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Animated objects are mobs and actually act like the object they come from #8303
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This reverts commit 4468eda.
…better-living-items
…nto better-living-items
…nto better-living-items
…nto better-living-items
…nto better-living-items
…nto better-living-items
You make me happy. Sidenote if you're doing mobAI on this, I can push some of the fixes we did for mobAI in the flock repo upstream for you? |
Sure, would be appreciated |
…nto better-living-items
…nto better-living-items
This has bugs but most of them are minor and/or related to other things (i.e a lot of things aren't using UpdateIcon for icon updates, overlay weirdness, etc etc). |
Very much a draft, just open for comments or code lookin'
About the PR
Replaces the shitty living object Mobcritters with living item mobs which actually act like the item. We had these before, for possession; however, they didn't have an AI. Now they do! Anima-animated and wraith-animated objects will be mobs, and the critter version will be removed completely.
This is currently terribly atomized, because it relies on some other fixes to work, and I've just been hacking away at it on one branch. Includes
_std
defines for the NTSO baton, some icon fixes (swords and grenades weren't using update_icon and the mob objs require that signal to look pretty)TODO:
IS_LIVING_OBJECT_USING_SELF
Why's this needed?
objcritter living items are janky, confusing, and completely unrelated to what you animated. An animated stun baton could hit for 1 brute damage. An animated pill could do 30.