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Fix potential conflict of monster states in scripted_sequence

hl_urbicide
Roman Chistokhodov 3 years ago committed by Andrey Akhmichin
parent
commit
201206ccfd
  1. 2
      dlls/scripted.cpp

2
dlls/scripted.cpp

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

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