mp/src/game/server/sdk/da_spawngenerator.cpp
void CSpawnPointGenerator::UpdateTryLists( SpawnGridLoc *refLoc )
{
	int x = refLoc->xIndex;
	int y = refLoc->yIndex;
		
	if ( (x < iMaxX) && (GridLoc(x+1,y)->iStatus < BLOCKED) )
		m_arrCanLeft.AddToTail(refLoc);
	if ( (x > iCurMinX) && (GridLoc(x-1,y)->iStatus < BLOCKED) )
		m_arrCanRight.AddToTail(refLoc);
	if ( (y > iCurMinY) && (GridLoc(x,y-1)->iStatus < BLOCKED) )
		m_arrCanFront.AddToTail(refLoc);
}
// for each adjacent grid point that isn't known to be invalid, add the given
// point to the 
for each adjacent grid point that isn't known to be invalid, add the given
point to the
for each adjacent grid point that isn ' t known to be invalid add the given point to the
void CSpawnPointGenerator::UpdateTryLists( SpawnGridLoc *refLoc )
{
	int x = refLoc->xIndex;
	int y = refLoc->yIndex;
	if ( (x < iMaxX) && (GridLoc(x+1,y)->iStatus < BLOCKED) )
		m_arrCanLeft.AddToTail(refLoc);
	if ( (x > iCurMinX) && (GridLoc(x-1,y)->iStatus < BLOCKED) )
		m_arrCanRight.AddToTail(refLoc);
	if ( (y > iCurMinY) && (GridLoc(x,y-1)->iStatus < BLOCKED) )
		m_arrCanFront.AddToTail(refLoc);
}
void CSpawnPointGenerator :: UpdateTryLists ( SpawnGridLoc * refLoc ) { int x = refLoc -> xIndex ; int y = refLoc -> yIndex ; if ( ( x < iMaxX ) && ( GridLoc ( x + 1 , y ) -> iStatus < BLOCKED ) ) m_arrCanLeft . AddToTail ( refLoc ) ; if ( ( x > iCurMinX ) && ( GridLoc ( x - 1 , y ) -> iStatus < BLOCKED ) ) m_arrCanRight . AddToTail ( refLoc ) ; if ( ( y > iCurMinY ) && ( GridLoc ( x , y - 1 ) -> iStatus < BLOCKED ) ) m_arrCanFront . AddToTail ( refLoc ) ; }
for each adjacent grid point that isn't known to be invalid, add the given
point to the
for each adjacent grid point that isn ' t known to be invalid add the given point to the