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[TOOLS/FGD?] NPC_CloneCop does not damage player If "Can Join Player Squad" spawnflag is active. #273

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ZeMysticalTaco opened this issue Apr 25, 2024 · 0 comments

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@ZeMysticalTaco
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Describe the bug

At first, I believed that npc_clonecop had some sort of special behavior in maps, or an input flag of some kind was necessary to make him damage the player, despite starting with D_HT towards the player. I spent an hour looking around until I found the key between the NPC I have placed and the NPC in the map ez2_c6_1 was the "Can Join Player Squad" spawnflag [524288].

It is likely this is simply just an FGD mistake.

It is possible this behavior extends to other NPCs, though I have not checked this.

Steps to reproduce

Steps to reproduce the behavior:

  • Spawn an npc_clonecop as he comes in hammer.
  • Inhale the same oxygen he does.
  • Don't get damaged.

Expected behavior

  • npc_clonecop should ideally not have this flag or this flag should be disabled by default,
  • OR if npc_clonecop is D_HT towards the player, and he has damaged them, a DevMsg should fire to let mappers know. that it should be off for npc_clonecop, as he is a hostile NPC by default.

Additional context

(Optional) Add any other context about the problem here.
Creating npc_clonecop with npc_create, will make him function normally.

met-nikita pushed a commit to met-nikita/source-sdk-2013 that referenced this issue May 9, 2024
…bie-no-flinch-during-unique-anim

Cvar to disable zombie flinching during actbusies or scripted sequences
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