//========================================================= // Crea un NPC Grunt. //========================================================= CAI_BaseNPC *CSurvivalZombieSpawn::MakeGrunt() { // Desactivado if ( Disabled || !sv_spawn_zombies.GetBool() ) return NULL; CAI_BaseNPC *pGrunt = (CAI_BaseNPC *)CreateEntityByName("npc_grunt"); // Ocurrio algún problema. if ( !pGrunt ) { Warning("[SURVIVAL ZOMBIE MAKER] Ha ocurrido un problema al intentar crear un grunt. \r\n"); return NULL; } Vector origin; if ( !CanMakeNPC(pGrunt, &origin) ) return NULL; // Lugar de creación. pGrunt->SetAbsOrigin(origin); // Nombre del Grunt. // [¡NO CAMBIAR!] Es utilizado por otras entidades para referirse a los zombis creados por esta entidad. pGrunt->SetName(MAKE_STRING("survival_grunt")); QAngle angles = GetAbsAngles(); angles.x = 0.0; angles.z = 0.0; pGrunt->SetAbsAngles(angles); // Tiene que caer al suelo. pGrunt->AddSpawnFlags(SF_NPC_FALL_TO_GROUND); // Creamos al grunt, le decimos quien es su dios (creador) y lo activamos. DispatchSpawn(pGrunt); pGrunt->SetOwnerEntity(this); DispatchActivate(pGrunt); // Ahora creamos la música. pGruntMusic = (CEnvSound *)CreateEntityByName("env_sound"); pGruntMusic->SetSourceEntityName(MAKE_STRING("survival_grunt")); pGruntMusic->SetSoundName(MAKE_STRING("NPC_Grunt.BackgroundMusic")); pGruntMusic->SetRadius(8000.0); pGruntMusic->SetAbsOrigin(origin); DispatchSpawn(pGruntMusic); pGruntMusic->SetOwnerEntity(this); DispatchActivate(pGruntMusic); pGruntMusic->SetPitch(100); pGruntMusic->SetVolume(1); pGruntMusic->PlayManual(1, 100); return pGrunt; }
//========================================================= // Crea un Jefe. //========================================================= CAI_BaseNPC *CDirectorSpawn::MakeBoss() { // Desactivado if ( Disabled ) return NULL; // Seleccionamos una clase de NPC para crear. const char *pClass = SelectRandomBoss(); CAI_BaseNPC *pNPC = VerifyClass(pClass); // Ocurrio algún problema. if ( !pNPC ) { Warning("[DIRECTOR SPAWN] Ha ocurrido un problema al intentar crear un Jefe. \r\n"); return NULL; } Vector origin; // Verificamos si podemos crear el Grunt en el radio. if ( !CanMakeNPC(pNPC, &origin) ) return NULL; // Lugar de creación. pNPC->SetAbsOrigin(origin); // Nombre del Jefe. pNPC->SetName(MAKE_STRING(BOSS_NAME)); QAngle angles = GetAbsAngles(); angles.x = 0.0; angles.z = 0.0; pNPC->SetAbsAngles(angles); // Tiene que caer al suelo. pNPC->AddSpawnFlags(SF_NPC_FALL_TO_GROUND); // Creamos al Jefe, le decimos quien es su dios (creador) y lo activamos. DispatchSpawn(pNPC); pNPC->SetOwnerEntity(this); DispatchActivate(pNPC); // Al parecer se atoro en una pared. if ( !PostSpawn(pNPC) ) return NULL; // Debe conocer la ubicación del jugador (Su enemigo) CIN_Player *pPlayer = UTIL_GetRandomInPlayer(); if ( pPlayer ) { // Ataca al jugador YA pNPC->SetEnemy(pPlayer); pNPC->UpdateEnemyMemory(pPlayer, pPlayer->GetAbsOrigin()); } return pNPC; }
//----------------------------------------------------------------------------- // Purpose: Place NPC somewhere on the perimeter of my radius. //----------------------------------------------------------------------------- void CTemplateNPCMaker::MakeNPCInRadius( void ) { if ( !CanMakeNPC(true)) return; CAI_BaseNPC *pent = NULL; CBaseEntity *pEntity = NULL; MapEntity_ParseEntity( pEntity, STRING(m_iszTemplateData), NULL ); if ( pEntity != NULL ) { pent = (CAI_BaseNPC *)pEntity; } if ( !pent ) { Warning("NULL Ent in NPCMaker!