NSEntity: add GetSpawnAge() and GetSpawnTime() methods, which communicate when an instance of an entity was brought into the world.
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@ -51,6 +51,7 @@ what you are doing. Otherwise, you will deal with loss of savegames and much mor
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class NSEntity:NSTrigger
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class NSEntity:NSTrigger
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{
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{
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private:
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private:
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float m_flSpawnTime;
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bool m_bHidden; /**< decides whether the entity is visible or not, without affecting collision */
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bool m_bHidden; /**< decides whether the entity is visible or not, without affecting collision */
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vector m_vecMins; /**< REAL min bounding box value, without .scale affecting it */
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vector m_vecMins; /**< REAL min bounding box value, without .scale affecting it */
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vector m_vecMaxs; /**< REAL max bounding box value, without .scale affecting it */
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vector m_vecMaxs; /**< REAL max bounding box value, without .scale affecting it */
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@ -354,6 +355,12 @@ public:
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/** Returns either true or false depending on if this entity is facing the entity in question. */
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/** Returns either true or false depending on if this entity is facing the entity in question. */
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nonvirtual bool IsFacing(entity);
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nonvirtual bool IsFacing(entity);
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/** Returns the time that's passed since the entity has been spawned. */
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nonvirtual float GetSpawnAge(void);
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/** Returns the absolute timestamp of when the entity had been spawned. */
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nonvirtual float GetSpawnTime(void);
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};
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};
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#ifdef CLIENT
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#ifdef CLIENT
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@ -24,6 +24,7 @@ static void droptofloorwrapper( entity foo ) {
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void NSEntity::NSEntity( void ) {
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void NSEntity::NSEntity( void ) {
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identity = 1;
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identity = 1;
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m_flSpawnTime = time;
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}
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}
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void NSEntity::Spawned( void ) {
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void NSEntity::Spawned( void ) {
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@ -899,6 +900,18 @@ bool NSEntity::IsFacing(entity target)
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return ((vecDiff * v_forward) > 0 ) ? true : false;
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return ((vecDiff * v_forward) > 0 ) ? true : false;
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}
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}
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float
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NSEntity::GetSpawnAge(void)
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{
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return time - m_flSpawnTime;
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}
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float
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NSEntity::GetSpawnTime(void)
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{
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return m_flSpawnTime;
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}
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#ifdef CLIENT
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#ifdef CLIENT
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void
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void
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NSEntity_ReadEntity(bool new)
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NSEntity_ReadEntity(bool new)
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