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Two bugfixes suggested by Grievre - don't tell respawning monsters to run AND walk,
and setorigin properly :) Hikaru
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1 changed files with 2 additions and 3 deletions
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@ -18,7 +18,7 @@ void () no_hes_not = [ self.frame, im_alive, 5 ]
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setmodel (self, "");
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}
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void () im_alive = [ 0, (self.th_run), 0.2 ]
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void () im_alive = [ 0, (self.th_walk), 0.2 ]
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{
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_STEP;
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@ -59,10 +59,9 @@ void () im_alive = [ 0, (self.th_run), 0.2 ]
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//Don't stay angry at everyone.
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self.enemy = NIL;
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self.think = self.th_walk;
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if (!(self.flags & FL_FLY) && !(self.flags & FL_SWIM)) {
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self.origin_z = self.origin_z + 1;
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setorigin (self, self.origin + '0 0 1');
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droptofloor ();
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}
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}
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