monstermaker: Make sure limits only get respected when they're actually set
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54e982bc14
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1 changed files with 4 additions and 4 deletions
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@ -45,7 +45,7 @@ class monstermaker:CBaseTrigger
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{
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string m_strMonster;
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int m_iMonsterSpawned;
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int m_iMonsterCount;
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int m_iTotalMonsters;
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float m_flDelay;
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int m_iMaxChildren;
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int m_iEnabled;
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@ -116,7 +116,7 @@ monstermaker::Spawner(void)
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}
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/* too many alive at a time */
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if ((c >= m_iMaxChildren) || (m_flDelay == 0 && c >= 1)) {
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if ((m_iMaxChildren > 0) && c >= m_iMaxChildren) || (m_flDelay == 0 && c >= 1)) {
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nextthink = time + m_flDelay;
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return;
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}
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@ -145,7 +145,7 @@ monstermaker::Spawner(void)
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}
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/* shut off for good when we've spawned all we ever wanted */
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if (m_iMonsterSpawned >= m_iMonsterCount) {
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if ((m_iTotalMonsters > 0) && m_iMonsterSpawned >= m_iTotalMonsters) {
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think = __NULL__;
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return;
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}
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@ -190,7 +190,7 @@ monstermaker::monstermaker(void)
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m_strMonster = argv(i+1);
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break;
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case "monstercount":
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m_iMonsterCount = stoi(argv(i+1));
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m_iTotalMonsters = stoi(argv(i+1));
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break;
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case "child_alivemax":
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case "m_imaxlivechildren":
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