Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
#include "sprite.h"
#include "com_model.h"
#include "customweapons.h"
#ifndef CLIENT_DLL
#define BOLT_AIR_VELOCITY 2700
#define BOLT_WATER_VELOCITY 2000
class CGateOfBabylonSpawner;
#define MAX_SPAWNERS 7
class CGateOfBabylon : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( ) { return 0; }
int GetItemInfo(ItemInfo *p);
int ObjectCaps();
#ifndef CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
#endif
void PrimaryAttack( void );
void SecondaryAttack( void );
int AddToPlayer( CBasePlayer *pPlayer );
BOOL Deploy( );
void Holster( int skiplocal = 0 );
void Reload( void );
void WeaponIdle( void );
virtual BOOL UseDecrement( void )
{
//#if defined( CLIENT_WEAPONS )
// return ;
//#else
return false;
//#endif
}
CGateOfBabylonSpawner *m_pSpawners[MAX_SPAWNERS];
bool IntersectOtherSpawner( CGateOfBabylonSpawner *spawner );
private:
void AddSpawners( void );
int m_iSpawnerCount;
};
class CGateOfBabylonBolt : public CBaseEntity
{
public:
static CGateOfBabylonBolt *BoltCreate( void );
private:
void Spawn( void );
void Precache( void );
void EXPORT BubbleThink( void );
void EXPORT BoltTouch( CBaseEntity *pOther );
void EXPORT RemoveThink();
void Trail( void );
float TouchGravGun( CBaseEntity *attacker, int stage );
int m_iTrail;
};
class CGateOfBabylonSpawner : public CBaseEntity
{
public:
static CGateOfBabylonSpawner *CreateSpawner( CGateOfBabylon *pGates, int iNumber );
private:
void Spawn( void );
void Precache( void );
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void UpdatePosition( void );
void Animate( void );
void EXPORT FollowPlayerThink( void );
bool FireBolts( void );
EHBasePlayerItem m_pGates;
Vector m_vecOffset;
float m_flNextNPThrow;
float m_flLastTimeAnim;
int m_iNumber;
int m_iMaxFrames;
friend class CGateOfBabylon;
};
LINK_ENTITY_TO_CLASS( gateofbabylon_spawner, CGateOfBabylonSpawner );
LINK_ENTITY_TO_CLASS( weapon_gateofbabylon, CGateOfBabylon );
LINK_ENTITY_TO_CLASS( gateofbabylon_bolt, CGateOfBabylonBolt );
enum gauss_e
{
CROWBAR_IDLE = 0,
CROWBAR_DRAW,
CROWBAR_HOLSTER,
CROWBAR_ATTACK1HIT,
CROWBAR_ATTACK1MISS,
CROWBAR_ATTACK2MISS,
CROWBAR_ATTACK2HIT,
CROWBAR_ATTACK3MISS,
CROWBAR_ATTACK3HIT
};
static float UTIL_MyWeaponTimeBase( void )
{
return gpGlobals->time;
}
CGateOfBabylonBolt *CGateOfBabylonBolt::BoltCreate( void )
{
// Create a new entity with CGateOfBabylonBolt private data
CGateOfBabylonBolt *pBolt = GetClassPtr( (CGateOfBabylonBolt *)NULL );
pBolt->pev->classname = MAKE_STRING( "gateofbabylon_bolt" ); // g-cont. enable save\restore
pBolt->Spawn();
return pBolt;
}
void CGateOfBabylonBolt::Spawn()
{
Precache();
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
pev->gravity = 0.5;
pev->renderamt = 255;
pev->rendermode = kRenderTransColor;
SET_MODEL( ENT( pev ), "models/w_crowbar.mdl" );
UTIL_SetOrigin( pev, pev->origin );
UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
SetTouch( &CGateOfBabylonBolt::BoltTouch );
SetThink( &CGateOfBabylonBolt::BubbleThink );
pev->nextthink = gpGlobals->time + 0.1;
}
void CGateOfBabylonBolt::Precache()
{
PRECACHE_MODEL( "models/w_crowbar.mdl" );
PRECACHE_SOUND( "weapons/xbow_hitbod1.wav" );
