Yet another GMR/GSR fix.
Monster maximum viewable distance is now customizable.
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@@ -92,6 +92,9 @@ void CMBaseTurret::Spawn()
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m_iAutoStart = TRUE;
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}
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if (!m_flDistLook)
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m_flDistLook = TURRET_RANGE;
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ResetSequenceInfo( );
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SetBoneController( 0, 0 );
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SetBoneController( 1, 0 );
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@@ -348,7 +351,7 @@ void CMBaseTurret::ActiveThink(void)
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Vector vec = UTIL_VecToAngles(vecMidEnemy - vecMid);
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// Current enemy is not visible.
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if (!fEnemyVisible || (flDistToEnemy > TURRET_RANGE))
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if (!fEnemyVisible || (flDistToEnemy > m_flDistLook))
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{
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if (!m_flLastSight)
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m_flLastSight = gpGlobals->time + 0.5;
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@@ -459,7 +462,7 @@ void CMBaseTurret::ActiveThink(void)
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void CMTurret::Shoot(Vector &vecSrc, Vector &vecDirToEnemy)
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{
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FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1 );
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FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, m_flDistLook, BULLET_MONSTER_12MM, 1 );
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.6);
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pev->effects = pev->effects | EF_MUZZLEFLASH;
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}
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@@ -467,7 +470,7 @@ void CMTurret::Shoot(Vector &vecSrc, Vector &vecDirToEnemy)
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void CMMiniTurret::Shoot(Vector &vecSrc, Vector &vecDirToEnemy)
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{
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FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_9MM, 1 );
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FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, m_flDistLook, BULLET_MONSTER_9MM, 1 );
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switch(RANDOM_LONG(0,2))
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{
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@@ -721,7 +724,7 @@ void CMBaseTurret::SearchThink(void)
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// Acquire Target
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if (m_hEnemy == NULL)
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{
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Look(TURRET_RANGE);
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Look(m_flDistLook);
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m_hEnemy = BestVisibleEnemy();
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}
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@@ -779,7 +782,7 @@ void CMBaseTurret::AutoSearchThink(void)
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if (m_hEnemy == NULL)
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{
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Look( TURRET_RANGE );
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Look( m_flDistLook );
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m_hEnemy = BestVisibleEnemy();
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}
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@@ -1042,7 +1045,7 @@ void CMSentry::Spawn()
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void CMSentry::Shoot(Vector &vecSrc, Vector &vecDirToEnemy)
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{
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FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_MP5, 1 );
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FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, m_flDistLook, BULLET_MONSTER_MP5, 1 );
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switch(RANDOM_LONG(0,2))
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{
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