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* Fixes fleeing behaviour (#78821) ## About The Pull Request This PR does three things: - Fixes fleeing, I broke it in a recent PR so mobs would walk to a location then sort of stand there doing nothing. This is due to using `>=` instead of `>`. - Makes lobstrosities stop running and charge at you more responsively (when they detect they can charge). - Inverts the `BB_BASIC_MOB_FLEEING` blackboard key to `BB_BASIC_MOB_STOP_FLEEING` so that the default behaviour is "to perform the behaviour that you put on the mob" instead of to not do that. ## Why It's Good For The Game Makes commonly used behaviour work properly. Removes footgun we hand to ai developers. ## Changelog 🆑 fix: Cowardly mobs will consistently run away from you instead of getting tired and just sort of standing there after an initial burst of movement. /🆑 * Fixes fleeing behaviour --------- Co-authored-by: Jacquerel <hnevard@gmail.com>