From 41ccbca2aac8983166d1cfc54d4cc793ab64f666 Mon Sep 17 00:00:00 2001 From: Marco Cawthorne Date: Wed, 30 Nov 2022 17:26:50 -0800 Subject: [PATCH] GS-EntBase: Fix some more places where remove() was being called directly when it shouldn't be --- src/gs-entbase/shared/ambient_generic.qc | 2 -- src/gs-entbase/shared/env_bubbles.qc | 3 +-- src/shared/NSEntity.qc | 2 +- src/shared/propdata.qc | 2 +- 4 files changed, 3 insertions(+), 6 deletions(-) diff --git a/src/gs-entbase/shared/ambient_generic.qc b/src/gs-entbase/shared/ambient_generic.qc index 7f12ba76..be92c087 100644 --- a/src/gs-entbase/shared/ambient_generic.qc +++ b/src/gs-entbase/shared/ambient_generic.qc @@ -113,9 +113,7 @@ ambient_generic::ambient_generic(void) void ambient_generic::OnRemoveEntity(void) { -#ifdef SERVER sound(this, CHAN_BODY, "common/null.wav", 0.1f, 0); -#endif } #ifdef SERVER diff --git a/src/gs-entbase/shared/env_bubbles.qc b/src/gs-entbase/shared/env_bubbles.qc index 7c83e3c5..3d8f88bf 100644 --- a/src/gs-entbase/shared/env_bubbles.qc +++ b/src/gs-entbase/shared/env_bubbles.qc @@ -268,8 +268,7 @@ env_bubbles::EmitBubbles(void) /* destroy the bubble once it exits out the water */ timer = (size[2] / eBubble.velocity[2]); - eBubble.think = Util_Destroy; - eBubble.nextthink = time + timer; + eBubble.ScheduleThink(Destroy, timer); } nextthink = time + m_flFrequency; diff --git a/src/shared/NSEntity.qc b/src/shared/NSEntity.qc index e0ac6dcd..04c9d21d 100644 --- a/src/shared/NSEntity.qc +++ b/src/shared/NSEntity.qc @@ -856,7 +856,7 @@ through your own hoops. This however will be sufficient 99,99% of the time. void NSEntity::Destroy( void ) { removed = 1; /* mark this as cleanly removed */ OnRemoveEntity(); - ScheduleThink( Util_Destroy, 0.0f ); + ScheduleThink(Util_Destroy, 0.0f ); } void NSEntity::Show( void ) { diff --git a/src/shared/propdata.qc b/src/shared/propdata.qc index 1a164c8d..b2572073 100644 --- a/src/shared/propdata.qc +++ b/src/shared/propdata.qc @@ -575,7 +575,7 @@ BreakModel_SpawnID(vector smins, vector smaxs, vector dir, float speed, int coun gib.velocity[2] += (random() - 0.5) * (speed * 0.25); gib.SetAngularVelocity(vectoangles(gib.velocity)); gib.SetMovetype(MOVETYPE_BOUNCE); - gib.ScheduleThink(Util_Destroy, fadetime); + gib.ScheduleThink(NSEntity::Destroy, fadetime); #ifdef CLIENT gib.drawmask = MASK_ENGINE;