Can someone explain this routine?
Posted: Tue Mar 15, 2005 9:49 am
This routine was pinched from a BreakThrough MP obj map that I modded some time ago, the routine was an existing one in the existing scr. I have looked over it countless times and it still dosn't make sense to me.
Could some script guru's have a look and explain in simplistic step by step terms how it is supposed to switch spawns over?
Thanks Grassy
Could some script guru's have a look and explain in simplistic step by step terms how it is supposed to switch spawns over?
Code: Select all
reverseSpawnPoints:
if(!($axisspawn) || !($alliedspawn))
End
local.axis = $axisspawn.size
local.allies = $alliedspawn.size
if(local.axis > local.allies)
{
for(local.a = 1; local.a <= local.allies; local.a++)
{
local.temporigin = $axisspawn[local.a].origin
local.tempangles = $axisspawn[local.a].angles
$axisspawn[local.a].origin = $alliedspawn[local.a].origin
$axisspawn[local.a].angles = $alliedspawn[local.a].angles
$alliedspawn[local.a].origin = local.temporigin
$alliedspawn[local.a].angles = local.tempangles
}
for(local.b = local.allies + 1; local.b <= local.axis; local.b++)
$axisspawn[local.a] disablespawn
}
else
{
for(local.a = 1; local.a <= local.axis; local.a++)
{
local.temporigin = $axisspawn[local.a].origin
local.tempangles = $axisspawn[local.a].angles
$axisspawn[local.a].origin = $alliedspawn[local.a].origin
$axisspawn[local.a].angles = $alliedspawn[local.a].angles
$alliedspawn[local.a].origin = local.temporigin
$alliedspawn[local.a].angles = local.tempangles
}
for(local.b = local.axis + 1; local.b <= local.allies; local.b++)
$alliedspawn[local.a] disablespawn
}
End