float weapon_rate;
MUTATOR_HOOKABLE(SetStartItems);
- // adjusts {warmup_}start_{items,weapons,ammo_{cells,rockets,nails,shells,fuel}}
+ // adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}}
MUTATOR_HOOKABLE(BuildMutatorsString);
// appends ":mutatorname" to ret_string for logging
// INPUT:
entity self;
entity other;
-
+
MUTATOR_HOOKABLE(MonsterSpawn);
// called when a monster spawns
-
+
MUTATOR_HOOKABLE(MonsterDies);
// called when a monster dies
// INPUT:
entity frag_attacker;
-
+
MUTATOR_HOOKABLE(MonsterRespawn);
// called when a monster wants to respawn
// INPUT:
entity other;
-
+
MUTATOR_HOOKABLE(MonsterDropItem);
// called when a monster is dropping loot
// INPUT, OUTPUT:
.void() monster_loot;
entity other;
-
+
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;
-
+
MUTATOR_HOOKABLE(MonsterFindTarget);
// called when a monster looks for another target
-
+
MUTATOR_HOOKABLE(MonsterCheckBossFlag);
// called to change a random monster to a miniboss