return FALSE;
}
+MUTATOR_HOOKFUNCTION(minstagib_PlayerRegen)
+{
+ // no regeneration in minstagib
+ return TRUE;
+}
+
MUTATOR_HOOKFUNCTION(minstagib_PlayerPowerups)
{
if (!(self.effects & EF_FULLBRIGHT))
MUTATOR_HOOK(PlayerPowerups, minstagib_PlayerPowerups, CBC_ORDER_ANY);
MUTATOR_HOOK(ForbidThrowCurrentWeapon, minstagib_ForbidThrowing, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPreThink, minstagib_PlayerPreThink, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerRegen, minstagib_PlayerRegen, CBC_ORDER_ANY);
MUTATOR_HOOK(OnEntityPreSpawn, minstagib_OnEntityPreSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsString, minstagib_BuildMutatorsString, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsPrettyString, minstagib_BuildMutatorsPrettyString, CBC_ORDER_ANY);