@@ -211,8 +211,8 @@ BEGIN_DATADESC( CNPC_BaseZombie )
211211 DEFINE_FIELD( m_fIsTorso, FIELD_BOOLEAN ),
212212#ifdef MAPBASE
213213 DEFINE_KEYFIELD ( m_fIsHeadless, FIELD_BOOLEAN , " Headless" ),
214- DEFINE_KEYFIELD( m_iMeleeReach, FIELD_INTEGER , " MeleeReach" ),
215- DEFINE_KEYFIELD( m_iMaxPlayerDistToSwat, FIELD_INTEGER , " MaxPlayerDistToSwat " ),
214+ DEFINE_KEYFIELD( m_flMeleeReach, FIELD_FLOAT , " MeleeReach" ),
215+ DEFINE_KEYFIELD( m_flMaxDistToSwat, FIELD_FLOAT , " MaxDistToSwat " ),
216216 DEFINE_KEYFIELD( m_iMaxObjMassToSwat, FIELD_INTEGER , " MaxObjMassToSwat" ),
217217#else
218218 DEFINE_FIELD ( m_fIsHeadless, FIELD_BOOLEAN ),
@@ -260,8 +260,8 @@ CNPC_BaseZombie::CNPC_BaseZombie()
260260 m_iMoanSound = g_numZombies;
261261
262262#ifdef MAPBASE
263- m_iMeleeReach = ZOMBIE_MELEE_REACH ;
264- m_iMaxPlayerDistToSwat = ZOMBIE_PLAYER_MAX_SWAT_DIST ;
263+ m_flMeleeReach = ZOMBIE_MELEE_REACH ;
264+ m_flMaxDistToSwat = ZOMBIE_PLAYER_MAX_SWAT_DIST ;
265265 m_iMaxObjMassToSwat = ZOMBIE_MAX_PHYSOBJ_MASS ;
266266#endif
267267
@@ -307,7 +307,7 @@ bool CNPC_BaseZombie::FindNearestPhysicsObject( int iMaxMass )
307307#ifndef MAPBASE
308308 if (dist > ZOMBIE_PLAYER_MAX_SWAT_DIST )
309309#else
310- if (dist > m_iMaxPlayerDistToSwat )
310+ if (dist > m_flMaxDistToSwat )
311311#endif
312312 {
313313 // Player is too far away. Don't bother
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