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Fix checking for gag spawnflag (#143)

hl_urbicide
Roman Chistokhodov 4 years ago committed by GitHub
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  1. 2
      dlls/monsterstate.cpp

2
dlls/monsterstate.cpp

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

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