const float STAT_RESPAWN_TIME = 72;
+const float STAT_CURRENT_WAVE = 73;
+const float STAT_TOTALWAVES = 74;
+
+const float STAT_MONSTERS_TOTAL = 75;
+const float STAT_MONSTERS_KILLED = 76;
+
// mod stats (1xx)
const float STAT_REDALIVE = 100;
const float STAT_BLUEALIVE = 101;
float DEATH_TURRET_TESLA = 10512;
float DEATH_TURRET_LAST = 10512;
+// Monster death types
+float DEATH_MONSTER = 10513;
+float DEATH_MONSTER_DEMON_MELEE = 10514;
+float DEATH_MONSTER_DEMON_JUMP = 10515;
+float DEATH_MONSTER_SHAMBLER_MELEE = 10516;
+float DEATH_MONSTER_SHAMBLER_CLAW = 10517;
+float DEATH_MONSTER_SHAMBLER_LIGHTNING = 10518;
+float DEATH_MONSTER_SOLDIER_NAIL = 10519;
+float DEATH_MONSTER_ENFORCER_NAIL = 10520;
+float DEATH_MONSTER_DOG_BITE = 10521;
+float DEATH_MONSTER_DOG_JUMP = 10522;
+float DEATH_MONSTER_TARBABY_BLOWUP = 10523;
+float DEATH_MONSTER_FISH_BITE = 10524;
+float DEATH_MONSTER_HELLFISH_BITE = 10525;
+float DEATH_MONSTER_SHALRATH_MELEE = 10526;
+float DEATH_MONSTER_OGRE_CHAINSAW = 10527;
+float DEATH_MONSTER_OGRE_NAIL = 10528;
+float DEATH_MONSTER_MELEE = 10529;
+float DEATH_MONSTER_ZOMBIE = 10530;
+float DEATH_MONSTER_HELLKNIGHT_FIREBALL = 10531;
+float DEATH_MONSTER_LAST = 10532;
+
float DEATH_WEAPONMASK = 0xFF;
float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
float HITTYPE_SECONDARY = 0x100;
#define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w))
#define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t))
#define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST)
+#define DEATH_ISMONSTER(t) ((t) >= DEATH_MONSTER && (t) <= DEATH_MONSTER_LAST)
#define FRAGS_PLAYER 0
#define FRAGS_SPECTATOR -666