scripted_sequence: Call .ReleaseThink() before moving monster within InitIdle()
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@ -257,18 +257,18 @@ scripted_sequence::RunOnEntity(entity targ)
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f.m_iSequenceState = SEQUENCESTATE_ACTIVE;
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f.m_iSequenceState = SEQUENCESTATE_ACTIVE;
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/* seems to be active at all times? contrary to SS_TURNTOFACE existing? */
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/* seems to be active at all times? contrary to SS_TURNTOFACE existing? */
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f.m_vecSequenceAngle = angles;
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f.m_vecSequenceAngle = GetAngles();
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f.m_iSequenceFlags = spawnflags;
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f.m_iSequenceFlags = spawnflags;
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if (m_iMove == SS_NO) {
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if (m_iMove == SS_NO) {
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NSLog("\tType: SS_NO (%i)", m_iMove);
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NSLog("\tType: SS_NO (%i)", m_iMove);
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} else if (m_iMove == SS_WALK) {
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} else if (m_iMove == SS_WALK) {
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f.RouteToPosition(origin);
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f.RouteToPosition(GetOrigin());
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f.m_flSequenceSpeed = f.GetWalkSpeed();
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f.m_flSequenceSpeed = f.GetWalkSpeed();
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NSLog("\tType: SS_WALK (%i)", m_iMove);
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NSLog("\tType: SS_WALK (%i)", m_iMove);
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return;
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return;
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} else if (m_iMove == SS_RUN) {
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} else if (m_iMove == SS_RUN) {
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f.RouteToPosition(origin);
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f.RouteToPosition(GetOrigin());
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f.m_flSequenceSpeed = f.GetRunSpeed();
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f.m_flSequenceSpeed = f.GetRunSpeed();
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NSLog("\tType: SS_RUN (%i)", m_iMove);
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NSLog("\tType: SS_RUN (%i)", m_iMove);
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return;
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return;
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@ -348,7 +348,7 @@ scripted_sequence::InitIdle(void)
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{
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{
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NSMonster f;
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NSMonster f;
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NSLog("^2scripted_sequence::^3InitIdle^7: with spawnflags %d", spawnflags);
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NSLog("^2scripted_sequence::^3InitIdle^7: with spawnflags %d on %S", spawnflags, m_strMonster);
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f = (NSMonster)find(world, ::targetname, m_strMonster);
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f = (NSMonster)find(world, ::targetname, m_strMonster);
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/* target doesn't exist/hasn't spawned */
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/* target doesn't exist/hasn't spawned */
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@ -369,13 +369,18 @@ scripted_sequence::InitIdle(void)
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}
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}
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}
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}
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/* FIXME: does this filter apply to other types as well? */
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/* The entity may be configured to reposition itself on ::Respawn...*/
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if (m_iMove != SS_NO)
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f.ReleaseThink();
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setorigin(f, origin);
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f.m_flSequenceEnd = frameforname(f.modelindex, m_strIdleAnim);
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/* FIXME: does this filter apply to other types as well? */
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if (m_iMove != SS_NO) {
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NSLog("^2scripted_sequence::^3InitIdle^7: Moving %S to %v", m_strMonster, GetOrigin());
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setorigin(f, GetOrigin());
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}
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f.m_flSequenceEnd = frameforname(f.GetModelindex(), m_strIdleAnim);
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f.m_iSequenceState = SEQUENCESTATE_ENDING;
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f.m_iSequenceState = SEQUENCESTATE_ENDING;
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f.m_vecSequenceAngle = angles;
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f.m_vecSequenceAngle = GetAngles();
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}
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}
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void
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void
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