GS-EntBase: Fix some more places where remove() was being called directly when it shouldn't be

This commit is contained in:
Marco Cawthorne 2022-11-30 17:26:50 -08:00
parent b593c2694b
commit 41ccbca2aa
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
4 changed files with 3 additions and 6 deletions

View File

@ -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

View File

@ -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;

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@ -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 ) {

View File

@ -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;