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@ -66,7 +66,7 @@ void CBaseMonster::RunAI( void ) |
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// IDLE sound permitted in ALERT state is because monsters were silent in ALERT state. Only play IDLE sound in IDLE state
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// IDLE sound permitted in ALERT state is because monsters were silent in ALERT state. Only play IDLE sound in IDLE state
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// once we have sounds for that state.
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// once we have sounds for that state.
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if( ( m_MonsterState == MONSTERSTATE_IDLE || m_MonsterState == MONSTERSTATE_ALERT ) && RANDOM_LONG( 0, 99 ) == 0 && !( pev->flags & SF_MONSTER_GAG ) ) |
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if( ( m_MonsterState == MONSTERSTATE_IDLE || m_MonsterState == MONSTERSTATE_ALERT ) && RANDOM_LONG( 0, 99 ) == 0 && !( pev->spawnflags & SF_MONSTER_GAG ) ) |
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{ |
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{ |
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IdleSound(); |
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IdleSound(); |
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} |
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} |
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