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Add continuous animation flag for scripted_sequence
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@ -864,7 +864,8 @@ BOOL CBaseMonster::CineCleanup()
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// We should have some animation to put these guys in, but for now it's idle.
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// We should have some animation to put these guys in, but for now it's idle.
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// Due to NOINTERP above, there won't be any blending between this anim & the sequence
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// Due to NOINTERP above, there won't be any blending between this anim & the sequence
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m_Activity = ACT_RESET;
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if (!FBitSet(pOldCine->pev->spawnflags, SF_SCRIPT_CONTINUOUS))
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m_Activity = ACT_RESET;
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}
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}
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// set them back into a normal state
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// set them back into a normal state
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pev->enemy = NULL;
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pev->enemy = NULL;
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@ -28,7 +28,7 @@
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#define SF_SCRIPT_NOINTERRUPT 32
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#define SF_SCRIPT_NOINTERRUPT 32
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#define SF_SCRIPT_OVERRIDESTATE 64
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#define SF_SCRIPT_OVERRIDESTATE 64
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#define SF_SCRIPT_NOSCRIPTMOVEMENT 128
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#define SF_SCRIPT_NOSCRIPTMOVEMENT 128
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#define SF_SCRIPT_CONTINUOUS 256
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#define SCRIPT_BREAK_CONDITIONS (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE)
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#define SCRIPT_BREAK_CONDITIONS (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE)
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enum SS_INTERRUPT
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enum SS_INTERRUPT
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