\n" ); return; } if ( !PlaceNPCInRadius( pent ) ) { // Failed to place the NPC. Abort UTIL_RemoveImmediate( pent ); return; } m_OnSpawnNPC.Set( pEntity, pEntity, this ); pent->AddSpawnFlags( SF_NPC_FALL_TO_GROUND ); pent->RemoveSpawnFlags( SF_NPC_TEMPLATE ); ChildPreSpawn( pent ); DispatchSpawn( pent ); pent->SetOwnerEntity( this ); DispatchActivate( pent ); ChildPostSpawn( pent ); m_nLiveChildren++;// count this NPC if (!(m_spawnflags & SF_NPCMAKER_INF_CHILD)) { m_nMaxNumNPCs--; if ( IsDepleted() ) { m_OnAllSpawned.FireOutput( this, this ); // Disable this forever. Don't kill it because it still gets death notices SetThink( NULL ); SetUse( NULL ); } } }
bool CDirector_Manager::AddBoss(const Vector &vecPosition) { // No se ha podido acceder al Director. if ( !Director() ) return false; // No es posible crear un jefe aquí. if ( !CanMake(vecPosition) ) return false; // Creamos un jefe de la lista. const char *pBossName = GetBossClass(); CAI_BaseNPC *pBoss = (CAI_BaseNPC *)CreateEntityByName(pBossName); QAngle angles = RandomAngle(0, 360); angles.x = 0.0; angles.z = 0.0; pBoss->SetAbsAngles(angles); // Establecemos la ubicación de creación. pBoss->SetAbsOrigin(vecPosition); // Debe caer al suelo y desaparecer. pBoss->AddSpawnFlags(SF_NPC_FALL_TO_GROUND); UTIL_DropToFloor(pBoss, MASK_SOLID); ConVarRef director_debug("director_debug"); // Marcamos al nodo afortunado. if ( director_debug.GetBool() ) NDebugOverlay::Box(vecPosition, -Vector(15, 15, 15), Vector(15, 15, 15), 223, 1, 1, 10, 3.0f); DispatchSpawn(pBoss); pBoss->SetOwnerEntity(Director()); DispatchActivate(pBoss); // ¡¡NO CAMBIAR!! pBoss->SetName(MAKE_STRING(BOSS_NAME)); // Al parecer se atoro en una pared. if ( !PostSpawn(pBoss) ) return false; DevMsg("[MANAGER] Se ha creado un JEFE. \r\n"); ++Director()->BossSpawned; Director()->BossPendient = false; Director()->ChildsKilled = 0; return true; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTemplateNPCMaker::MakeNPC( void ) { // If we should be using the radius spawn method instead, do so if ( m_flRadius && HasSpawnFlags(SF_NPCMAKER_ALWAYSUSERADIUS) ) { MakeNPCInRadius(); return; } if (!CanMakeNPC( ( m_iszDestinationGroup != NULL_STRING ) )) return; CNPCSpawnDestination *pDestination = NULL; if ( m_iszDestinationGroup != NULL_STRING ) { pDestination = FindSpawnDestination(); if ( !pDestination ) { DevMsg( 2, "%s '%s' failed to find a valid spawnpoint in destination group: '%s'\n", GetClassname(), STRING(GetEntityName()), STRING(m_iszDestinationGroup) ); return; } } CAI_BaseNPC *pent = NULL; CBaseEntity *pEntity = NULL; MapEntity_ParseEntity( pEntity, STRING(m_iszTemplateData), NULL ); if ( pEntity != NULL ) { pent = (CAI_BaseNPC *)pEntity; } if ( !pent ) { Warning("NULL Ent in NPCMaker!\n" ); return; } if ( pDestination ) { pent->SetAbsOrigin( pDestination->GetAbsOrigin() ); // Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC. QAngle angles = pDestination->GetAbsAngles(); angles.x = 0.0; angles.z = 0.0; pent->SetAbsAngles( angles ); pDestination->OnSpawnedNPC( pent ); } else { pent->SetAbsOrigin( GetAbsOrigin() ); // Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC. QAngle angles = GetAbsAngles(); angles.x = 0.0; angles.z = 0.0; pent->SetAbsAngles( angles ); } m_OnSpawnNPC.Set( pEntity, pEntity, this ); if ( m_spawnflags & SF_NPCMAKER_FADE ) { pent->AddSpawnFlags( SF_NPC_FADE_CORPSE ); } pent->RemoveSpawnFlags( SF_NPC_TEMPLATE ); if ( ( m_spawnflags & SF_NPCMAKER_NO_DROP ) == false ) { pent->RemoveSpawnFlags( SF_NPC_FALL_TO_GROUND ); // don't fall, slam } ChildPreSpawn( pent ); DispatchSpawn( pent ); pent->SetOwnerEntity( this ); DispatchActivate( pent ); ChildPostSpawn( pent ); m_nLiveChildren++;// count this NPC if (!(m_spawnflags & SF_NPCMAKER_INF_CHILD)) { m_nMaxNumNPCs--; if ( IsDepleted() ) { m_OnAllSpawned.FireOutput( this, this ); // Disable this forever. Don't kill it because it still gets death notices SetThink( NULL ); SetUse( NULL ); } } }
