// Spawn a monster
void CMonster::SpawnMonster( CPlayer* player, CMonster* thismon )
{
    BEGINPACKET( pak, 0x792 );
	ADDWORD    ( pak, clientid );
	ADDFLOAT   ( pak, Position->current.x*100 );
	ADDFLOAT   ( pak, Position->current.y*100 );
	ADDFLOAT   ( pak, Position->destiny.x*100 );
	ADDFLOAT   ( pak, Position->destiny.y*100 );	
	
	if(IsDead( ))
	{
	   ADDWORD    ( pak, 0x0003 );
	   ADDWORD    ( pak, 0x0000 );           
    }
	else if(IsOnBattle( ))
	{
	   ADDWORD    ( pak, 0x0002 );
	   ADDWORD    ( pak, Battle->target );        
    }	
	else if(IsMoving( ))
	{
	   ADDWORD    ( pak, 0x0001 );
	   ADDWORD    ( pak, 0x0000 );        
    }
    else
    {
    	ADDWORD    ( pak, 0x0000 );        
    	ADDWORD    ( pak, 0x0000 );
    }	
   
	ADDBYTE    ( pak, thisnpc->stance );
    ADDWORD   ( pak, Stats->HP );
    	
	ADDDWORD   ( pak, Stats->HP );	
	if(thismon->owner != player->clientid)
        {
            CMap* map = GServer->MapList.Index[Position->Map];
            if(IsSummon( ) && map->allowpvp!=0) {ADDWORD( pak, 0x0064 );} //Hostil
            else if (IsSummon( ) && map->allowpvp==0) {ADDWORD ( pak, 0x0000 );}//Friendly
            else {ADDWORD( pak, 0x0064 );} //Hostil
        }
    else {ADDWORD( pak, 0x0000 );}//Friendly
    ADDDWORD( pak, GServer->BuildBuffs( this ) );
	ADDWORD   ( pak, montype );
	ADDWORD   ( pak, 0x0000 );
	if(IsSummon( ))
    {
        ADDWORD( pak, owner );
        ADDWORD( pak, 0x0000 ); //
    }
	player->client->SendPacket( &pak );
}