//-----------------------------------------------------------------------------
// Purpose: Sets up entity for removal at the end of this frame.
//-----------------------------------------------------------------------------
void CBaseEntity::Remove( void )
{
	if ( !m_bKillMe )
	{
		m_bKillMe = true;
		UpdateOnRemove();
	}
}
Exemple #2
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/* <183f38> ../cstrike/dlls/subs.cpp:120 */
void CBaseEntity::SUB_Remove(void)
{
	UpdateOnRemove();
	if (pev->health > 0)
	{
		pev->health = 0;
		ALERT(at_aiconsole, "SUB_Remove called on entity with health > 0\n");
	}

	REMOVE_ENTITY(ENT(pev));
}
// Convenient way to delay removing oneself
void CBaseEntity :: SUB_Remove( void )
{
	UpdateOnRemove();
	if (pev->health > 0)
	{
		// this situation can screw up monsters who can't tell their entity pointers are invalid.
		pev->health = 0;
		ALERT( at_aiconsole, "SUB_Remove called on entity with health > 0\n");
	}

	REMOVE_ENTITY(ENT(pev));
}