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basicmonster(type, rnd(360), M_SEARCH, 1000, 1);
};
void
monsterclear() // called after map start of when toggling edit mode to
// reset/spawn all monsters to initial state
{
loopv(monsters) gp()->dealloc(monsters[i], sizeof(dynent));
monsters.setsize(0);
numkilled = 0;
monstertotal = 0;
spawnremain = 0;
if (m_dmsp) {
nextmonster = mtimestart = lastmillis + 10000;
monstertotal = spawnremain = gamemode < 0 ? skill * 10 : 0;
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basicmonster(type, rnd(360), M_SEARCH, 1000, 1);
};
void
monsterclear() // called after map start of when toggling edit mode to
// reset/spawn all monsters to initial state
{
loopv(monsters) free(monsters[i]);
monsters.setsize(0);
numkilled = 0;
monstertotal = 0;
spawnremain = 0;
if (m_dmsp) {
nextmonster = mtimestart = lastmillis + 10000;
monstertotal = spawnremain = gamemode < 0 ? skill * 10 : 0;
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