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Fixed an issue with the ForceThisNPCToStopBusy input which caused NPCs to keep acting busy when they shouldn't
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@ -2742,8 +2742,15 @@ void CAI_ActBusyGoal::InputForceThisNPCToStopBusy( inputdata_t &inputdata )
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if ( !pBehavior )
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if ( !pBehavior )
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return;
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return;
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// Just stop busying
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if (!IsActive() && pBehavior->GetActBusyGoal() == this)
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pBehavior->StopBusying();
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{
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pBehavior->Disable();
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}
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else
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{
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// Just stop busying
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pBehavior->StopBusying();
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}
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}
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}
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#endif
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#endif
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@ -153,6 +153,10 @@ public:
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bool IsInSafeZone( CBaseEntity *pEntity );
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bool IsInSafeZone( CBaseEntity *pEntity );
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int CountEnemiesInSafeZone();
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int CountEnemiesInSafeZone();
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#ifdef MAPBASE
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CAI_ActBusyGoal *GetActBusyGoal() const { return m_hActBusyGoal; }
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#endif
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private:
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private:
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virtual int SelectSchedule( void );
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virtual int SelectSchedule( void );
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int SelectScheduleForLeaving( void );
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int SelectScheduleForLeaving( void );
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