//=========================================================
// CyclicUse - drops one monster from the monstermaker
// each time we call this.
//=========================================================
void CMonsterMaker::CyclicUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{	
	if (pActivator){
		pev->vuser1= pActivator->pev->origin; //AJH for *locus position etc
		pev->vuser2= pActivator->pev->angles;
		pev->vuser3= pActivator->pev->velocity;
		}
	TryMakeMonster();
//	ALERT(at_console,"CyclicUse complete\n");
}
//=========================================================
// MakerThink - creates a new monster every so often
//=========================================================
void CMonsterMaker :: MakerThink ( void )
{
	SetNextThink( m_flDelay );
	TryMakeMonster();
}
Ejemplo n.º 3
0
//=========================================================
// CyclicUse - drops one monster from the monstermaker
// each time we call this.
//=========================================================
void CMonsterMaker::CyclicUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	TryMakeMonster();
//	ALERT(at_console,"CyclicUse complete\n");
}