Fix checking for gag spawnflag (#143)

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Roman Chistokhodov 2020-12-25 09:14:22 +03:00 committed by GitHub
parent 2a264d2c9a
commit 9fc712da01
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1 changed files with 1 additions and 1 deletions

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@ -66,7 +66,7 @@ void CBaseMonster::RunAI( void )
// IDLE sound permitted in ALERT state is because monsters were silent in ALERT state. Only play IDLE sound in IDLE state
// once we have sounds for that state.
if( ( m_MonsterState == MONSTERSTATE_IDLE || m_MonsterState == MONSTERSTATE_ALERT ) && RANDOM_LONG( 0, 99 ) == 0 && !( pev->flags & SF_MONSTER_GAG ) )
if( ( m_MonsterState == MONSTERSTATE_IDLE || m_MonsterState == MONSTERSTATE_ALERT ) && RANDOM_LONG( 0, 99 ) == 0 && !( pev->spawnflags & SF_MONSTER_GAG ) )
{
IdleSound();
}