PRECACHE_SOUND( "weapons/xbow_hitbod2.wav" );
PRECACHE_SOUND( "weapons/xbow_fly1.wav" );
PRECACHE_SOUND( "weapons/xbow_hit1.wav" );
PRECACHE_SOUND( "fvox/beep.wav" );
m_iTrail = PRECACHE_MODEL( "sprites/lgtning.spr" );
}
void CGateOfBabylonBolt::RemoveThink( void )
{
pev->nextthink = gpGlobals->time + 0.1;
pev->renderamt -= 2;
if( pev->renderamt <= 0 )
{
SUB_Remove();
}
}
void CGateOfBabylonBolt::BoltTouch( CBaseEntity *pOther )
{
const char *szSoundName;
TraceResult tr = UTIL_GetGlobalTrace();
if( pOther->pev->owner == pev->owner &&
FClassnameIs( pOther->pev, "gateofbabylon_bolt" ) )
{
return; // ignore same entities from same player
}
SetTouch( NULL );
SetThink( NULL );
if( pOther->pev->takedamage )
{
entvars_t *pevOwner;
int bitsDamageType = DMG_ALWAYSGIB;
float flDamage;
pevOwner = VARS( pev->owner );
// UNDONE: this needs to call TraceAttack instead
ClearMultiDamage();
if( pOther->IsPlayer() )
{
flDamage = gSkillData.plrDmgCrossbowClient / 3.5f;
}
else
{
flDamage = gSkillData.plrDmgCrossbowMonster / 3.5f;
bitsDamageType |= DMG_BULLET | DMG_ALWAYSGIB;
}
pOther->TraceAttack( pevOwner, flDamage, pev->velocity.Normalize(), &tr, bitsDamageType);
ApplyMultiDamage( pev, pevOwner );
pev->velocity = g_vecZero;
// play body "thwack" sound
switch( RANDOM_LONG( 0, 1 ) )
{
case 0: szSoundName = "weapons/xbow_hitbod1.wav"; break;
case 1: szSoundName = "weapons/xbow_hitbod2.wav"; break;
}
EMIT_SOUND( ENT( pev ), CHAN_BODY, szSoundName, 1, ATTN_NORM );
if( !g_pGameRules->IsMultiplayer() )
{
Killed( pev, GIB_NEVER );
}
}
else
{
switch( RANDOM_LONG( 0, 1 ) )
{
case 0: szSoundName = "weapons/xbow_hit1.wav"; break;
case 1: szSoundName = "weapons/xbow_hit2.wav"; break;
}
EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, szSoundName, RANDOM_FLOAT( 0.95, 1.0 ), ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 7 ) );
float saveRoll = pev->angles.z;
SetThink( &CGateOfBabylonBolt::RemoveThink );
pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit.
if( FClassnameIs( pOther->pev, "worldspawn" ) )
{
// if what we hit is static architecture, can stay around for a while.
Vector vecDir = pev->velocity.Normalize();
DecalGunshot( &tr, BULLET_PLAYER_CROWBAR );
UTIL_SetOrigin( pev, pev->origin - vecDir * RANDOM_FLOAT( 10, 15 ) );
pev->angles = UTIL_VecToAngles( -vecDir );
pev->angles.z = saveRoll;
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_FLY;
pev->velocity = g_vecZero;
pev->avelocity.z = 0;
pev->nextthink = gpGlobals->time + 10.0;
}
else if( pOther->pev->movetype == MOVETYPE_PUSH || pOther->pev->movetype == MOVETYPE_PUSHSTEP )
{
Vector vecDir = pev->velocity.Normalize();
UTIL_SetOrigin( pev, pev->origin - vecDir * RANDOM_FLOAT( 10, 15 ) );
pev->angles = UTIL_VecToAngles( -vecDir );
pev->angles.z = saveRoll;
pev->solid = SOLID_NOT;
pev->velocity = g_vecZero;
pev->avelocity.z = 0;
pev->nextthink = gpGlobals->time + 10.0;
// g-cont. Setup movewith feature
if( gPhysicsInterfaceInitialized )
{
pev->movetype = MOVETYPE_COMPOUND; // set movewith type
pev->aiment = ENT( pOther->pev ); // set parent
}
}
if( UTIL_PointContents( pev->origin ) != CONTENTS_WATER )
{
UTIL_Sparks( pev->origin );
}
}
}
void CGateOfBabylonBolt::Trail( void )
