diff --git a/plugins/l4d2_ai_minigun.smx b/plugins/l4d2_ai_minigun.smx index 0442aa3..b1c23b1 100644 Binary files a/plugins/l4d2_ai_minigun.smx and b/plugins/l4d2_ai_minigun.smx differ diff --git a/scripting/l4d2_ai_minigun.sp b/scripting/l4d2_ai_minigun.sp index 2af443a..a92c898 100644 --- a/scripting/l4d2_ai_minigun.sp +++ b/scripting/l4d2_ai_minigun.sp @@ -209,8 +209,7 @@ stock int SpawnSurvivor(const float vPos[3], const float vAng[3], const char[] m SetClientName(bot_client_id, spawn_minigun ? "MinigunBot" : "HoldoutBot"); ChangeClientTeam(bot_client_id, 4); - SetEntProp(bot_client_id, Prop_Send, "m_fFlags", GetEntProp(bot_client_id, Prop_Send, "m_fFlags") | FL_FROZEN); - CreateTimer(0.1, spawn_minigun ? Timer_MoveMinigun : Timer_Move, bot_user_id); + CreateTimer(0.1, Timer_Move, bot_user_id); TeleportEntity(bot_client_id, vPos, NULL_VECTOR, NULL_VECTOR); SetEntityModel(bot_client_id, model); //set entity model to custom survivor model @@ -256,6 +255,7 @@ void AvoidCharacter(int type, bool avoid) { Action Timer_Move(Handle timer, any client) { if((client = GetClientOfUserId(client))) { //PrintToServer("client %d %N",client,client); + L4D2_SetPlayerSurvivorGlowState(client, false); L4D2_RemoveEntityGlow(client); // SetEntityMoveType(client, MOVETYPE_NONE); SetEntProp(client, Prop_Send, "m_fFlags", GetEntProp(client, Prop_Send, "m_fFlags") & ~FL_FROZEN); @@ -266,6 +266,7 @@ Action Timer_Move(Handle timer, any client) { Action Timer_MoveMinigun(Handle timer, any client) { if((client = GetClientOfUserId(client))) { L4D2_RemoveEntityGlow(client); + L4D2_SetPlayerSurvivorGlowState(client, false); SetEntityMoveType(client, MOVETYPE_NONE); // SetEntProp(client, Prop_Send, "m_fFlags", GetEntProp(client, Prop_Send, "m_fFlags") & ~FL_FROZEN); TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, view_as({ 0.0, 0.0, 0.0 }));