float ok_ammo_charge, ok_ammo_chargepool;
ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
- ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOl);
+ ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
float vortex_charge, vortex_chargepool;
vortex_charge = getstatf(STAT_VORTEX_CHARGE);
const float STAT_HEALING_ORB_ALPHA = 83;
const float STAT_PLASMA = 84;
const float STAT_OK_AMMO_CHARGE = 85;
-const float STAT_OK_AMMO_CHARGEPOOl = 86;
+const float STAT_OK_AMMO_CHARGEPOOL = 86;
// 87 empty?
// 88 empty?
// 89 empty?
// 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
precache_sound("weapons/dryfire.wav");
addstat(STAT_OK_AMMO_CHARGE, AS_FLOAT, ok_use_ammocharge);
- addstat(STAT_OK_AMMO_CHARGEPOOl, AS_FLOAT, ok_ammo_charge);
+ addstat(STAT_OK_AMMO_CHARGEPOOL, AS_FLOAT, ok_ammo_charge);
(get_weaponinfo(WEP_RPC)).spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
(get_weaponinfo(WEP_HMG)).spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;