diff --git a/mp/src/game/server/zmr/npcs/zmr_zombieanimevent.cpp b/mp/src/game/server/zmr/npcs/zmr_zombieanimevent.cpp index 49ef04dab..601275495 100644 --- a/mp/src/game/server/zmr/npcs/zmr_zombieanimevent.cpp +++ b/mp/src/game/server/zmr/npcs/zmr_zombieanimevent.cpp @@ -24,12 +24,13 @@ END_SEND_TABLE() void TE_ZombieAnimEvent( CZMBaseZombie* pZombie, ZMZombieAnimEvent_t anim, int nData ) { - CPVSFilter filter( pZombie->WorldSpaceCenter() ); + // We need to send this to all players always, because some animations + // affect the state of the zombie fundamentally. + // ie. banshee ceiling ambush will have wrong anims if banshee was not in PVS. + // or just ZM being outside the map and the zombie attacking something. + CRecipientFilter filter; + filter.AddAllPlayers(); - - // It's possible to get here from the player class. - //filter.UsePredictionRules(); - g_ZMTEZombieAnimEvent.m_hZombie = pZombie; g_ZMTEZombieAnimEvent.m_iEvent = anim; g_ZMTEZombieAnimEvent.m_nData = nData;