MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
/** called when a monster spawns */
-MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
+#define EV_MonsterSpawn(i, o) \
+ /**/ i(entity, __self) \
+ /**/
+MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
/** called when a monster dies */
#define EV_MonsterDies(i, o) \
+ /**/ i(entity, frag_target) \
/**/ i(entity, frag_attacker) \
/**/
MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
* returning true makes the monster stop
*/
#define EV_MonsterMove(i, o) \
+ /**/ i(entity, __self) \
/**/ i(float, monster_speed_run) \
/**/ o(float, monster_speed_run) \
/**/ i(float, monster_speed_walk) \
MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
/** called to change a random monster to a miniboss */
-MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
+#define EV_MonsterCheckBossFlag(i, o) \
+ /**/ i(entity, __self) \
+ /**/
+MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
/**
* called when a player tries to spawn a monster