Lines Matching refs:it_ent

300 	gentity_t	*it_ent = G_Spawn();  in GunRackAddItem()  local
305 if ( it_ent && gun ) in GunRackAddItem()
311 it_ent->spawnflags |= 16;// VERTICAL in GunRackAddItem()
316 it_ent->count = 15; in GunRackAddItem()
319 it_ent->count = 100; in GunRackAddItem()
322 it_ent->count = 4; in GunRackAddItem()
331 VectorSet( it_ent->maxs, 6.75f, 6.75f, 6.75f ); in GunRackAddItem()
332 VectorScale( it_ent->maxs, -1, it_ent->mins ); in GunRackAddItem()
335 it_ent->spawnflags |= 1;// ITMSF_SUSPEND in GunRackAddItem()
336 it_ent->classname = G_NewString(gun->classname); //copy it so it can be freed safely in GunRackAddItem()
337 G_SpawnItem( it_ent, gun ); in GunRackAddItem()
340 FinishSpawningItem( it_ent ); in GunRackAddItem()
348it_ent->count += 10; // give more on higher difficulty because there will be more/harder enemies? in GunRackAddItem()
359 it_ent->count *= 0.75f; in GunRackAddItem()
362 it_ent->count *= 0.5f; in GunRackAddItem()
368 it_ent->nextthink = 0; in GunRackAddItem()
370 VectorCopy( org, it_ent->s.origin ); in GunRackAddItem()
371 VectorMA( it_ent->s.origin, fright, right, it_ent->s.origin ); in GunRackAddItem()
372 VectorMA( it_ent->s.origin, ffwd, fwd, it_ent->s.origin ); in GunRackAddItem()
373 it_ent->s.origin[2] += fup; in GunRackAddItem()
375 VectorCopy( angs, it_ent->s.angles ); in GunRackAddItem()
378 it_ent->flags |= ( FL_DROPPED_ITEM | FL_FORCE_PULLABLE_ONLY ); in GunRackAddItem()
379 it_ent->physicsBounce = 0.1f; in GunRackAddItem()
387it_ent->s.angles[t] = AngleNormalize180( it_ent->s.angles[t] + 180 + Q_flrand(-1.0f, 1.0f) * 14 ); in GunRackAddItem()
391 it_ent->s.angles[t] = AngleNormalize180( it_ent->s.angles[t] + Q_flrand(-1.0f, 1.0f) * 4 ); in GunRackAddItem()
398it_ent->s.angles[t] = AngleNormalize180( it_ent->s.angles[t] + 90 + Q_flrand(-1.0f, 1.0f) * 4 ); in GunRackAddItem()
403 G_SetAngles( it_ent, it_ent->s.angles ); in GunRackAddItem()
404 G_SetOrigin( it_ent, it_ent->s.origin ); in GunRackAddItem()
405 gi.linkentity( it_ent ); in GunRackAddItem()