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The beta branch has been updated with the following changes:
- Combine soldiers now use asw_weapon_pdw_single rather than being hard-coded to use the single PDW model and animations. The entity becomes an asw_weapon_pdw, so scripts that deal with weapons do not need to be updated to handle asw_weapon_pdw_single entities as they only exist before the weapon has fully spawned in.
- Aliens now make AI sounds that can be heard by colonists and combine soldiers whenever they finish or loop an animation. There is no change to the player-audible sounds they make, but this now means that humanoid NPCs can notice aliens loudly approaching them from behind.
- Added ai_goal_actbusy support to asw_colonist.
- asw_colonist is no longer targeted by aim assist by default. There is a new keyvalue in Hammer to revert this to the previous behavior.
- Aiming at an asw_colonist with aim assist turned off will now show the friendly fire crosshair and laser pointer.
- The ability to USE a colonist in order to make them follow the marine now has an on-screen prompt and can be disabled in Hammer.
- Added the ability to have asw_colonist spawn with a weapon, as well as a Hammer keyvalue to determine whether they should drop their weapon on death. Known issue: Colonists currently don’t animate most weapons correctly.