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; }
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; }