Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "asw_spawn_group.h"
#include "asw_base_spawner.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( asw_spawn_group, CASW_Spawn_Group );
BEGIN_DATADESC( CASW_Spawn_Group )
DEFINE_KEYFIELD( m_iszSpawnerNames[0], FIELD_STRING, "SpawnerName00"),
DEFINE_KEYFIELD( m_iszSpawnerNames[1], FIELD_STRING, "SpawnerName01"),
DEFINE_KEYFIELD( m_iszSpawnerNames[2], FIELD_STRING, "SpawnerName02"),
DEFINE_KEYFIELD( m_iszSpawnerNames[3], FIELD_STRING, "SpawnerName03"),
DEFINE_KEYFIELD( m_iszSpawnerNames[4], FIELD_STRING, "SpawnerName04"),
DEFINE_KEYFIELD( m_iszSpawnerNames[5], FIELD_STRING, "SpawnerName05"),
DEFINE_KEYFIELD( m_iszSpawnerNames[6], FIELD_STRING, "SpawnerName06"),
DEFINE_KEYFIELD( m_iszSpawnerNames[7], FIELD_STRING, "SpawnerName07"),
DEFINE_KEYFIELD( m_iszSpawnerNames[8], FIELD_STRING, "SpawnerName08"),
END_DATADESC()
CASW_Spawn_Group::CASW_Spawn_Group()
{
}
CASW_Spawn_Group::~CASW_Spawn_Group()
{
}
void CASW_Spawn_Group::Spawn()
{
BaseClass::Spawn();
}
void CASW_Spawn_Group::Activate()
{
BaseClass::Activate();
FindSpawners();
}
// searches for all our named spawners and adds them to the list
void CASW_Spawn_Group::FindSpawners()
{
for ( int i = 0; i < MAX_SPAWNER_NAMES_PER_GROUP; i++ )
{
if ( m_iszSpawnerNames[ i ] == NULL_STRING )
continue;
CBaseEntity *pEnt = NULL;
while ( ( pEnt = gEntList.FindEntityByName( pEnt, m_iszSpawnerNames[ i ], NULL ) ) != NULL )
{
if ( pEnt->Classify() != CLASS_ASW_SPAWNER && pEnt->Classify() != CLASS_ASW_HOLDOUT_SPAWNER )
continue;
CASW_Base_Spawner *pSpawner = assert_cast<CASW_Base_Spawner*>( pEnt );
m_hSpawners.AddToTail( pSpawner );
}
}
}
// picks a number of spawners randomly from this spawngroup
void CASW_Spawn_Group::PickSpawnersRandomly( int nNumSpawners, bool bIncludeRecentlySpawned, CUtlVector< CASW_Base_Spawner* > *pSpawners )
{
pSpawners->RemoveAll();
CUtlVector< CASW_Base_Spawner* > candidates;
for ( int i = 0; i < m_hSpawners.Count(); i++ )
{
if ( !m_hSpawners[i].Get() || !m_hSpawners[i]->IsEnabled() )
continue;
if ( !bIncludeRecentlySpawned && m_hSpawners[i]->HasRecentlySpawned() )
continue;
candidates.AddToTail( m_hSpawners[i].Get() );
}
for ( int i = 0; ( (i < nNumSpawners) && (candidates.Count() > 0) ); i++ )
{
int nChosen = RandomInt( 0, candidates.Count() - 1 );
pSpawners->AddToTail( candidates[ nChosen ] );
candidates.Remove( nChosen );
}
}