// INPUT:
entity self;
entity other;
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MUTATOR_HOOKABLE(MonsterSpawn);
// called when a monster spawns
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MUTATOR_HOOKABLE(MonsterDies);
// called when a monster dies
// INPUT:
entity frag_attacker;
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MUTATOR_HOOKABLE(MonsterRespawn);
// called when a monster wants to respawn
// INPUT:
entity other;
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MUTATOR_HOOKABLE(MonsterDropItem);
// called when a monster is dropping loot
// INPUT, OUTPUT:
.void() monster_loot;
entity other;
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MUTATOR_HOOKABLE(MonsterMove);
// called when a monster moves
// returning TRUE makes the monster stop
float monster_speed_run;
float monster_speed_walk;
entity monster_target;
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MUTATOR_HOOKABLE(MonsterFindTarget);
// called when a monster looks for another target
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MUTATOR_HOOKABLE(MonsterCheckBossFlag);
// called to change a random monster to a miniboss