void spawn01map(void vName, float fX, float fY, float fZ)
{
//spawn01 (Generic spawner)
//Damon Vaughn Caskey + Douglas Baldan
//07/06/2007
//
//Spawns entity next to caller.
//
//vName: Model name of entity to be spawned in.
//fX: X location adjustment.
//fZ: Y location adjustment.
//fY: Z location adjustment.
void self = getlocalvar("self"); //Get calling entity.
int iMap = getentityproperty(self, "map"); // Get caller's remap.
void vSpawn; //Spawn object.
int iDirection = getentityproperty(self, "direction");
clearspawnentry(); //Clear current spawn entry.
setspawnentry("name", vName); //Acquire spawn entity by name.
if (iDirection == 0){ //Is entity facing left?
fX = -fX; //Reverse X direction to match facing.
}
fX = fX + getentityproperty(self, "x"); //Get X location and add adjustment.
fY = fY + getentityproperty(self, "a"); //Get Y location and add adjustment.
fZ = fZ + getentityproperty(self, "z"); //Get Z location and add adjustment.
vSpawn = spawn(); //Spawn in entity.
changeentityproperty(vSpawn, "position", fX, fZ, fY); //Set spawn location.
changeentityproperty(vSpawn, "direction", iDirection); //Set direction.
changeentityproperty(vSpawn, "map", iMap); //Set map.
return vSpawn; //Return spawn.
}
void spawnMap(void vName, float fX, float fY, float fZ, int Map)
{
//spawn01 (Generic spawner)
//Damon Vaughn Caskey + Douglas Baldan
//07/06/2007
//
//Spawns entity next to caller.
//
//vName: Model name of entity to be spawned in.
//fX: X location adjustment.
//fY: Y location adjustment.
//fZ: Z location adjustment.
//Map: palette setting.
void self = getlocalvar("self"); //Get calling entity.
void vSpawn; //Spawn object.
int iDirection = getentityproperty(self, "direction");
clearspawnentry(); //Clear current spawn entry.
setspawnentry("name", vName); //Acquire spawn entity by name.
if (iDirection == 0){ //Is entity facing left?
fX = -fX; //Reverse X direction to match facing.
}
fX = fX + getentityproperty(self, "x"); //Get X location and add adjustment.
fY = fY + getentityproperty(self, "a"); //Get Y location and add adjustment.
fZ = fZ + getentityproperty(self, "z"); //Get Z location and add adjustment.
vSpawn = spawn(); //Spawn in entity.
changeentityproperty(vSpawn, "position", fX, fZ, fY); //Set spawn location.
changeentityproperty(vSpawn, "direction", iDirection); //Set direction.
changeentityproperty(vSpawn, "map", Map); //Set palette
return vSpawn; //Return spawn.
}