//----------------------------------------------------------------------------- // Purpose: Creates the NPC. //----------------------------------------------------------------------------- void CNPCMaker::MakeNPC( void ) { if (!CanMakeNPC()) return; CAI_BaseNPC *pent = (CAI_BaseNPC*)CreateEntityByName( STRING(m_iszNPCClassname) ); if ( !pent ) { Warning("NULL Ent in NPCMaker!\n" ); return; } // ------------------------------------------------ // Intialize spawned NPC's relationships // ------------------------------------------------ pent->SetRelationshipString( m_RelationshipString ); m_OnSpawnNPC.Set( pent, pent, this ); pent->SetAbsOrigin( GetAbsOrigin() ); // Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC. QAngle angles = GetAbsAngles(); angles.x = 0.0; angles.z = 0.0; pent->SetAbsAngles( angles ); pent->AddSpawnFlags( SF_NPC_FALL_TO_GROUND ); if ( m_spawnflags & SF_NPCMAKER_FADE ) { pent->AddSpawnFlags( SF_NPC_FADE_CORPSE ); } pent->m_spawnEquipment = m_spawnEquipment; pent->SetSquadName( m_SquadName ); pent->SetHintGroup( m_strHintGroup ); ChildPreSpawn( pent ); DispatchSpawn( pent ); pent->SetOwnerEntity( this ); DispatchActivate( pent ); if ( m_ChildTargetName != NULL_STRING ) { // if I have a netname (overloaded), give the child NPC that name as a targetname pent->SetName( m_ChildTargetName ); } ChildPostSpawn( pent ); m_nLiveChildren++;// count this NPC if (!(m_spawnflags & SF_NPCMAKER_INF_CHILD)) { m_nMaxNumNPCs--; if ( IsDepleted() ) { m_OnAllSpawned.FireOutput( this, this ); // Disable this forever. Don't kill it because it still gets death notices SetThink( NULL ); SetUse( NULL ); } } }
//========================================================= // Crea un hijo en la ubicación especificada. //========================================================= bool CDirector_Manager::AddChild(const Vector &vecPosition, int flag) { // No se ha podido acceder al Director. if ( !Director() ) return false; // No es posible crear un hijo aquí. if ( !CanMake(vecPosition) ) return false; // Creamos un hijo de la lista. const char *pChildName = GetChildClass(); CAI_BaseNPC *pChild = (CAI_BaseNPC *)CreateEntityByName(pChildName); QAngle angles = RandomAngle(0, 360); angles.x = 0.0; angles.z = 0.0; pChild->SetAbsAngles(angles); // Establecemos la ubicación de creación. pChild->SetAbsOrigin(vecPosition); // Debe caer al suelo y desaparecer. pChild->AddSpawnFlags(SF_NPC_FALL_TO_GROUND); pChild->AddSpawnFlags(SF_NPC_FADE_CORPSE); UTIL_DropToFloor(pChild, MASK_SOLID); ConVarRef director_debug("director_debug"); DispatchSpawn(pChild); pChild->SetOwnerEntity(Director()); DispatchActivate(pChild); // ¡¡NO CAMBIAR!! pChild->SetName(MAKE_STRING(CHILD_NAME)); // Sin colisiones. if ( flag == SPAWN_NO_COLLISION || flag == SPAWN_NO_COLLISION_AND_POWERFUL ) { pChild->SetCollisionGroup(COLLISION_GROUP_SPECIAL_NPC); Vector vecOriginRadius; if ( Director()->Status == PANIC && RandomInt(0, 4) == 2 ) pChild->SetCollisionGroup(COLLISION_GROUP_NPC); // Intentamos crearlo en un radio de 100 if ( CAI_BaseNPC::FindSpotForNPCInRadius(&vecOriginRadius, vecPosition, pChild, 150, false) ) { // Evitamos que se mueva por debajo del suelo. vecOriginRadius.z = vecPosition.z; // Movemos hacia esta