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Add missing check to see if allied grunt has weapons before flagging …
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…self as needing to reload
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SamVanheer committed Nov 8, 2023
1 parent ef8c07d commit ea92da2
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1 change: 1 addition & 0 deletions CHANGELOG.md
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Expand Up @@ -13,6 +13,7 @@
* Fixed crash when +USEing NPCs that have just exited a scripted sequence (Thanks malortie)
* Fixed ally grunt monsters resetting other ally grunt monsters' dying schedule if they are both killed at the same time (Thanks FreeSlave)
* Minor fixes to switch statements to fix incorrect fallthrough
* Added missing check to see if allied grunt has weapons before flagging self as needing to reload (Thanks FreeSlave)

## Changes in V1.0.0 Release Candidate 002

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2 changes: 1 addition & 1 deletion dlls/hgrunt_ally.cpp
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Expand Up @@ -878,7 +878,7 @@ void CHGruntAlly::IdleSound()
//=========================================================
void CHGruntAlly::CheckAmmo()
{
if (m_cAmmoLoaded <= 0)
if (pev->weapons != 0 && m_cAmmoLoaded <= 0)
{
SetConditions(bits_COND_NO_AMMO_LOADED);
}
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