I think I found a fix for this (scientists not using the Scent lines near carcasses even though audio lines and sentences.txt are present) :
https://github.com/ValveSoftware/halflife/issues/2982`//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards. In the base class implementation,
// monsters care about all sounds, but no scents.
//=========================================================
int CScientist :: ISoundMask ( void )
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_DANGER |
bits_SOUND_PLAYER;
}
`
Scientists are missing the carcass/meat/garbage 'sounds' that barneys do listen to so just add those ->
`int CBarney :: ISoundMask ( void)
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_CARCASS |
bits_SOUND_MEAT |
bits_SOUND_GARBAGE |
bits_SOUND_DANGER |
bits_SOUND_PLAYER;
}`