for(i = MON_FIRST; i <= MON_LAST; ++i)
{
mon = get_monsterinfo(i);
- if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM) || (mon.spawnflags & MON_FLAG_SUPERMONSTER && supermonster_count >= 1))
+ if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM) || ((mon.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
continue; // flying/swimming monsters not yet supported
RandomSelection_Add(world, i, "", 1, 1);
MUTATOR_HOOKFUNCTION(invasion_MonsterDies)
{
- if(!self.monster_respawned)
+ if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
{
numkilled += 1;
maxcurrent -= 1;
if(roundcnt < maxrounds && self.spawnflags & MONSTERFLAG_MINIBOSS)
self.spawnflags &= ~MONSTERFLAG_MINIBOSS;
- if(!self.monster_respawned)
+ if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
{
numspawned += 1;
maxcurrent += 1;