monstermaker: Prevent monster DropToFloor().
NSMoverEntity: Remove eager MoveToPosition check that broke func_button's NOMOVE variants.
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@ -102,6 +102,7 @@ func_train::Save(float handle)
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SaveFloat(handle, "m_flWait", m_flWait);
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SaveFloat(handle, "m_flWait", m_flWait);
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SaveFloat(handle, "m_flSpeed", m_flSpeed);
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SaveFloat(handle, "m_flSpeed", m_flSpeed);
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SaveFloat(handle, "m_flDamage", m_flDamage);
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SaveFloat(handle, "m_flDamage", m_flDamage);
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SaveFloat(handle, "m_flCurrentSpeed", m_flCurrentSpeed);
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SaveString(handle, "m_strMoveSnd", m_strMoveSnd);
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SaveString(handle, "m_strMoveSnd", m_strMoveSnd);
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SaveString(handle, "m_strStopSnd", m_strStopSnd);
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SaveString(handle, "m_strStopSnd", m_strStopSnd);
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}
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}
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@ -119,6 +120,9 @@ func_train::Restore(string strKey, string strValue)
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case "m_flDamage":
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case "m_flDamage":
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m_flDamage = ReadFloat(strValue);
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m_flDamage = ReadFloat(strValue);
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break;
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break;
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case "m_flCurrentSpeed":
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m_flCurrentSpeed = ReadFloat(strValue);
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break;
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case "m_strMoveSnd":
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case "m_strMoveSnd":
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m_strMoveSnd = ReadString(strValue);
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m_strMoveSnd = ReadString(strValue);
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break;
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break;
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@ -217,6 +217,7 @@ monstermaker::Spawner(void)
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unit.m_oldOrigin = GetOrigin();
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unit.m_oldOrigin = GetOrigin();
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unit.m_oldAngle = GetAngles();
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unit.m_oldAngle = GetAngles();
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unit.targetname = m_strChildName;
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unit.targetname = m_strChildName;
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unit.ReleaseThink();
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m_iMonsterSpawned++;
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m_iMonsterSpawned++;
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@ -203,9 +203,6 @@ NSMoverEntity::GetMoverRotation2(void)
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void
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void
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NSMoverEntity::MoveToPosition(vector vecDest, float flSpeed)
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NSMoverEntity::MoveToPosition(vector vecDest, float flSpeed)
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{
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{
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if (vecDest == origin)
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return;
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MoveAndRotateToPosition(vecDest, GetAngles(), flSpeed);
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MoveAndRotateToPosition(vecDest, GetAngles(), flSpeed);
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}
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}
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