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Fix potential conflict of monster states in scripted_sequence
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@ -664,7 +664,7 @@ void ScriptEntityCancel( edict_t *pentCine )
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if( pTarget )
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{
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// make sure their monster is actually playing a script
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if( pTarget->m_MonsterState == MONSTERSTATE_SCRIPT )
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if( pTarget->m_MonsterState == MONSTERSTATE_SCRIPT || pTarget->m_IdealMonsterState == MONSTERSTATE_SCRIPT )
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{
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// tell them do die
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pTarget->m_scriptState = CCineMonster::SCRIPT_CLEANUP;
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