ubicación. pChild->SetAbsOrigin(vecOriginRadius); // Marcamos al nodo afortunado. (Naranja) if ( director_debug.GetBool() ) NDebugOverlay::Box(vecOriginRadius, -Vector(10, 10, 10), Vector(10, 10, 10), 255, 128, 0, 10, 20.0f); } } // Poderoso. if ( flag == SPAWN_POWERFUL || flag == SPAWN_NO_COLLISION_AND_POWERFUL ) { int moreHealth = 3; // Normal: 5 más de salud. if ( InGameRules()->IsSkillLevel(SKILL_MEDIUM) ) moreHealth = 5; // Dificil: 8 más de salud. if ( InGameRules()->IsSkillLevel(SKILL_HARD) ) moreHealth = 8; // Más rápido. pChild->SetAddAccel(40); // Establecemos la nueva salud. pChild->SetMaxHealth(pChild->GetMaxHealth() + moreHealth); pChild->SetHealth(pChild->GetMaxHealth()); // Seleccionamos al jugador más cercano. float flDistance = 0.0f; CIN_Player *pPlayer = UTIL_GetNearestInPlayer(pChild->GetAbsOrigin(), flDistance); if ( pPlayer ) { // Le decimos que su nuevo enemigo es el jugador y le damos la ubicación de este. pChild->SetEnemy(pPlayer); pChild->UpdateEnemyMemory(pPlayer, pPlayer->GetAbsOrigin()); } } // Al parecer se atoro en una pared. if ( !PostSpawn(pChild) ) { // Marcamos al nodo desafortunado. (Negro) if ( director_debug.GetBool() ) NDebugOverlay::Box(vecPosition, -Vector(10, 10, 10), Vector(10, 10, 10), 0, 0, 0, 10, 3.0f); return false; } // Marcamos al nodo afortunado. (Rojo) if ( director_debug.GetBool() ) NDebugOverlay::Box(vecPosition, -Vector(10, 10, 10), Vector(10, 10, 10), 223, 1, 1, 10, 3.0f); DevMsg("[MANAGER] Se ha creado <%s> (faltan %i) \r\n", pChildName, Director()->SpawnQueue); ++Director()->ChildsSpawned; return true; }
//========================================================= // Crea un Zombi. //========================================================= CAI_BaseNPC *CSurvivalZombieSpawn::MakeNPC() { // Desactivado if ( Disabled || !sv_spawn_zombies.GetBool() ) return NULL; // Seleccionamos una clase de zombi para crear. const char *pZombieClass = SelectRandomZombie(); // El elegido es un Grunt. if ( pZombieClass == "npc_grunt" ) return MakeGrunt(); // Creamos al zombi. CAI_BaseNPC *pZombie = (CAI_BaseNPC *)CreateEntityByName(pZombieClass); // Emm... ¿puso todas las clases en "no crear"? :genius: if ( !pZombie ) { Warning("[SURVIVAL ZOMBIE MAKER] Ha ocurrido un problema al intentar crear un zombie. \r\n"); return NULL; } Vector origin; if ( !CanMakeNPC(pZombie, &origin) ) return NULL; // Lugar de creación. pZombie->SetAbsOrigin(origin); // Nombre del zombie. // [¡NO CAMBIAR!] Es utilizado por otras entidades para referirse a los zombis creados por esta entidad. pZombie->SetName(MAKE_STRING("survival_zombie")); QAngle angles = GetAbsAngles(); angles.x = 0.0; angles.z = 0.0; pZombie->SetAbsAngles(angles); // Tiene que caer al suelo. pZombie->AddSpawnFlags(SF_NPC_FALL_TO_GROUND); // Su cuerpo tiene que desaparecer al morir. pZombie->AddSpawnFlags(SF_NPC_FADE_CORPSE); // No colisionan con otros NPC's. (Zombis) if ( random->RandomInt(1, 3) == 2 ) pZombie->SetCollisionGroup(COLLISION_GROUP_SPECIAL_NPC); // Creamos al zombi, le decimos quien es su dios (creador) y lo activamos. DispatchSpawn(pZombie); pZombie->SetOwnerEntity(this); DispatchActivate(pZombie); // Skin al azar. pZombie->m_nSkin = random->RandomInt(1, 4); Childs++; ChildsAlive++; LastSpawn = gpGlobals->curtime; OnSpawnZombie.FireOutput(pZombie, this); return pZombie; }
