//========================================================= // CyclicUse - drops one monster from the monstermaker // each time we call this. //========================================================= void CMonsterMaker::CyclicUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if (pActivator){ pev->vuser1= pActivator->pev->origin; //AJH for *locus position etc pev->vuser2= pActivator->pev->angles; pev->vuser3= pActivator->pev->velocity; } TryMakeMonster(); // ALERT(at_console,"CyclicUse complete\n"); }
//========================================================= // MakerThink - creates a new monster every so often //========================================================= void CMonsterMaker :: MakerThink ( void ) { SetNextThink( m_flDelay ); TryMakeMonster(); }
//========================================================= // CyclicUse - drops one monster from the monstermaker // each time we call this. //========================================================= void CMonsterMaker::CyclicUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { TryMakeMonster(); // ALERT(at_console,"CyclicUse complete\n"); }