Fix potential conflict of monster states in scripted_sequence

This commit is contained in:
Roman Chistokhodov 2021-07-05 21:08:34 +03:00 committed by Andrey Akhmichin
parent cc4aebd61a
commit 201206ccfd
1 changed files with 1 additions and 1 deletions

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@ -664,7 +664,7 @@ void ScriptEntityCancel( edict_t *pentCine )
if( pTarget )
{
// make sure their monster is actually playing a script
if( pTarget->m_MonsterState == MONSTERSTATE_SCRIPT )
if( pTarget->m_MonsterState == MONSTERSTATE_SCRIPT || pTarget->m_IdealMonsterState == MONSTERSTATE_SCRIPT )
{
// tell them do die
pTarget->m_scriptState = CCineMonster::SCRIPT_CLEANUP;