void CLegacyCineMonster :: CineSpawn( char *szModel )
{
	PRECACHE_MODEL(szModel);
	SET_MODEL(ENT(pev), szModel);
	UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 64));

	pev->solid			= SOLID_SLIDEBOX;
	pev->movetype		= MOVETYPE_STEP;
	pev->effects		= 0;
	pev->health			= 1;
	pev->yaw_speed		= 10;
	
	// ugly alpha hack, can't set ints from the bsp.	
	pev->sequence		= (int)pev->impulse;
	ResetSequenceInfo( );
	pev->framerate = 0.0;

	m_bloodColor = BLOOD_COLOR_RED;

	// if no targetname, start now
	if ( FStringNull(pev->targetname) )	
	{
		SetThink(&CLegacyCineMonster :: CineThink );
		AbsoluteNextThink( m_fNextThink + 0.1 );
	}
}
CBaseEntity* CItem::Respawn( void )
{
	SetTouch( NULL );
	pev->effects |= EF_NODRAW;

	SetThink( Materialize );
	AbsoluteNextThink( ItemRespawnTime( this ) );
	return this;
}
CBaseEntity* CItem::Respawn( void )
{
	SetTouch( NULL );
	pev->effects |= EF_NODRAW;

	UTIL_SetOrigin( this, g_pGameRules->VecItemRespawnSpot( this ) );// blip to whereever you should respawn.

	SetThink(&CItem:: Materialize );
	AbsoluteNextThink( g_pGameRules->FlItemRespawnTime( this ) );
	return this;
}
Exemple #4
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CBaseEntity* CBasePlayerAmmo::Respawn( void )
{
	pev->effects |= EF_NODRAW;
	SetTouch( NULL );

	UTIL_SetOrigin( this, g_pGameRules->VecAmmoRespawnSpot( this ) );// move to wherever I'm supposed to repawn.

	SetThink(&CBasePlayerAmmo:: Materialize );
	AbsoluteNextThink( g_pGameRules->FlAmmoRespawnTime( this ) );

	return this;
}