diff --git a/dlls/monsterstate.cpp b/dlls/monsterstate.cpp index cec29b79fb..a642873bd1 100644 --- a/dlls/monsterstate.cpp +++ b/dlls/monsterstate.cpp @@ -66,7 +66,7 @@ void CBaseMonster::RunAI( void ) // IDLE sound permitted in ALERT state is because monsters were silent in ALERT state. Only play IDLE sound in IDLE state // once we have sounds for that state. - if( ( m_MonsterState == MONSTERSTATE_IDLE || m_MonsterState == MONSTERSTATE_ALERT ) && RANDOM_LONG( 0, 99 ) == 0 && !( pev->flags & SF_MONSTER_GAG ) ) + if( ( m_MonsterState == MONSTERSTATE_IDLE || m_MonsterState == MONSTERSTATE_ALERT ) && RANDOM_LONG( 0, 99 ) == 0 && !( pev->spawnflags & SF_MONSTER_GAG ) ) { IdleSound(); }