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