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Adjust Gonome IgnoreConditions and capability to match original Opposing Force (#308)
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@ -638,7 +638,11 @@ int CGonome::IgnoreConditions( void )
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{
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{
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int iIgnore = CBaseMonster::IgnoreConditions();
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int iIgnore = CBaseMonster::IgnoreConditions();
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if( m_Activity == ACT_MELEE_ATTACK1 )
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if (m_Activity == ACT_RANGE_ATTACK1)
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{
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iIgnore |= bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_ENEMY_TOOFAR | bits_COND_ENEMY_OCCLUDED;
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}
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else if( m_Activity == ACT_MELEE_ATTACK1 )
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{
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{
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if( m_flNextFlinch >= gpGlobals->time )
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if( m_flNextFlinch >= gpGlobals->time )
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iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
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iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
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@ -670,6 +674,7 @@ void CGonome::Spawn()
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pev->health = gSkillData.gonomeHealth;
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pev->health = gSkillData.gonomeHealth;
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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m_MonsterState = MONSTERSTATE_NONE;
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m_afCapability = bits_CAP_DOORS_GROUP;
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m_flNextThrowTime = gpGlobals->time;
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m_flNextThrowTime = gpGlobals->time;
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