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@ -2330,7 +2330,7 @@ void CSpriteTrain::Activate( void )
@@ -2330,7 +2330,7 @@ void CSpriteTrain::Activate( void )
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if( FStringNull( pev->targetname ) ) |
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{ |
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m_nexting = TRUE; |
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m_nextTime = pev->ltime + 0.1; |
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pev->nextthink = pev->ltime + 0.1; |
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} |
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else |
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pev->spawnflags |= SF_TRAIN_WAIT_RETRIGGER; |
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@ -2441,12 +2441,12 @@ void CSpriteTrain::Wait()
@@ -2441,12 +2441,12 @@ void CSpriteTrain::Wait()
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STOP_SOUND( edict(), CHAN_STATIC, STRING( pev->noiseMovement ) ); |
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if( pev->noiseStopMoving ) |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, STRING( pev->noiseStopMoving ), m_volume, ATTN_NORM ); |
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pev->nextthink = 0; |
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return; |
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} |
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if( m_flWait != 0 ) |
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{ |
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pev->nextthink = pev->ltime + m_flWait; |
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if( pev->noiseMovement ) |
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STOP_SOUND( edict(), CHAN_STATIC, STRING( pev->noiseMovement ) ); |
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if( pev->noiseStopMoving ) |
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@ -2474,7 +2474,6 @@ void CSpriteTrain::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE
@@ -2474,7 +2474,6 @@ void CSpriteTrain::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE
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// Pop back to last target if it's available
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if( pev->enemy ) |
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pev->target = pev->enemy->v.targetname; |
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pev->nextthink = 0; |
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pev->velocity = g_vecZero; |
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if( pev->noiseStopMoving ) |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, STRING( pev->noiseStopMoving ), m_volume, ATTN_NORM ); |
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