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.