{
// trail
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
{
WRITE_BYTE( TE_BEAMFOLLOW );
WRITE_SHORT( entindex() ); // entity
WRITE_SHORT( m_iTrail ); // model
WRITE_BYTE( 10 ); // life
WRITE_BYTE( 5 ); // width
switch( RANDOM_LONG( 0, 1 ) )
{
case 0:
WRITE_BYTE( 255 ); // r, g, b
WRITE_BYTE( 128 ); // r, g, b
WRITE_BYTE( 14 ); // r, g, b
break;
case 1:
WRITE_BYTE( 192 ); // r, g, b
WRITE_BYTE( 128 ); // r, g, b
WRITE_BYTE( 14 ); // r, g, b
break;
}
WRITE_BYTE( 255 ); // brightness
}
MESSAGE_END();
}
void CGateOfBabylonBolt::BubbleThink( void )
{
pev->nextthink = gpGlobals->time + 0.1;
Trail();
if( pev->waterlevel != 0 )
{
UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 );
}
}
float CGateOfBabylonBolt::TouchGravGun(CBaseEntity *attacker, int stage)
{
if( stage >= 2 )
{
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
pev->nextthink = gpGlobals->time + 60.0;
SetTouch( &CGateOfBabylonBolt::BoltTouch );
UTIL_MakeVectors( attacker->pev->v_angle + attacker->pev->punchangle);
pev->angles = UTIL_VecToAngles(-gpGlobals->v_forward);
UTIL_SetOrigin( pev, pev->origin );
SetThink( &CGateOfBabylonBolt::BubbleThink );
}
return 2000;
}
#endif
void CGateOfBabylonSpawner::Spawn( void )
{
Precache();
SET_MODEL( ENT(pev), "sprites/tele1.spr" );
m_iMaxFrames = MODEL_FRAMES( pev->modelindex ) - 1;
pev->movetype = MOVETYPE_NOCLIP;
pev->solid = SOLID_NOT;
pev->scale = RANDOM_FLOAT( 0.25, 0.4 );
pev->rendermode = kRenderTransAdd;
pev->renderamt = 255;
pev->framerate = 10.0f;
m_flNextNPThrow = 0;
m_flLastTimeAnim = 0;
UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
SetTouch( NULL );
pev->nextthink = gpGlobals->time + 0.001;
}
void CGateOfBabylonSpawner::Precache( void )
{
PRECACHE_MODEL( "sprites/tele1.spr" );
}
void CGateOfBabylonSpawner::UpdatePosition( void )
{
UTIL_MakeVectors( m_pGates->m_pPlayer->pev->angles );
pev->origin = m_pGates->m_pPlayer->pev->origin +
gpGlobals->v_right * m_vecOffset.x +
gpGlobals->v_up * m_vecOffset.y;
UTIL_SetOrigin( pev, pev->origin );
Vector angles = m_pGates->m_pPlayer->pev->angles;
angles.x = 0;
pev->angles = angles;
}
void CGateOfBabylonSpawner::Animate( void )
{
pev->frame += pev->framerate * (gpGlobals->time - m_flLastTimeAnim);
if( pev->frame > m_iMaxFrames )
{
if( m_iMaxFrames > 0 )
pev->frame = fmod( pev->frame, m_iMaxFrames );
}
m_flLastTimeAnim = gpGlobals->time;
}
void CGateOfBabylonSpawner::FollowPlayerThink( void )
{
pev->nextthink = gpGlobals->time + 0.01; // update at 100 fps
if( !m_pGates )
return; // wait for gates
if( !m_pGates->m_pPlayer || !m_pGates->m_pPlayer->m_pActiveItem || m_pGates->m_pPlayer->pev->deadflag > DEAD_NO )
{
SetThink( &CBaseEntity::SUB_Remove );
return;
}
// don't draw if player changed weapon
if( m_pGates->m_pPlayer->m_pActiveItem->m_iId != WEAPON_GATEOFBABYLON )
{
if( !(pev->effects & EF_NODRAW) )
pev->effects |= EF_NODRAW;
}
else
{
// restore drawing
if( pev->effects & EF_NODRAW )
pev->effects &= ~EF_NODRAW;
UpdatePosition();
Animate();
}
}
CGateOfBabylonSpawner *CGateOfBabylonSpawner::CreateSpawner(
CGateOfBabylon *pGates,
int iNumber )
{
// Create a new entity with CGateOfBabylonBolt private data
