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add hl1,portal,dod source code
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: An entity that creates NPCs in the game.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "entityapi.h"
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#include "entityoutput.h"
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#include "ai_basenpc.h"
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#include "hl1_monstermaker.h"
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#include "mapentities.h"
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BEGIN_DATADESC( CNPCMaker )
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DEFINE_KEYFIELD( m_iMaxNumNPCs, FIELD_INTEGER, "monstercount" ),
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DEFINE_KEYFIELD( m_iMaxLiveChildren, FIELD_INTEGER, "MaxLiveChildren" ),
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DEFINE_KEYFIELD( m_flSpawnFrequency, FIELD_FLOAT, "delay" ),
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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DEFINE_KEYFIELD( m_iszNPCClassname, FIELD_STRING, "monstertype" ),
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DEFINE_FIELD( m_cLiveChildren, FIELD_INTEGER ),
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DEFINE_FIELD( m_flGround, FIELD_FLOAT ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Spawn", InputSpawnNPC ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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// Outputs
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DEFINE_OUTPUT( m_OnSpawnNPC, "OnSpawnNPC" ),
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// Function Pointers
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DEFINE_THINKFUNC( MakerThink ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( monstermaker, CNPCMaker );
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//-----------------------------------------------------------------------------
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// Purpose: Spawn
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//-----------------------------------------------------------------------------
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void CNPCMaker::Spawn( void )
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{
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SetSolid( SOLID_NONE );
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m_cLiveChildren = 0;
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Precache();
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// If I can make an infinite number of NPC, force them to fade
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if ( m_spawnflags & SF_NPCMAKER_INF_CHILD )
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{
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m_spawnflags |= SF_NPCMAKER_FADE;
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}
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//Start on?
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if ( m_bDisabled == false )
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{
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SetThink ( &CNPCMaker::MakerThink );
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SetNextThink( gpGlobals->curtime + m_flSpawnFrequency );
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}
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else
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{
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//wait to be activated.
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SetThink ( &CBaseEntity::SUB_DoNothing );
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}
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m_flGround = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns whether or not it is OK to make an NPC at this instant.
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//-----------------------------------------------------------------------------
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bool CNPCMaker::CanMakeNPC( void )
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{
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if ( m_iMaxLiveChildren > 0 && m_cLiveChildren >= m_iMaxLiveChildren )
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{// not allowed to make a new one yet. Too many live ones out right now.
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return false;
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}
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if ( !m_flGround )
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{
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// set altitude. Now that I'm activated, any breakables, etc should be out from under me.
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trace_t tr;
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UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() - Vector ( 0, 0, 2048 ), MASK_NPCSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
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m_flGround = tr.endpos.z;
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}
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Vector mins = GetAbsOrigin() - Vector( 34, 34, 0 );
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Vector maxs = GetAbsOrigin() + Vector( 34, 34, 0 );
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maxs.z = GetAbsOrigin().z;
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//Only adjust for the ground if we want it
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if ( ( m_spawnflags & SF_NPCMAKER_NO_DROP ) == false )
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{
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mins.z = m_flGround;
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}
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CBaseEntity *pList[128];
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int count = UTIL_EntitiesInBox( pList, 128, mins, maxs, FL_CLIENT|FL_NPC );
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if ( count )
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{
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//Iterate through the list and check the results
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for ( int i = 0; i < count; i++ )
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{
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//Don't build on top of another entity
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if ( pList[i] == NULL )
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continue;
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//If one of the entities is solid, then we can't spawn now
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if ( ( pList[i]->GetSolidFlags() & FSOLID_NOT_SOLID ) == false )
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return false;
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: If this had a finite number of children, return true if they've all
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// been created.
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//-----------------------------------------------------------------------------
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bool CNPCMaker::IsDepleted()
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{
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if ( (m_spawnflags & SF_NPCMAKER_INF_CHILD) || m_iMaxNumNPCs > 0 )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Toggle the spawner's state
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//-----------------------------------------------------------------------------
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void CNPCMaker::Toggle( void )
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{
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if ( m_bDisabled )
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{
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Enable();
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}
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else
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{
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Disable();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Start the spawner
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//-----------------------------------------------------------------------------
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void CNPCMaker::Enable( void )
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{
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// can't be enabled once depleted
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if ( IsDepleted() )
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return;
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m_bDisabled = false;
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SetThink ( &CNPCMaker::MakerThink );
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SetNextThink( gpGlobals->curtime );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stop the spawner
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//-----------------------------------------------------------------------------
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void CNPCMaker::Disable( void )
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{
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m_bDisabled = true;
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SetThink ( NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler that spawns an NPC.
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//-----------------------------------------------------------------------------
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void CNPCMaker::InputSpawnNPC( inputdata_t &inputdata )
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{
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MakeNPC();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input hander that starts the spawner
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//-----------------------------------------------------------------------------
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void CNPCMaker::InputEnable( inputdata_t &inputdata )
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{
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Enable();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input hander that stops the spawner
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//-----------------------------------------------------------------------------
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void CNPCMaker::InputDisable( inputdata_t &inputdata )
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{
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Disable();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input hander that toggles the spawner
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//-----------------------------------------------------------------------------
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void CNPCMaker::InputToggle( inputdata_t &inputdata )
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{
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Toggle();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Precache the target NPC
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//-----------------------------------------------------------------------------
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void CNPCMaker::Precache( void )
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{
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BaseClass::Precache();
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UTIL_PrecacheOther( STRING( m_iszNPCClassname ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates the NPC.
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//-----------------------------------------------------------------------------
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void CNPCMaker::MakeNPC( void )
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{
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if (!CanMakeNPC())
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{
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return;
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}
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CBaseEntity *pent = (CBaseEntity*)CreateEntityByName( STRING(m_iszNPCClassname) );
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if ( !pent )
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{
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Warning("NULL Ent in NPCMaker!\n" );
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return;
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}
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m_OnSpawnNPC.FireOutput( this, this );
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pent->SetLocalOrigin( GetAbsOrigin() );
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pent->SetLocalAngles( GetAbsAngles() );
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pent->AddSpawnFlags( SF_NPC_FALL_TO_GROUND );
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if ( m_spawnflags & SF_NPCMAKER_FADE )
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{
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pent->AddSpawnFlags( SF_NPC_FADE_CORPSE );
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}
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DispatchSpawn( pent );
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pent->SetOwnerEntity( this );
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m_cLiveChildren++;// count this NPC
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if (!(m_spawnflags & SF_NPCMAKER_INF_CHILD))
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{
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m_iMaxNumNPCs--;
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if ( IsDepleted() )
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{
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// Disable this forever. Don't kill it because it still gets death notices
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SetThink( NULL );
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SetUse( NULL );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates a new NPC every so often.
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//-----------------------------------------------------------------------------
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void CNPCMaker::MakerThink ( void )
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{
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SetNextThink( gpGlobals->curtime + m_flSpawnFrequency );
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MakeNPC();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pVictim -
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//-----------------------------------------------------------------------------
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void CNPCMaker::DeathNotice( CBaseEntity *pVictim )
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{
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// ok, we've gotten the deathnotice from our child, now clear out its owner if we don't want it to fade.
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m_cLiveChildren--;
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}
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