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fix stewblaster stopping for non-players
fixes an issue when stew blaster would stop for non-players and would stand still permanently due to enemy hitboxes being removed. Tested that stewblaster only stops for players and starts moving when there are no players in the vicinity
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150031861d
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@ -68,6 +68,7 @@ void MovementAIComponent::SetPath(const std::string pathName) {
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}
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void MovementAIComponent::Pause() {
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if (m_Paused) return;
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m_Paused = true;
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SetPosition(ApproximateLocation());
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m_SavedVelocity = GetVelocity();
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@ -76,6 +77,7 @@ void MovementAIComponent::Pause() {
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}
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void MovementAIComponent::Resume() {
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if (!m_Paused) return;
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m_Paused = false;
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SetVelocity(m_SavedVelocity);
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m_SavedVelocity = NiPoint3Constant::ZERO;
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@ -1,6 +1,7 @@
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#include "WanderingVendor.h"
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#include "MovementAIComponent.h"
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#include "ProximityMonitorComponent.h"
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#include <ranges>
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void WanderingVendor::OnStartup(Entity* self) {
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auto movementAIComponent = self->GetComponent<MovementAIComponent>();
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@ -19,7 +20,16 @@ void WanderingVendor::OnProximityUpdate(Entity* self, Entity* entering, std::str
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if (!proximityMonitorComponent) self->AddComponent<ProximityMonitorComponent>();
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const auto proxObjs = proximityMonitorComponent->GetProximityObjects("playermonitor");
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if (proxObjs.empty()) self->AddTimer("startWalking", 1.5);
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bool foundPlayer = false;
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for (const auto id : proxObjs | std::views::keys) {
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auto* entity = Game::entityManager->GetEntity(id);
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if (entity && entity->IsPlayer()) {
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foundPlayer = true;
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break;
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}
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}
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if (!foundPlayer) self->AddTimer("startWalking", 1.5);
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}
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}
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