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AI_ThinkActive() must be used if the owner is an Actor
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1 changed files with 4 additions and 2 deletions
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@ -1267,10 +1267,12 @@ void TurretGun::AI_ThinkActive()
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void TurretGun::Think(void)
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{
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if (owner || (!m_bHadOwner && aim_target)) {
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if (!owner && (m_bHadOwner || !aim_target)) {
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ThinkIdle();
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} else if (owner && owner->IsSubclassOfPlayer()) {
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P_ThinkActive();
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} else {
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ThinkIdle();
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AI_ThinkActive();
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}
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}
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