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Fix being able to break scripted_sequence by +using friendly NPCs to make them follow player (#375)
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@ -1344,7 +1344,7 @@ void CTalkMonster::StartFollowing( CBaseEntity *pLeader )
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BOOL CTalkMonster::CanFollow( void )
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{
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if( m_MonsterState == MONSTERSTATE_SCRIPT )
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if( m_MonsterState == MONSTERSTATE_SCRIPT || m_IdealMonsterState == MONSTERSTATE_SCRIPT )
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{
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if( !m_pCine )
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return FALSE;
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