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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//=========================================================
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// Monster Maker - this is an entity that creates monsters
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// in the game.
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "saverestore.h"
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// Monstermaker spawnflags
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#define SF_MONSTERMAKER_START_ON 1 // start active ( if has targetname )
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#define SF_MONSTERMAKER_CYCLIC 4 // drop one monster every time fired.
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#define SF_MONSTERMAKER_MONSTERCLIP 8 // Children are blocked by monsterclip
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//=========================================================
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// MonsterMaker - this ent creates monsters during the game.
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//=========================================================
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class CMonsterMaker : public CBaseMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void KeyValue( KeyValueData* pkvd);
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void EXPORT ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EXPORT CyclicUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EXPORT MakerThink( void );
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void DeathNotice( entvars_t *pevChild );// monster maker children use this to tell the monster maker that they have died.
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void MakeMonster( void );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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string_t m_iszMonsterClassname;// classname of the monster(s) that will be created.
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int m_cNumMonsters;// max number of monsters this ent can create
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int m_cLiveChildren;// how many monsters made by this monster maker that are currently alive
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int m_iMaxLiveChildren;// max number of monsters that this maker may have out at one time.
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float m_flGround; // z coord of the ground under me, used to make sure no monsters are under the maker when it drops a new child
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BOOL m_fActive;
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BOOL m_fFadeChildren;// should we make the children fadeout?
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};
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LINK_ENTITY_TO_CLASS( monstermaker, CMonsterMaker )
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TYPEDESCRIPTION CMonsterMaker::m_SaveData[] =
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{
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DEFINE_FIELD( CMonsterMaker, m_iszMonsterClassname, FIELD_STRING ),
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DEFINE_FIELD( CMonsterMaker, m_cNumMonsters, FIELD_INTEGER ),
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DEFINE_FIELD( CMonsterMaker, m_cLiveChildren, FIELD_INTEGER ),
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DEFINE_FIELD( CMonsterMaker, m_flGround, FIELD_FLOAT ),
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DEFINE_FIELD( CMonsterMaker, m_iMaxLiveChildren, FIELD_INTEGER ),
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DEFINE_FIELD( CMonsterMaker, m_fActive, FIELD_BOOLEAN ),
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DEFINE_FIELD( CMonsterMaker, m_fFadeChildren, FIELD_BOOLEAN ),
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};
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IMPLEMENT_SAVERESTORE( CMonsterMaker, CBaseMonster )
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void CMonsterMaker::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "monstercount" ) )
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{
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m_cNumMonsters = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "m_imaxlivechildren" ) )
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{
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m_iMaxLiveChildren = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "monstertype" ) )
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{
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m_iszMonsterClassname = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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CBaseMonster::KeyValue( pkvd );
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}
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void CMonsterMaker::Spawn()
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{
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pev->solid = SOLID_NOT;
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m_cLiveChildren = 0;
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Precache();
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if( !FStringNull( pev->targetname ) )
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{
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if( pev->spawnflags & SF_MONSTERMAKER_CYCLIC )
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{
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SetUse( &CMonsterMaker::CyclicUse );// drop one monster each time we fire
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}
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else
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{
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SetUse( &CMonsterMaker::ToggleUse );// so can be turned on/off
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}
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if( FBitSet( pev->spawnflags, SF_MONSTERMAKER_START_ON ) )
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{
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// start making monsters as soon as monstermaker spawns
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m_fActive = TRUE;
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SetThink( &CMonsterMaker::MakerThink );
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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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m_fActive = FALSE;
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SetThink( &CBaseEntity::SUB_DoNothing );
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}
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}
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else
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{
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// no targetname, just start.
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pev->nextthink = gpGlobals->time + m_flDelay;
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m_fActive = TRUE;
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SetThink( &CMonsterMaker::MakerThink );
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}
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if( m_cNumMonsters == 1 )
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{
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m_fFadeChildren = FALSE;
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}
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else
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{
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m_fFadeChildren = TRUE;
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}
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m_flGround = 0;
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}
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void CMonsterMaker::Precache( void )
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{
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CBaseMonster::Precache();
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UTIL_PrecacheOther( STRING( m_iszMonsterClassname ) );
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}
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//=========================================================
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// MakeMonster- this is the code that drops the monster
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//=========================================================
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void CMonsterMaker::MakeMonster( void )
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{
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edict_t *pent;
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entvars_t *pevCreate;
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if( m_iMaxLiveChildren > 0 && m_cLiveChildren >= m_iMaxLiveChildren )
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{
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// not allowed to make a new one yet. Too many live ones out right now.
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return;
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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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TraceResult tr;
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UTIL_TraceLine( pev->origin, pev->origin - Vector( 0, 0, 2048 ), ignore_monsters, ENT( pev ), &tr );
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m_flGround = tr.vecEndPos.z;
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}
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Vector mins = pev->origin - Vector( 34, 34, 0 );
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Vector maxs = pev->origin + Vector( 34, 34, 0 );
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maxs.z = pev->origin.z;
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mins.z = m_flGround;
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CBaseEntity *pList[2];
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int count = UTIL_EntitiesInBox( pList, 2, mins, maxs, FL_CLIENT | FL_MONSTER );
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if( count )
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{
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// don't build a stack of monsters!
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return;
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}
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pent = CREATE_NAMED_ENTITY( m_iszMonsterClassname );
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if( FNullEnt( pent ) )
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{
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ALERT ( at_console, "NULL Ent in MonsterMaker!\n" );
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return;
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}
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// If I have a target, fire!
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if( !FStringNull( pev->target ) )
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{
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// delay already overloaded for this entity, so can't call SUB_UseTargets()
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FireTargets( STRING( pev->target ), this, this, USE_TOGGLE, 0 );
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}
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pevCreate = VARS( pent );
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pevCreate->origin = pev->origin;
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pevCreate->angles = pev->angles;
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SetBits( pevCreate->spawnflags, SF_MONSTER_FALL_TO_GROUND );
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// Children hit monsterclip brushes
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if( pev->spawnflags & SF_MONSTERMAKER_MONSTERCLIP )
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SetBits( pevCreate->spawnflags, SF_MONSTER_HITMONSTERCLIP );
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DispatchSpawn( ENT( pevCreate ) );
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pevCreate->owner = edict();
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if( !FStringNull( pev->netname ) )
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{
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// if I have a netname (overloaded), give the child monster that name as a targetname
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pevCreate->targetname = pev->netname;
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}
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m_cLiveChildren++;// count this monster
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m_cNumMonsters--;
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if( m_cNumMonsters == 0 )
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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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// CyclicUse - drops one monster from the monstermaker
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// each time we call this.
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//=========================================================
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void CMonsterMaker::CyclicUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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MakeMonster();
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}
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//=========================================================
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// ToggleUse - activates/deactivates the monster maker
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//=========================================================
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void CMonsterMaker::ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if( !ShouldToggle( useType, m_fActive ) )
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return;
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if( m_fActive )
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{
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m_fActive = FALSE;
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SetThink( NULL );
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}
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else
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{
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m_fActive = TRUE;
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SetThink( &CMonsterMaker::MakerThink );
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}
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pev->nextthink = gpGlobals->time;
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}
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//=========================================================
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// MakerThink - creates a new monster every so often
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//=========================================================
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void CMonsterMaker::MakerThink( void )
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{
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pev->nextthink = gpGlobals->time + m_flDelay;
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MakeMonster();
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}
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//=========================================================
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//=========================================================
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void CMonsterMaker::DeathNotice( entvars_t *pevChild )
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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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if( !m_fFadeChildren )
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{
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pevChild->owner = NULL;
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}
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}
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