void CAI_GoalEntity::ExitDormant( void ) { if ( m_flags & DORMANT ) { m_flags &= ~DORMANT; inputdata_t ignored; InputUpdateActors( ignored ); } }
void CAI_GoalEntity::DelayedRefresh() { inputdata_t ignored; if ( m_fStartActive ) { Assert( !(m_flags & ACTIVE) ); InputActivate( ignored ); m_fStartActive = false; } else InputUpdateActors( ignored ); SetThink( NULL ); }