#endif
#ifdef SVQC
.float speed;
-spawnfunc(item_health_big);
METHOD(Mage, mr_setup, bool(Mage this, entity actor))
{
TC(Mage, this);
if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }
if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
- actor.monster_loot = spawnfunc_item_health_big;
+ actor.monster_loot = ITEM_HealthBig;
actor.monster_attackfunc = M_Mage_Attack;
return true;
}
#endif
#ifdef SVQC
-spawnfunc(item_health_mega);
.float animstate_endtime;
METHOD(Shambler, mr_setup, bool(Shambler this, entity actor))
{
if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
- actor.monster_loot = spawnfunc_item_health_mega;
+ actor.monster_loot = ITEM_HealthMega;
actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
setanim(actor, actor.anim_shoot, false, true, true);
}
#endif
#ifdef SVQC
-spawnfunc(item_health_medium);
METHOD(Spider, mr_setup, bool(Spider this, entity actor))
{
TC(Spider, this);
if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_spider_speed_stop); }
if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_spider_damageforcescale); }
- actor.monster_loot = spawnfunc_item_health_medium;
+ actor.monster_loot = ITEM_HealthMedium;
actor.monster_attackfunc = M_Spider_Attack;
return true;
}
#endif
#ifdef SVQC
-spawnfunc(item_cells);
METHOD(Wyvern, mr_setup, bool(Wyvern this, entity actor))
{
TC(Wyvern, this);
if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_wyvern_speed_stop); }
if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_wyvern_damageforcescale); }
- actor.monster_loot = spawnfunc_item_cells;
+ actor.monster_loot = ITEM_Cells;
actor.monster_attackfunc = M_Wyvern_Attack;
return true;
actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
- actor.monster_loot = spawnfunc_item_health_medium;
+ actor.monster_loot = ITEM_HealthMedium;
actor.monster_attackfunc = M_Zombie_Attack;
actor.spawnshieldtime = actor.spawn_time;
actor.respawntime = 0.2;
if(e && e.monster_loot)
{
e.noalign = true;
- e.monster_loot(e);
+ StartItem(e, e.monster_loot);
e.gravity = 1;
set_movetype(e, MOVETYPE_TOSS);
e.reset = SUB_Remove;
{
entity item = M_ARGV(1, entity);
- item.monster_loot = spawnfunc_item_minst_cells;
+ item.monster_loot = ITEM_VaporizerCells;
}
MUTATOR_HOOKFUNCTION(mutator_instagib, MonsterSpawn)
/**/ o(entity, MUTATOR_ARGV_1_entity) \
/* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
/**/
-.void(entity this) monster_loot;
+.entity monster_loot;
MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
/**