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Re: Blue Shift BSP format
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sfx1999
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Posts: 534
Join Date: Jan 2004
Location: Pittsburgh, PA, USA
Default Re: Blue Shift BSP format - 23-08-2004

Basically for the scientist, you have to change this:

Code:
int CScientist :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
 {
 
 	if ( pevInflictor && pevInflictor->flags & FL_CLIENT )
 	{
 		Remember( bits_MEMORY_PROVOKED );
 		StopFollowing( TRUE );
 	}
 
 	// make sure friends talk about it if player hurts scientist...
 	return CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
 }
To this:

Code:
int CScientist :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
 {
 
 	//if ( pevInflictor && pevInflictor->flags & FL_CLIENT )
 	//{
 	//    Remember( bits_MEMORY_PROVOKED );
 	//    StopFollowing( TRUE );
 	//}
 
 	// make sure friends talk about it if player hurts scientist...
 	return CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
 }
And fix the head spawning code. You also need to modify the generic monster or you might get some nasty problems.
  
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