//========================================================= // Crea un Zombi. //========================================================= CAI_BaseNPC *CDirectorSpawn::MakeNPC(bool Horde, bool disclosePlayer, bool checkRadius) { // Desactivado // Esta entidad no funciona en Multiplayer. if ( Disabled ) return NULL; // Seleccionamos una clase de NPC para crear. const char *pClass = SelectRandom(); CAI_BaseNPC *pNPC = VerifyClass(pClass); // Emm... ¿puso todas las clases en "no crear"? :genius: if ( !pNPC ) { Warning("[DIRECTOR SPAWN] Ha ocurrido un problema al intentar crear un NPC. \r\n"); return NULL; } Vector origin; // Verificamos si podemos crear un zombi en el radio. if ( checkRadius ) { if ( !CanMakeNPC(pNPC, &origin) ) return NULL; } // Lugar de creación. pNPC->SetAbsOrigin(origin); QAngle angles = GetAbsAngles(); angles.x = 0.0; angles.z = 0.0; pNPC->SetAbsAngles(angles); // Tiene que caer al suelo. pNPC->AddSpawnFlags(SF_NPC_FALL_TO_GROUND); // Su cuerpo tiene que desaparecer al morir. pNPC->AddSpawnFlags(SF_NPC_FADE_CORPSE); // Creamos al NPC, le decimos quien es su dios (creador) y lo activamos. DispatchSpawn(pNPC); pNPC->SetOwnerEntity(this); DispatchActivate(pNPC); // Al parecer se atoro en una pared. if ( !PostSpawn(pNPC) ) return NULL; // Nombre del NPC. pNPC->SetName(MAKE_STRING(CHILD_NAME)); #ifdef APOCALYPSE // Skin al azar. if ( pNPC->GetClassname() == "npc_zombie" ) pNPC->m_nSkin = random->RandomInt(1, 4); #endif // Es un NPC para la horda ¡woot! if ( Horde ) { AddHealth(pNPC); #ifdef APOCALYPSE // Más rápido. pNPC->SetAddAccel(40); // No colisiona con otros NPC's. (Zombis) if ( random->RandomInt(1, 4) == 2 ) pNPC->SetCollisionGroup(COLLISION_GROUP_SPECIAL_NPC); #endif } // Debe conocer la ubicación del jugador (Su enemigo) if ( disclosePlayer ) { CIN_Player *pPlayer = UTIL_GetRandomInPlayer(); if ( pPlayer ) pNPC->UpdateEnemyMemory(pPlayer, pPlayer->GetAbsOrigin()); } Childs++; ChildsAlive++; LastSpawn = gpGlobals->curtime; OnSpawnNPC.FireOutput(pNPC, this); return pNPC; }
//----------------------------------------------------------------------------- // Purpose: Creates the NPC. //----------------------------------------------------------------------------- void CNPCMakerXenInvasion::MakeNPC(void) { if (!CanMakeNPC()) return; if (g_pGameRules->bHasRandomized) { if (g_pGameRules->iRandomGamemode == FIREFIGHT_PRIMARY_XENINVASION) { int nNPCs = ARRAYSIZE(g_charNPCSXenInvasionSupport); int randomChoice = rand() % nNPCs; const char *pRandomName = g_charNPCSXenInvasionSupport[randomChoice]; CAI_BaseNPC *pent = (CAI_BaseNPC*)CreateEntityByName(pRandomName); if (!pent) { Warning("npc_maker_firefight: Entity classname does not exist in database.\n"); return; } // ------------------------------------------------ // Intialize spawned NPC's relationships // ------------------------------------------------ pent->SetRelationshipString(m_RelationshipString); m_OnSpawnNPC.Set(pent, pent, this); pent->SetAbsOrigin(GetAbsOrigin()); // Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC. QAngle angles = GetAbsAngles(); angles.x = 0.0; angles.z = 0.0; pent->SetAbsAngles(angles); pent->AddSpawnFlags(SF_NPC_FALL_TO_GROUND); if (m_spawnflags & SF_NPCMAKER_FADE) { pent->AddSpawnFlags(SF_NPC_FADE_CORPSE); } pent->m_isRareEntity = false; pent->SetSquadName(m_SquadName); pent->SetHintGroup(m_strHintGroup); ChildPreSpawn(pent); DispatchSpawn(pent); pent->SetOwnerEntity(this); DispatchActivate(pent); if (m_ChildTargetName != NULL_STRING) { // if I have a netname (overloaded), give the child NPC that name as a targetname pent->SetName(m_ChildTargetName); } ChildPostSpawn(pent); } else { CAI_BaseNPC *pent = (CAI_BaseNPC*)CreateEntityByName(STRING(m_iszNPCClassname)); if (!pent) { Warning("npc_maker_firefight: Entity classname does not exist in database.