Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix possible bug with talkmonster facing during the script #213

Merged
merged 1 commit into from
Nov 28, 2021

Conversation

FreeSlave
Copy link
Member

In Half-Life talkmonsters (barneys and scientists) react to player's touch. One of the consequences is the ideal yaw change. It can mess up with scripts since it happens in any monster state.

Example: load c0a0d, wait for transition to c0a0e (if you load c0a0e straight from the console, the barney will be missing). When barney walks to the button try to mess around him during the scripted intropush animation. The barney will face at you instead of the button while playing the animation.

I'm not actually sure why monster needs to turn to the player in the first place. It's probably left so if the monster failed to walk away from the player's path, it at least would face the player displaying the powerless gaze.
Probably it also shouldn't happen during the combat since monster is busy anyway. So the more correct way to fix it is to check if the interrupt mask of the current schedule includes the bits_COND_CLIENT_PUSH, but I did not want to complicate it.

@nekonomicon nekonomicon merged commit 3e2808d into FWGS:master Nov 28, 2021
tyabus pushed a commit to tyabus/hlsdk-xash3d that referenced this pull request Dec 30, 2021
@FreeSlave FreeSlave deleted the fix-talkmonster-idealyaw branch July 4, 2022 20:52
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants