Add continuous animation flag for scripted_sequence

This commit is contained in:
Roman Chistokhodov 2019-08-06 21:51:40 +03:00
parent a5e7629f6a
commit acd367d7d0
2 changed files with 3 additions and 2 deletions

View File

@ -864,7 +864,8 @@ BOOL CBaseMonster::CineCleanup()
// We should have some animation to put these guys in, but for now it's idle.
// Due to NOINTERP above, there won't be any blending between this anim & the sequence
m_Activity = ACT_RESET;
if (!FBitSet(pOldCine->pev->spawnflags, SF_SCRIPT_CONTINUOUS))
m_Activity = ACT_RESET;
}
// set them back into a normal state
pev->enemy = NULL;

View File

@ -28,7 +28,7 @@
#define SF_SCRIPT_NOINTERRUPT 32
#define SF_SCRIPT_OVERRIDESTATE 64
#define SF_SCRIPT_NOSCRIPTMOVEMENT 128
#define SF_SCRIPT_CONTINUOUS 256
#define SCRIPT_BREAK_CONDITIONS (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE)
enum SS_INTERRUPT