scripted_sequence: Make sure m_iMState is reset when a sequence overtakes

an entity.
This commit is contained in:
Marco Cawthorne 2020-11-24 00:51:51 +01:00
parent 1bcaba26a3
commit ce2b16bb2e

View file

@ -196,6 +196,11 @@ scripted_sequence::RunOnEntity(entity targ)
f.think = CBaseMonster::FreeStateMoved;
dprint(sprintf("\tEnding: %f\n", f.nextthink));
/* make sure we're forgetting about enemies and attack states in sequence */
f.m_eEnemy = __NULL__;
f.m_iMState = MONSTER_IDLE;
}
void