Пример #1
0
//-----------------------------------------------------------------------------
// Purpose: Spawn an instance of the entity
//-----------------------------------------------------------------------------
void CEnvEntityMaker::SpawnEntity( Vector vecAlternateOrigin, QAngle vecAlternateAngles )
{
	CPointTemplate *pTemplate = FindTemplate();
	if (!pTemplate)
		return;

	// Spawn our template
	Vector vecSpawnOrigin = GetAbsOrigin();
	QAngle vecSpawnAngles = GetAbsAngles();

	if( vecAlternateOrigin != vec3_invalid )
	{
		// We have a valid alternate origin and angles. Use those instead
		// of spawning the items at my own origin and angles.
		vecSpawnOrigin = vecAlternateOrigin;
		vecSpawnAngles = vecAlternateAngles;
	}

	CUtlVector<CBaseEntity*> hNewEntities;
	if ( !pTemplate->CreateInstance( vecSpawnOrigin, vecSpawnAngles, &hNewEntities, this ) )
		return;
	
	//Adrian: oops we couldn't spawn the entity (or entities) for some reason!
	if ( hNewEntities.Count() == 0 )
		 return;
	
	m_hCurrentInstance = hNewEntities[0];

	// Assume it'll block us
	m_hCurrentBlocker = m_hCurrentInstance;
	m_vecBlockerOrigin = m_hCurrentBlocker->GetAbsOrigin();

	// Store off the mins & maxs the first time we spawn
	if ( m_vecEntityMins == vec3_origin )
	{
		m_hCurrentInstance->CollisionProp()->WorldSpaceAABB( &m_vecEntityMins, &m_vecEntityMaxs );
		m_vecEntityMins -= m_hCurrentInstance->GetAbsOrigin();
		m_vecEntityMaxs -= m_hCurrentInstance->GetAbsOrigin();
	}

	// Fire our output
	m_pOutputOnSpawned.FireOutput( this, this );

	// Start thinking
	if ( m_spawnflags & SF_ENTMAKER_AUTOSPAWN )
	{
		SetThink( &CEnvEntityMaker::CheckSpawnThink );
		SetNextThink( gpGlobals->curtime + 0.5f );
	}

	// If we have a specified post spawn speed, apply it to all spawned entities
	if ( m_flPostSpawnSpeed )
	{
		for ( int i = 0; i < hNewEntities.Count(); i++ )
		{
			CBaseEntity *pEntity = hNewEntities[i];
			if ( pEntity->GetMoveType() == MOVETYPE_NONE )
				continue;

			// Calculate a velocity for this entity
			Vector vForward,vRight,vUp;
			QAngle angSpawnDir( m_angPostSpawnDirection );
			if ( m_bPostSpawnUseAngles )
			{
				if ( GetParent() )
				{
					angSpawnDir += GetParent()->GetAbsAngles();
				}
				else
				{
					angSpawnDir += GetAbsAngles();
				}
			}
			AngleVectors( angSpawnDir, &vForward, &vRight, &vUp );
			Vector vecShootDir = vForward;
			vecShootDir += vRight * random->RandomFloat(-1, 1) * m_flPostSpawnDirectionVariance;
			vecShootDir += vForward * random->RandomFloat(-1, 1) * m_flPostSpawnDirectionVariance;
			vecShootDir += vUp * random->RandomFloat(-1, 1) * m_flPostSpawnDirectionVariance;
			VectorNormalize( vecShootDir );
			vecShootDir *= m_flPostSpawnSpeed;

			// Apply it to the entity
			IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
			if ( pPhysicsObject )
			{
				pPhysicsObject->AddVelocity(&vecShootDir, NULL);
			}
			else
			{
				pEntity->SetAbsVelocity( vecShootDir );
			}
		}
	}

	pTemplate->CreationComplete( hNewEntities );
}