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OnItemDrop output for NPCs
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@ -11576,6 +11576,10 @@ CBaseEntity *CAI_BaseNPC::DropItem ( const char *pszItemName, Vector vecPos, QAn
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pItem->ApplyLocalAngularVelocityImpulse( AngularImpulse( 0, random->RandomFloat( 0, 100 ), 0 ) );
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}
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#ifdef MAPBASE
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m_OnItemDrop.Set( pItem, pItem, this );
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#endif
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return pItem;
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}
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else
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@ -11943,6 +11947,7 @@ BEGIN_DATADESC( CAI_BaseNPC )
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DEFINE_OUTPUT( m_OnForcedInteractionFinished, "OnForcedInteractionFinished" ),
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#ifdef MAPBASE
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DEFINE_OUTPUT( m_OnItemPickup, "OnItemPickup" ),
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DEFINE_OUTPUT( m_OnItemDrop, "OnItemDrop" ),
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#endif
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// Inputs
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@ -2119,6 +2119,7 @@ public:
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COutputEHANDLE m_OnUnholsterWeapon;
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COutputEHANDLE m_OnItemPickup;
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COutputEHANDLE m_OnItemDrop;
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COutputInt m_OnStateChange;
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#endif
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@ -1788,7 +1788,14 @@ void CBaseCombatCharacter::Event_Killed( const CTakeDamageInfo &info )
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// if flagged to drop a health kit
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if (HasSpawnFlags(SF_NPC_DROP_HEALTHKIT))
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{
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CBaseEntity::Create( "item_healthvial", GetAbsOrigin(), GetAbsAngles() );
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CBaseEntity *pItem = CBaseEntity::Create( "item_healthvial", GetAbsOrigin(), GetAbsAngles() );
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if (pItem)
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{
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#ifdef MAPBASE
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if (MyNPCPointer())
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MyNPCPointer()->m_OnItemDrop.Set( pItem, pItem, this );
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#endif
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}
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}
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// clear the deceased's sound channels.(may have been firing or reloading when killed)
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EmitSound( "BaseCombatCharacter.StopWeaponSounds" );
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