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Refactored Life() to receive seconds per tick and times fired as parameters. Life() now cannot be slept in, turned various sleepings into async calls procs. Optimized mob AI subsystems, gave them new priorities levels and flags. Grab upgrades are now elaborated asynchronously, tweaked them to avoid stacking multiple upgrades. Fixed plains tyrants keeping sending messages about stomping even if dead.
11 lines
449 B
Plaintext
11 lines
449 B
Plaintext
/**
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* This is the fast AI subsystem, used for mobs that are doing something visible and thus have priority over other mobs processing
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*
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* You should promote mobs to fast thinking if eg. they are fighting players or similar, and de-promote them once they resume their normal routine
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*/
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MOB_AI_SUBSYSTEM_DEF(mob_fast_ai)
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name = "Mobs - Fast AI"
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flags = SS_KEEP_TIMING | SS_BACKGROUND | SS_NO_INIT
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priority = FIRE_PRIORITY_NPC_ACTIONS
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wait = 5
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