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Added key field to disable door opening behavior
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@ -81,6 +81,7 @@ private:
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bool m_bUseBothSquadSlots; // If true use two squad slots, if false use one squad slot
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bool m_bCannotOpenDoors; // If true, this NPC cannot open doors. The condition is reversed because originally it could.
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bool m_bWanderToggle; // Boolean to toggle wandering / standing every think cycle
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float m_flNextSoundTime; // Next time at which this NPC is allowed to play an NPC sound
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};
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@ -104,6 +105,7 @@ BEGIN_DATADESC(CNPC_ShadowWalker)
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DEFINE_KEYFIELD(m_iszLostEnemySound, FIELD_SOUNDNAME, "LostEnemySound"),
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DEFINE_KEYFIELD(m_iszFoundEnemySound, FIELD_SOUNDNAME, "FoundEnemySound"),
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DEFINE_KEYFIELD(m_bUseBothSquadSlots, FIELD_BOOLEAN, "UseBothSquadSlots"),
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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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@ -203,8 +205,12 @@ void CNPC_ShadowWalker::Spawn( void )
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CapabilitiesAdd(bits_CAP_USE_WEAPONS | bits_CAP_AIM_GUN | bits_CAP_MOVE_SHOOT);
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CapabilitiesAdd(bits_CAP_WEAPON_MELEE_ATTACK1 || bits_CAP_WEAPON_MELEE_ATTACK2);
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CapabilitiesAdd(bits_CAP_INNATE_MELEE_ATTACK1 || bits_CAP_INNATE_MELEE_ATTACK2);
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CapabilitiesAdd(bits_CAP_DUCK | bits_CAP_DOORS_GROUP);
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CapabilitiesAdd(bits_CAP_DUCK);
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CapabilitiesAdd(bits_CAP_USE_SHOT_REGULATOR);
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if (!m_bCannotOpenDoors) {
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CapabilitiesAdd(bits_CAP_DOORS_GROUP);
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}
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}
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CapabilitiesAdd(bits_CAP_MOVE_GROUND);
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