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Shadow Walker: Added new key field for open / close doors and corresponding inputs.
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@ -60,7 +60,12 @@ public:
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void Activate();
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void FixupWeapon();
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// Inputs
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virtual void InputSetSpeed(inputdata_t &inputdata);
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virtual void InputEnableOpenDoors(inputdata_t &inputdata);
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virtual void InputDisableOpenDoors(inputdata_t &inputdata);
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DECLARE_DATADESC();
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string_t m_iszWeaponModelName; // Path/filename of model to override weapon model.
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@ -108,7 +113,11 @@ BEGIN_DATADESC(CNPC_ShadowWalker)
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DEFINE_KEYFIELD(m_bCannotOpenDoors, FIELD_BOOLEAN, "CannotOpenDoors"),
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DEFINE_FIELD(m_bWanderToggle, FIELD_BOOLEAN),
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DEFINE_FIELD(m_flNextSoundTime, FIELD_TIME)
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DEFINE_FIELD(m_flNextSoundTime, FIELD_TIME),
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DEFINE_INPUTFUNC(FIELD_FLOAT, "SetSpeed", InputSetSpeed),
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DEFINE_INPUTFUNC(FIELD_VOID, "EnableOpenDoors", InputEnableOpenDoors),
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DEFINE_INPUTFUNC(FIELD_VOID, "DisableOpenDoors", InputDisableOpenDoors)
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END_DATADESC()
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//-----------------------------------------------------------------------------
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@ -567,6 +576,38 @@ void CNPC_ShadowWalker::PrecacheNPCSoundScript(string_t * SoundName, string_t de
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PrecacheScriptSound(STRING(*SoundName));
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}
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//-----------------------------------------------------------------------------
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// Purpose: Hammer input to change the speed of the NPC
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//-----------------------------------------------------------------------------
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void CNPC_ShadowWalker::InputSetSpeed(inputdata_t &inputdata)
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{
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this->m_flSpeed = inputdata.value.Float();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Hammer input to enable opening doors
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//-----------------------------------------------------------------------------
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void CNPC_ShadowWalker::InputEnableOpenDoors(inputdata_t &inputdata)
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{
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m_bCannotOpenDoors = true;
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if (!HasSpawnFlags(SF_NPC_START_EFFICIENT))
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{
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CapabilitiesAdd(bits_CAP_DOORS_GROUP);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Hammer input to enable opening doors
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//-----------------------------------------------------------------------------
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void CNPC_ShadowWalker::InputDisableOpenDoors(inputdata_t &inputdata)
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{
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m_bCannotOpenDoors = false;
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if (!HasSpawnFlags(SF_NPC_START_EFFICIENT))
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{
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CapabilitiesRemove(bits_CAP_DOORS_GROUP);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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