//execute the initial spawn void IniSpawn::InitialSpawn() { SpawnGroup(enterspawn); //these variables are set when entering first for (int i=0;i<localscount;i++) { SetVariable(map, Locals[i].Name,"LOCALS", Locals[i].Value); } }
// // AEnemySpawnerBase::SpawnNextGroup // void AEnemySpawnerBase::SpawnNextGroup() { auto World = GetWorld(); check( World ); ++SpawnedGroupsCount; if( SpawnedGroupsCount >= Groups && !bShouldWaitForGroupDeath ) { World->GetTimerManager().ClearTimer( GroupSpawnTimer ); } SpawnGroup(); }
//execute the initial spawn void IniSpawn::InitialSpawn() { SpawnGroup(enterspawn); //these variables are set when entering first for (int i=0;i<localscount;i++) { SetVariable(map, Locals[i].Name,"LOCALS", Locals[i].Value); } // move the rest of the party if needed (note the i=1, 0 has the protagonist aka TNO) if (!PartySpawnPoint.isnull()) { Game *game = core->GetGame(); for (int i=1; i < game->GetPartySize(false); i++) { Actor *pc = game->GetPC(i, false); MoveBetweenAreasCore(pc, PartySpawnArea, PartySpawnPoint, -1, true); game->LeaveParty(pc); } } }
//checks if a respawn event occurred void IniSpawn::CheckSpawn() { for(int i=0;i<eventcount;i++) { SpawnGroup(eventspawns[i]); } }
//FIXME:call this at the right time (this feature is not explored yet, and unused in original dataset) void IniSpawn::ExitSpawn() { SpawnGroup(exitspawn); }