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Fix antlions using wrong angles for dynamic interactions #290

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6 changes: 4 additions & 2 deletions sp/src/game/server/hl2/npc_antlion.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -378,13 +378,14 @@ void CNPC_Antlion::Spawn( void )

sInteraction01.vecRelativeOrigin = Vector(224, 0, 0);
sInteraction01.angRelativeAngles = QAngle(0, 180, 0);
//sInteraction01.iFlags |= SCNPC_FLAG_TEST_OTHER_ANGLES;
sInteraction01.iFlags |= SCNPC_FLAG_TEST_OTHER_ANGLES;
sInteraction01.iFlags |= SCNPC_FLAG_TEST_END_POSITION;
sInteraction01.vecRelativeEndPos = Vector(312, -10, 0);
sInteraction01.iTriggerMethod = SNPCINT_AUTOMATIC_IN_COMBAT;
sInteraction01.flDelay = 15.0f;
sInteraction01.iFlags |= SCNPC_FLAG_MAPBASE_ADDITION;
sInteraction01.flDistSqr = (8 * 8);
sInteraction01.flMaxAngleDiff = 180.0f; // Initiate from any angle


ScriptedNPCInteraction_t sInteraction02;
Expand All @@ -393,11 +394,12 @@ void CNPC_Antlion::Spawn( void )

sInteraction02.vecRelativeOrigin = Vector(64, 0, 0);
sInteraction02.angRelativeAngles = QAngle(0, 180, 0);
//sInteraction01.iFlags |= SCNPC_FLAG_TEST_OTHER_ANGLES;
sInteraction02.iFlags |= SCNPC_FLAG_TEST_OTHER_ANGLES;
sInteraction02.iTriggerMethod = SNPCINT_AUTOMATIC_IN_COMBAT;
sInteraction02.flDelay = 7.5f;
sInteraction02.iFlags |= SCNPC_FLAG_MAPBASE_ADDITION;
sInteraction02.flDistSqr = (8 * 8);
sInteraction02.flMaxAngleDiff = 180.0f; // Initiate from any angle


AddScriptedNPCInteraction(&sInteraction01);
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