			if (monster->canPushCreatures() && !monster->isSummon()) {
tile.cpp:				if (!(monster->canPushItems() || hasBitSet(FLAG_IGNOREBLOCKITEM, flags))) {
tile.cpp:			if (!monster->isImmune(combatType)) {
tile.cpp:					if (!(monster->canWalkOnFieldType(combatType) || monster->isIgnoringFieldDamage())) {
creature.cpp:    if (monster && monster->isElite()) {
creature.cpp:        monster->resetDamageToOriginal();
creature.cpp:        monster->resetExperienceToOriginal();
creature.cpp:        monster->resetSpeedToOriginal();
creature.cpp:		if (monster && !monster->getMaster() && (monster->isFleeing() || fpp.maxTargetDist > 1)) {
creature.cpp:			if (monster->isFleeing()) {
creature.cpp:				monster->getDistanceStep(followCreature->getPosition(), dir, true);
creature.cpp:				if (!monster->getDistanceStep(followCreature->getPosition(), dir)) {
creature.cpp:	if (monster && monster->isTargetNearby() && !monster->isFleeing() && !monster->getMaster()) {
protocolgame.cpp:		if (monster && monster->getLevel() > 0) {
protocolgame.cpp:			msg.addString(creature->getName() + " [" + std::to_string(monster->getLevel()) + "]");
luascript.cpp:    int32_t experience = monster->getExperience();
luascript.cpp:    monster->setExperience(experience);
luascript.cpp:    lua_pushinteger(L, monster->getMaxDamage());
luascript.cpp:    lua_pushinteger(L, monster->getMinDamage());
luascript.cpp:    double multiplier = monster->getLootMultiplier();
luascript.cpp:    monster->setLootMultiplier(multiplier);
luascript.cpp:    monster->setDamage(minDamage, maxDamage);
luascript.cpp:    bool isElite = monster->isElite();
luascript.cpp:    monster->setElite(isElite);
luascript.cpp:    monster->resetDamageToOriginal();
luascript.cpp:    int32_t speed = monster->getSpeed();
luascript.cpp:    monster->setSpeed(speed);
luascript.cpp:    monster->addItem(itemId, count);
luascript.cpp:		pushUserdata<MonsterType>(L, monster->mType);
luascript.cpp:	monster->setName(getString(L, 2));
luascript.cpp:		monster->setNameDescription(getString(L, 3));
luascript.cpp:		pushPosition(L, monster->getMasterPos());
luascript.cpp:		pushBoolean(L, monster->isInSpawnRange(lua_gettop(L) >= 2 ? getPosition(L, 2) : monster->getPosition()));
luascript.cpp:		pushBoolean(L, monster->getIdleStatus());
luascript.cpp:	monster->setIdle(getBoolean(L, 2));
luascript.cpp:		pushBoolean(L, monster->isTarget(creature));
luascript.cpp:		pushBoolean(L, monster->isOpponent(creature));
luascript.cpp:		pushBoolean(L, monster->isFriend(creature));
luascript.cpp:		monster->addFriend(creature);
luascript.cpp:		monster->removeFriend(creature);
luascript.cpp:	const auto& friendList = monster->getFriendList();
luascript.cpp:		lua_pushnumber(L, monster->getFriendList().size());
luascript.cpp:	monster->addTarget(creature, pushFront);
luascript.cpp:	monster->removeTarget(creature);
luascript.cpp:	const auto& targetList = monster->getTargetList();
luascript.cpp:		lua_pushnumber(L, monster->getTargetList().size());
luascript.cpp:		pushBoolean(L, monster->selectTarget(creature));
luascript.cpp:		pushBoolean(L, monster->searchTarget(searchType));
luascript.cpp:		lua_pushnumber(L, monster->getLevel());
game.cpp:if (monster && monster->getLevel() > 0) {
game.cpp:	float bonusDmg = g_config.getFloat(ConfigManager::MLVL_BONUSDMG) * monster->getLevel();
game.cpp:	if (monster && monster->getLevel() > 0) {
game.cpp:		float bonusDmg = g_config.getFloat(ConfigManager::MLVL_BONUSDMG) * monster->getLevel();
game.cpp:	monsters[monster->getID()] = monster;
game.cpp:	monsters.erase(monster->getID());
spawn.cpp:		monster->setSpawn(nullptr);
spawn.cpp:		monster->decrementReferenceCounter();
spawn.cpp:	monster->setDirection(dir);
spawn.cpp:	monster->setSpawn(this);
spawn.cpp:	monster->setMasterPos(pos);
spawn.cpp:	monster->incrementReferenceCounter();
spawn.cpp:		if (monster->isRemoved()) {
spawn.cpp:			monster->decrementReferenceCounter();
spawn.cpp:		} else if (!isInSpawnZone(monster->getPosition()) && spawnId != 0) {
spawn.cpp:			monster->decrementReferenceCounter();
