scripted_sequence: Don't call FreeStateMoved() when SS_NO is set.

This commit is contained in:
Marco Cawthorne 2023-10-04 08:53:07 -07:00
parent b37893e660
commit 40adc77d66
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
1 changed files with 2 additions and 2 deletions

View File

@ -22,7 +22,7 @@ _NSAIScript_Log(string msg)
if (autocvar_ai_debugScripts == true)
print(sprintf("%f %s\n", time, msg));
}
#define NSAIScript_Log(...) _NSNavAI_Log(sprintf(__VA_ARGS__))
#define NSAIScript_Log(...) _NSAIScript_Log(sprintf(__VA_ARGS__))
float(float modidx, string framename) frameforname = #276;
float(float modidx, float framenum) frameduration = #277;
@ -315,7 +315,7 @@ scripted_sequence::RunOnEntity(entity targ)
if (HasSpawnFlags(SSFL_LEAVECORPSE))
f.SetThink(NSMonster::FreeStateDead);
else if (HasSpawnFlags(SSFL_NOSCRIPTMOVE))
else if (HasSpawnFlags(SSFL_NOSCRIPTMOVE) || m_iMove == SS_NO)
f.SetThink(NSMonster::FreeState);
else
f.SetThink(NSMonster::FreeStateMoved);