From 75596ad87e3feb9f2ac3bf63426756f4519eea71 Mon Sep 17 00:00:00 2001 From: Giegue Date: Thu, 2 Nov 2023 16:13:45 -0300 Subject: [PATCH] Fix xenmaker monsters not fading, again. --- src/dlls/xenmaker.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/dlls/xenmaker.cpp b/src/dlls/xenmaker.cpp index ab95a0f..4351eb4 100644 --- a/src/dlls/xenmaker.cpp +++ b/src/dlls/xenmaker.cpp @@ -176,11 +176,13 @@ void CMXenMaker::StartEffect(void) if (!count) { // Attempt to spawn monster - pent = spawn_monster(m_iMonsterIndex, pev->origin, pev->angles, SF_MONSTER_FADECORPSE, NULL); + pent = spawn_monster(m_iMonsterIndex, pev->origin, pev->angles, 0, NULL); if (pent == NULL) { ALERT(at_console, "[MONSTER] XenMaker - failed to spawn monster! targetname: \"%s\"\n", STRING(pev->targetname)); } + else + pent->v.spawnflags |= SF_MONSTER_FADECORPSE; } else if (!FBitSet(pev->spawnflags, SF_XENMAKER_TRY_ONCE)) {