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Fix being able to break scripted_sequence by +using friendly NPCs to make them follow player (#375)

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Roman Chistokhodov 2023-05-29 04:56:39 +03:00 committed by GitHub
parent 1ed4c1d899
commit 991fd0cd4a
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@ -1344,7 +1344,7 @@ void CTalkMonster::StartFollowing( CBaseEntity *pLeader )
BOOL CTalkMonster::CanFollow( void )
{
if( m_MonsterState == MONSTERSTATE_SCRIPT )
if( m_MonsterState == MONSTERSTATE_SCRIPT || m_IdealMonsterState == MONSTERSTATE_SCRIPT )
{
if( !m_pCine )
return FALSE;