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Fixe auch hier den Bug mit verklemmenden Soldiers.
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@ -599,7 +599,6 @@ mmove_t soldier_move_attack3 = {FRAME_attak301, FRAME_attak309, soldier_frames_a
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void soldier_fire4 (edict_t *self)
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{
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soldier_fire (self, 3);
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self->monsterinfo.nextframe = FRAME_attak402;
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}
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mframe_t soldier_frames_attack4 [] =
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