Hostage entity

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==Entity description==
 This is a spawn point for a hostage NPC.
* By ing it, a Counter-Terrorist player can tell the hostage to follow them or to stop doing so.
* Hostage NPCs will not use nav areas with the NO HOSTAGES attribute which can be toggled with nav_no_hostages.
* There is no limit to the amount of hostages in a map, but maps tend to have 4.	
 This is a potential spawn point for a liftable hostage.
* By default, 2 of these entities (if existent) will be chosen to actually spawn a hostage, respecting exclusion groups, see below.
* CTs can pick one hostage up by ing it for 4 seconds; 1 second if they have a rescue kit, 5 seconds in and .
* Hostage carriers move slower and hear the hostage's breathing. When touching a func_hostage_rescue, this is reverted and the CTs win the round.
* For the round ending logic, see Creating a Classic Counter-Strike Map#Game Mode Description.
* Players earn money by interacting with a hostage or rescuing it and get money penalties for hurting or killing hostages.
* Hostages are solid to player clip and they are not solid to NPC clip!
* The model for each hostage is randomly chosen.
==Related ConVars==
Some ConVars are deprecated in since hostages have been updated to no longer run themselves.
 ConVars in both games 
ConVar 	Default Value	Description
hostage_debug 	0 	Shows hostage AI debug information. If non-zero, Terrorists can pick hostages up with no pickup delay.
nav_no_hostages 	ConCommand 	Navigation Meshes: Toggles the hostages cannot use this area flag used by the AI system. Deprecated in .
mp_hostagepenalty 	5 10 	Terrorists are kicked for killing this many hostages and are warned if they need only one more kill: "If you kill one more hostage, you will be removed from the server." The ConVar is inaccessible? Killing hostages requires mp_hostage_takedamage 1.
sv_pushaway_hostage_force 	20000 	How hard the hostage is pushed away from physics objects (falls off with inverse square of distance). Deprecated in .
sv_pushaway_max_hostage_force	1000 	Maximum of how hard the hostage is pushed away from physics objects. Deprecated in .
 ConVars only in CS:GO
ConVar 	DefaultValue	Description
cs_hostage_near_rescue_music_distance	2000 	Non-functional?
hostage_is_silent 	0 	If non-zero, hostages won't play any code driven response rules lines, i.e. speaking and hurt sounds. The breathing while being carried remains in both cases.
mp_hostages_max 	2 	Maximum number of hostages to spawn. The number of hostages cannot exceed the number of hostage entities on the map.
mp_hostages_rescuetime 	1 	Additional minutes added to round time if a hostage is reached by a CT for the first time.
mp_hostages_run_speed_modifier 	1 	
mp_hostages_spawn_farthest 	0 	When enabled will consistently force the farthest hostages to spawn.
mp_hostages_spawn_force_positions 	"" 	Comma separated list of zero based hostage_entity indices to force spawn positions, e.g. "0,2" or "1,6". Invalid indices are ignored.
mp_hostages_spawn_force_positions_xyz	"" 	Comma separated list of xyz locations to force spawn positions, e.g. "x1 y1 z1,x2 y2 z2".
mp_hostages_spawn_same_every_round 	1 	
* 0: spawn hostages randomly every round,
* 1: same spawns for entire match.
mp_hostages_takedamage 	0 	Whether or not hostages can be hurt and killed.
mp_only_cts_rescue_hostages 	1 	Determines if only CTs can escort hostages or any player.
mp_roundtime_hostage 	0 	How many minutes each round of Hostage Rescue takes. If 0 then use instead.
sv_cs_player_speed_has_hostage 	200 	The maximum velocity that hostage carriers can reach by running.
==KeyValues==
:
0	n/a
1	Do not spawn together
==Inputs==
==Outputs==