//========================================================= // FlWeaponRespawnTime - Returns 0 if the weapon can respawn // now, otherwise it returns the time at which it can try // to spawn again. //========================================================= float CHalfLifeMultiplay :: FlWeaponTryRespawn( CBasePlayerItem *pWeapon ) { if ( pWeapon && pWeapon->m_iId && (pWeapon->iFlags() & ITEM_FLAG_LIMITINWORLD) ) { if ( NUMBER_OF_ENTITIES() < (gpGlobals->maxEntities - ENTITY_INTOLERANCE) ) return 0; // we're past the entity tolerance level, so delay the respawn return FlWeaponRespawnTime( pWeapon ); } return 0; }
//========================================================= // FlWeaponRespawnTime - Returns 0 if the weapon can respawn // now, otherwise it returns the time at which it can try // to spawn again. //========================================================= float CMultiplayRules::FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon ) { if ( pWeapon && (pWeapon->GetWeaponFlags() & ITEM_FLAG_LIMITINWORLD) ) { if ( gEntList.NumberOfEntities() < (gpGlobals->maxEntities - ENTITY_INTOLERANCE) ) return 0; // we're past the entity tolerance level, so delay the respawn return FlWeaponRespawnTime( pWeapon ); } return 0; }
//========================================================= // FlWeaponRespawnTime - Returns 0 if the weapon can respawn // now, otherwise it returns the time at which it can try // to spawn again. //========================================================= float CSingleplayRules::FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon ) { return FlWeaponRespawnTime(pWeapon); }