CGateOfBabylonSpawner *pBolt = GetClassPtr( (CGateOfBabylonSpawner *)NULL );
pBolt->pev->classname = MAKE_STRING( "gateofbabylon_spawner" ); // g-cont. enable save\r/estore
pBolt->m_pGates = pGates;
pBolt->m_iNumber = iNumber;
int i = 0;
do
{
pBolt->m_vecOffset.x = RANDOM_FLOAT( 10, 50 ) * (iNumber & 1 ? 1: -1) ;
pBolt->m_vecOffset.y = RANDOM_FLOAT( 10, 60 );
} while( pGates->IntersectOtherSpawner( pBolt ) && i++ < 10 ); // don't go into infinite loop
pBolt->SetThink( &CGateOfBabylonSpawner::FollowPlayerThink );
pBolt->Spawn();
return pBolt;
}
bool CGateOfBabylonSpawner::FireBolts( void )
{
TraceResult tr;
CBasePlayer *pPlayer = m_pGates->m_pPlayer;
if( m_flNextNPThrow > gpGlobals->time )
{
return false;
}
m_flNextNPThrow = gpGlobals->time + RANDOM_FLOAT( 0.5, 1.0 );
Vector anglesAim = pPlayer->pev->v_angle;
UTIL_MakeVectors( anglesAim );
Vector vecSrc = pev->origin + gpGlobals->v_up * 2;
Vector vecDir;
UTIL_TraceLine( vecSrc, pPlayer->GetGunPosition() + gpGlobals->v_forward * 8192,
dont_ignore_monsters, ignore_glass, pPlayer->edict(), &tr );
if( tr.fStartSolid )
return false;
if( tr.flFraction != 1.0f )
{
vecDir = (pPlayer->GetGunPosition() + gpGlobals->v_forward * ( tr.vecEndPos - vecSrc ).Length()) - vecSrc;
vecDir = vecDir.Normalize();
}
else
{
return false;
}
vecDir = vecDir + gpGlobals->v_right * RANDOM_FLOAT( 0, 0.02 ) -
gpGlobals->v_up * RANDOM_FLOAT( 0, 0.02 );
#ifndef CLIENT_DLL
CGateOfBabylonBolt *pBolt = CGateOfBabylonBolt::BoltCreate();
pBolt->pev->origin = vecSrc;
pBolt->pev->angles = UTIL_VecToAngles( -gpGlobals->v_forward );
pBolt->pev->angles.z = RANDOM_FLOAT(0, 360);
pBolt->pev->owner = pPlayer->edict();
if( pPlayer->pev->waterlevel == 3 )
{
pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY;
pBolt->pev->speed = BOLT_WATER_VELOCITY;
}
else
{
pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY;
pBolt->pev->speed = BOLT_AIR_VELOCITY;
}
pBolt->pev->avelocity.z = 10;
#endif
return true;
}
TYPEDESCRIPTION CGateOfBabylonSpawner::m_SaveData[] =
{
DEFINE_FIELD( CGateOfBabylonSpawner, m_iNumber, FIELD_INTEGER ),
DEFINE_FIELD( CGateOfBabylonSpawner, m_iMaxFrames, FIELD_INTEGER ),
DEFINE_FIELD( CGateOfBabylonSpawner, m_vecOffset, FIELD_VECTOR ),
DEFINE_FIELD( CGateOfBabylonSpawner, m_flNextNPThrow, FIELD_TIME ),
DEFINE_FIELD( CGateOfBabylonSpawner, m_flLastTimeAnim, FIELD_TIME ),
DEFINE_FIELD( CGateOfBabylonSpawner, m_pGates, FIELD_CLASSPTR )
};
IMPLEMENT_SAVERESTORE( CGateOfBabylonSpawner, CBaseEntity );
TYPEDESCRIPTION CGateOfBabylon::m_SaveData[] =
{
DEFINE_FIELD( CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME ),
DEFINE_FIELD( CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME ),
DEFINE_FIELD( CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME ),
DEFINE_FIELD( CGateOfBabylon, m_iSpawnerCount, FIELD_INTEGER ),
DEFINE_ARRAY( CGateOfBabylon, m_pSpawners, FIELD_CLASSPTR, MAX_SPAWNERS )
};
IMPLEMENT_SAVERESTORE( CGateOfBabylon, CBasePlayerWeapon );
int CGateOfBabylon::ObjectCaps()
{
return FCAP_ACROSS_TRANSITION;
}
void CGateOfBabylon::Spawn()
{
Precache();
m_iId = WEAPON_GATEOFBABYLON;
//m_iSpawnerCount = 0;
SET_MODEL( ENT( pev ), "models/w_crowbar.mdl" );
FallInit();// get ready to fall down.
