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This is because they fire RPG rockets which are coded to always follow laser dots if they are in a cone in front of them.
It's only exploitable in one area and then only to allow rockets to be redirected slightly with no other enemies to hit so this isn't a high priority issue.
I'd suggest adding an option to toggle this behavior on RPG rockets as well as func_tankrocket to allow this behavior to be controlled by level designers.
Description
See ValveSoftware/halflife#3361
Build : Half-Life Unified SDK V1.0.0 Release Candidate 001
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