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Basic Mob Brimdemon (#78424)
## About The Pull Request Fixes #71330 The brimdemon was basically already perfect (well, it has a novel means of attacking) so I didn't get too fancy with this one, it's _largely_ just a straightforward conversion. Following this change it's a little slower to back off, but better at lining up with people in order to blast them. Additionally, its beam is now a mob ability so you can give it to other mobs if you so desire. Because I can't help doing a _little_ tinkering, Brimdemons now explode 2.5 seconds after they die, after a brief warning animation. ## Why It's Good For The Game Simple mobs must die ## Changelog 🆑 add: Brimdemon corpses release an explosion shortly after death, just to keep you on your toes. refactor: Brimdemons now use the basic mob framework which (should) improve their pathfinding somewhat. Please bug report any unusual behaviour. admin: The brimdemon's beam ability can be given to any mob, for your Binding of Isaac event /🆑
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@@ -9,10 +9,7 @@
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/datum/ai_planning_subtree/flee_target/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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. = ..()
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if (!controller.blackboard[BB_BASIC_MOB_FLEEING])
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return
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var/atom/target = controller.blackboard[target_key]
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if(QDELETED(target))
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if (!controller.blackboard[BB_BASIC_MOB_FLEEING] || !controller.blackboard_key_exists(target_key))
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return
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controller.queue_behavior(flee_behaviour, target_key, hiding_place_key)
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return SUBTREE_RETURN_FINISH_PLANNING //we gotta get out of here.
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