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Ok one last time just removing the action_state = 0 since it seems to cause the runaway.. npc's will not stop action_state when you hail/interact them because of this.

This commit is contained in:
Emagi 2025-04-26 08:39:12 -04:00
parent eba0cf0505
commit 4009838f9d

View File

@ -3852,7 +3852,7 @@ void Spawn::FaceTarget(Spawn* target, bool disable_action_state){
((NPC*)this)->StartRunback();
((NPC*)this)->PauseMovement(30000);
}
SetTempActionState(0);
//SetTempActionState(0);
}
}
}