\n"); return; } // ------------------------------------------------ // Intialize spawned NPC's relationships // ------------------------------------------------ pent->SetRelationshipString(m_RelationshipString); m_OnSpawnNPC.Set(pent, pent, this); pent->SetAbsOrigin(GetAbsOrigin()); // Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC. QAngle angles = GetAbsAngles(); angles.x = 0.0; angles.z = 0.0; pent->SetAbsAngles(angles); pent->AddSpawnFlags(SF_NPC_FALL_TO_GROUND); if (m_spawnflags & SF_NPCMAKER_FADE) { pent->AddSpawnFlags(SF_NPC_FADE_CORPSE); } pent->m_spawnEquipment = m_spawnEquipment; pent->m_isRareEntity = false; pent->SetSquadName(m_SquadName); pent->SetHintGroup(m_strHintGroup); ChildPreSpawn(pent); DispatchSpawn(pent); pent->SetOwnerEntity(this); DispatchActivate(pent); if (m_ChildTargetName != NULL_STRING) { // if I have a netname (overloaded), give the child NPC that name as a targetname pent->SetName(m_ChildTargetName); } ChildPostSpawn(pent); } } else { if (g_pGameRules->GetGamemode() == FIREFIGHT_PRIMARY_XENINVASION) { int nNPCs = ARRAYSIZE(g_charNPCSXenInvasionSupport); int randomChoice = rand() % nNPCs; const char *pRandomName = g_charNPCSXenInvasionSupport[randomChoice]; CAI_BaseNPC *pent = (CAI_BaseNPC*)CreateEntityByName(pRandomName); if (!pent) { Warning("npc_maker_firefight: Entity classname does not exist in database.\n"); return; } // ------------------------------------------------ // Intialize spawned NPC's relationships // ------------------------------------------------ pent->SetRelationshipString(m_RelationshipString); m_OnSpawnNPC.Set(pent, pent, this); pent->SetAbsOrigin(GetAbsOrigin()); // Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC. QAngle angles = GetAbsAngles(); angles.x = 0.0; angles.z = 0.0; pent->SetAbsAngles(angles); pent->AddSpawnFlags(SF_NPC_FALL_TO_GROUND); if (m_spawnflags & SF_NPCMAKER_FADE) { pent->AddSpawnFlags(SF_NPC_FADE_CORPSE); } pent->m_isRareEntity = false; pent->SetSquadName(m_SquadName); pent->SetHintGroup(m_strHintGroup); ChildPreSpawn(pent); DispatchSpawn(pent); pent->SetOwnerEntity(this); DispatchActivate(pent); if (m_ChildTargetName != NULL_STRING) { // if I have a netname (overloaded), give the child NPC that name as a targetname pent->SetName(m_ChildTargetName); } ChildPostSpawn(pent); } else { CAI_BaseNPC *pent = (CAI_BaseNPC*)CreateEntityByName(STRING(m_iszNPCClassname)); if (!pent) { Warning("npc_maker_firefight: Entity classname does not exist in database.\n"); return; } // ------------------------------------------------ // Intialize spawned NPC's relationships // ------------------------------------------------ pent->SetRelationshipString(m_RelationshipString); m_OnSpawnNPC.Set(pent, pent, this); pent->SetAbsOrigin(GetAbsOrigin()); // Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC. QAngle angles = GetAbsAngles(); angles.x = 0.0; angles.z = 0.0; pent->SetAbsAngles(angles); pent->AddSpawnFlags(SF_NPC_FALL_TO_GROUND); if (m_spawnflags & SF_NPCMAKER_FADE) { pent->AddSpawnFlags(SF_NPC_FADE_CORPSE); } pent->m_spawnEquipment = m_spawnEquipment; pent->m_isRareEntity = false; pent->SetSquadName(m_SquadName); pent->SetHintGroup(m_strHintGroup); ChildPreSpawn(pent); DispatchSpawn(pent); pent->SetOwnerEntity(this); DispatchActivate(pent); if (m_ChildTargetName != NULL_STRING) { // if I have a netname (overloaded), give the child NPC that name as a targetname pent->SetName(m_ChildTargetName); } ChildPostSpawn(pent); } } m_nLiveChildren++;// count this NPC }