protected func OnRoundStart() { // the spawn point is inactive when insta gib is configured! RemoveSpawnedObjects(); if (!IsInstaGibConfigured()) { StartSpawning(); } }
// Spawning params void EnemySpawner::SetSpawningParams(float initialSpawnDelay, float spawnTimer, int maxNumEnemiesActive, vec3 spawnRandomOffset, bool shouldSpawnOnGround, vec3 groundSpawnOffset, bool followPlayerIntheWorld, bool spawnFullLoaderRange, float minDistanceFromPlayer) { m_spawnTime = spawnTimer; m_maxNumEnemiesToHaveActive = maxNumEnemiesActive; m_spawnRandomOffset = spawnRandomOffset; m_shouldSpawnOnGround = shouldSpawnOnGround; m_groundSpawnOffset = groundSpawnOffset; m_followPlayerIntheWorld = followPlayerIntheWorld; m_spawnFullLoaderRange = spawnFullLoaderRange; m_minDistanceFromPlayer = minDistanceFromPlayer; if(initialSpawnDelay >= 0.0f) { StartSpawning(initialSpawnDelay); } }