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Human AI #442
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Human AI #442
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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…) and makes disarm the default intent
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Co-authored-by: Zonespace <[email protected]>
Co-authored-by: Zonespace <[email protected]>
…es at people in cover
More firearm datums + AI equipment & item bugfixes + AI now throw nad…
Merge issues
…emoved from equipment map
* Fix failing to pick up things while wielding a gun * Return fire & try chase when out of nades * End gun fire while healing in edge cases * Ignore laying handful rounds, excluding shells etc * Fixing automatic shotguns & RPG appraisals * Strange Mistake Fixed * nades length() * automatic shotgun fix №2
* Reloading fixes * Update human_ai_interaction.dm * Targeting tweaks * Weighting weapons & flags instead of typechecks * Loading any preset makes AI appraise inventory * reset tried_reload on picking up ammo * New AI cover system * Runtime fix * Covering #2 and stop anything while controlled by player * Update code/modules/mob/living/carbon/human/ai/brain/ai_brain_items.dm Co-authored-by: Zonespace <[email protected]> * Apply suggestions from code review Co-authored-by: Zonespace <[email protected]> * Sane recursion limit * sniper action check > sniper order check * Action reset on losing cover * Reset currently_reloading on death * shoot_to_kill fix, regarding cinematic crit * Return fire tweak, less distance awareness * Pillbottle ai_use() fix * Runtime fix * Squad aid & end_gun_fire() on target deletion * end cover if can't find a path to it * qdel comsig overrides * batch of runtimes * Reload respects business & help -> disarm out of combat * Moving currently_busy into attack proc directly * currently_busy stuck fix * now busy during reload --------- Co-authored-by: Zonespace <[email protected]>
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DO NOT USE OR PORT. THIS IS FAR FROM READY.