public createNpc() {
new iEnt;
g_TotalMonsters++
g_MonstersAlive++
new Float:vecMins[3];
new Float:vecMax[3];
new iHealth = STRUCT_OLEADA[g_OleadaNivel][ZOMBIES_HP]
iEnt = create_entity("info_target");
if(is_valid_ent(iEnt))
{
entity_set_string(iEnt, EV_SZ_classname, ENT_NPC_CLASSNAME);
dllfunc(DLLFunc_Spawn, iEnt);
entity_set_model(iEnt, NPC_MODELS);
entity_set_float(iEnt, EV_FL_health, float(iHealth));
entity_set_float(iEnt, EV_FL_takedamage, DAMAGE_NO);
entity_set_vector(iEnt, EV_VEC_angles, Float:{0.0, 0.0, 0.0});
entity_set_vector(iEnt, EV_VEC_velocity, Float:{0.0, 0.0, 340.0});
entity_set_int(iEnt, EV_INT_solid, SOLID_BBOX);
entity_set_int(iEnt, EV_INT_movetype, MOVETYPE_PUSHSTEP);
entity_set_float(iEnt, EV_FL_gravity, 1.0);
NPC_PlayAction(iEnt, IA_ACTIONS[0][NPC_SEQUENCE], IA_ACTIONS[0][NPC_ANIMTIME], IA_ACTIONS[0][NPC_FRAMERATE])
entity_set_int(iEnt, ZOMBIE_MAXHEALTH, iHealth);
entity_set_int(iEnt, ZOMBIE_TARGET, 0);
vecMins = Float:{-16.0, -16.0, -36.0};
vecMax = Float:{16.0, 16.0, 16.0};
set_rendering(iEnt, kRenderFxGlowShell, 0, 0, 0, kRenderTransAlpha, 150)
entity_set_size(iEnt, vecMins, vecMax);
//entity_set_origin(iEnt, vecOrigin);
entity_set_byte(iEnt,EV_BYTE_controller1,125);
entity_set_vector(iEnt, EV_VEC_mins, vecMins);
entity_set_vector(iEnt, EV_VEC_maxs, vecMax);
entity_set_float(iEnt, EV_FL_nextthink, get_gametime() + 4.0);
PlaySound(npc_spawn[random_num(0, sizeof npc_spawn -1)])
}
}