}
int CGateOfBabylon::AddToPlayer( CBasePlayer *pPlayer )
{
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
m_iSpawnerCount = 0;
//AddSpawners();
return TRUE;
}
return FALSE;
}
void CGateOfBabylon::Precache( void )
{
PRECACHE_MODEL( "models/w_crowbar.mdl" );
PRECACHE_MODEL( "models/v_crowbar.mdl" );
PRECACHE_MODEL( "models/p_crowbar.mdl" );
PRECACHE_SOUND( "weapons/xbow_fire1.wav" );
PRECACHE_SOUND( "weapons/xbow_reload1.wav" );
UTIL_PrecacheOther( "gateofbabylon_bolt" );
UTIL_PrecacheOther( "gateofbabylon_spawner" );
}
int CGateOfBabylon::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = WEAPON_NOCLIP;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = WEAPON_NOCLIP;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 0;
p->iPosition = 3;
p->iId = WEAPON_GATEOFBABYLON;
p->iWeight = 9999; // superimba, switch everytime
p->iFlags = 0;
return 1;
}
BOOL CGateOfBabylon::Deploy()
{
return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" );
}
void CGateOfBabylon::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_MyWeaponTimeBase() + 0.01;
SendWeaponAnim( CROWBAR_HOLSTER );
}
void CGateOfBabylon::PrimaryAttack( void )
{
BOOL fire = FALSE;
int j = 0;
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
if( !m_iSpawnerCount )
{
PlayEmptySound();
return;
}
do
{
int i = RANDOM_LONG( 0, m_iSpawnerCount - 1 );
if( m_pSpawners[i] )
{
fire = m_pSpawners[i]->FireBolts();
}
} while( !fire && j++ < m_iSpawnerCount); // give up after some retries
if( fire )
{
SendWeaponAnim( RANDOM_LONG( CROWBAR_ATTACK1HIT, CROWBAR_ATTACK3HIT ) );
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
}
else
{
PlayEmptySound();
}
m_flNextPrimaryAttack = UTIL_MyWeaponTimeBase() + 0.1;
m_flNextSecondaryAttack = UTIL_MyWeaponTimeBase() + 1;
}
void CGateOfBabylon::SecondaryAttack()
{
if( m_iSpawnerCount == MAX_SPAWNERS )
{
// remove them all!
for( m_iSpawnerCount = MAX_SPAWNERS - 1; m_iSpawnerCount >= 0; m_iSpawnerCount-- )
{
UTIL_Remove( m_pSpawners[m_iSpawnerCount] );
m_pSpawners[m_iSpawnerCount] = NULL;
}
m_iSpawnerCount = 0;
}
else
{
UTIL_Remove( m_pSpawners[m_iSpawnerCount]);
m_pSpawners[m_iSpawnerCount] = CGateOfBabylonSpawner::CreateSpawner( this, m_iSpawnerCount );
m_iSpawnerCount++;
}
pev->nextthink = UTIL_MyWeaponTimeBase() + 1;
m_flNextSecondaryAttack = UTIL_MyWeaponTimeBase() + 1;
}
void CGateOfBabylon::AddSpawners( void )
{
#if 0
CBaseEntity *pEnt = NULL;
CGateOfBabylonSpawner *pSpawner;
int iSpawnerCount = 0;
while( ( pEnt = UTIL_FindEntityInSphere( pEnt, m_pPlayer->pev->origin, 100 ) ) )
{
if( !FClassnameIs( pEnt->pev, "gateofbabylon_spawner" ) )
continue;
pSpawner = static_cast<CGateOfBabylonSpawner*>( pEnt );
UTIL_Remove( m_pSpawners[iSpawnerCount] );
m_pSpawners[iSpawnerCount] = pSpawner;
pSpawner->m_iNumber = iSpawnerCount;
pSpawner->m_pGates = this;
pSpawner->SetThink( &CGateOfBabylonSpawner::FollowPlayerThink );
iSpawnerCount++;
}
m_iSpawnerCount = iSpawnerCount;
#endif
}
void CGateOfBabylon::Reload( void )
{
}
void CGateOfBabylon::WeaponIdle( void )
{
ResetEmptySound();
if( m_flTimeWeaponIdle >= UTIL_MyWeaponTimeBase() )
return;
m_flTimeWeaponIdle = UTIL_MyWeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
SendWeaponAnim( CROWBAR_IDLE );
}
bool CGateOfBabylon::IntersectOtherSpawner( CGateOfBabylonSpawner *spawner )
{
for( int i = 0; i < m_iSpawnerCount; i++ )
{
CGateOfBabylonSpawner *o = m_pSpawners[i];
if( spawner == o || !o )
continue;
if( abs( spawner->m_vecOffset.x - o->m_vecOffset.x ) < 16 * pev->scale )
return true;
if( abs( spawner->m_vecOffset.y - o->m_vecOffset.y ) < 16 * pev->scale )
return true;
}
return false;
}
#endif