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Merge pull request #268 from madsboddum/211
creatureMeleeAttack is now only used for the creature weapon instead of being used by every NPC #211
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@@ -142,21 +142,19 @@ class NpcCombatMode(obj: AIObject) : NpcMode(obj) {
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}
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private fun getWeaponCommand(weapon: WeaponObject): String {
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val ai = weapon.parent as AIObject?
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return if (ai != null && GameObjectType.GOT_CREATURE == ai.gameObjectType) {
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// Creatures use different default attack abilities than humanoids do
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"creatureMeleeAttack" // TODO this is a bit simple as there are ranged attacks available for some creatures as well.
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} else {
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when (weapon.type) {
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WeaponType.PISTOL -> "rangedShotPistol"
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WeaponType.RIFLE -> "rangedShotRifle"
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WeaponType.LIGHT_RIFLE -> "rangedShotLightRifle"
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WeaponType.CARBINE, WeaponType.HEAVY, WeaponType.HEAVY_WEAPON, WeaponType.DIRECTIONAL_TARGET_WEAPON -> "rangedShot"
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WeaponType.ONE_HANDED_MELEE, WeaponType.TWO_HANDED_MELEE, WeaponType.UNARMED, WeaponType.POLEARM_MELEE, WeaponType.THROWN -> "meleeHit"
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WeaponType.ONE_HANDED_SABER, WeaponType.TWO_HANDED_SABER, WeaponType.POLEARM_SABER -> "saberHit"
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else -> "meleeHit"
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}
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if (weapon.template == "object/weapon/creature/shared_creature_default_weapon.iff") {
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// Creature weapon, use the melee attack designed for creatures
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return "creatureMeleeAttack"
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}
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return when (weapon.type) {
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WeaponType.PISTOL -> "rangedShotPistol"
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WeaponType.RIFLE -> "rangedShotRifle"
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WeaponType.LIGHT_RIFLE -> "rangedShotLightRifle"
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WeaponType.CARBINE, WeaponType.HEAVY, WeaponType.HEAVY_WEAPON, WeaponType.DIRECTIONAL_TARGET_WEAPON -> "rangedShot"
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WeaponType.ONE_HANDED_MELEE, WeaponType.TWO_HANDED_MELEE, WeaponType.UNARMED, WeaponType.POLEARM_MELEE, WeaponType.THROWN -> "meleeHit"
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WeaponType.ONE_HANDED_SABER, WeaponType.TWO_HANDED_SABER, WeaponType.POLEARM_SABER -> "saberHit"
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else -> "meleeHit"
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}
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}
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