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MoveAndShoot optimization
Added if statements to state 3 and 4 of the mob's states so that it won't run the MoveAndShoot() proc unless the mob's move_shoot var is true.
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@@ -583,11 +583,13 @@
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annoyed = 50
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a_intent = I_HURT
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RequestHelp()
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MoveAndShoot()
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if(move_shoot)
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MoveAndShoot()
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MoveToTarget()
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if(STANCE_ATTACKING)
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annoyed = 50
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MoveAndShoot()
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if(move_shoot)
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MoveAndShoot()
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AttackTarget()
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/mob/living/simple_animal/proc/handle_supernatural()
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@@ -1262,12 +1264,7 @@
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ai_log("AttackTarget() vs. [target_mob]",1)
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var/distance = get_dist(src, target_mob)
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face_atom(target_mob)
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/*
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if(move_shoot == 1 && distance <= shoot_range && distance >= 2 && ranged_cooldown <= world.time)
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ai_log("AttackTarget() ranged",3)
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ShootTarget(target_mob)
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return 1
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*/
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//Hadoooooken!
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if(prob(spattack_prob) && (distance >= spattack_min_range) && (distance <= spattack_max_range))
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ai_log("AttackTarget() special",3)
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@@ -1296,7 +1293,7 @@
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ai_log("MoveAndShoot() vs. [target_mob]",1)
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var/distance = get_dist(src, target_mob)
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face_atom(target_mob)
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if(move_shoot == 1 && distance <= shoot_range && distance >= 2 && ranged_cooldown <= world.time)
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if(distance <= shoot_range && distance >= 2 && ranged_cooldown <= world.time)
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ai_log("MoveAndShoot() moving and shooting",3)
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ShootTarget(target_mob)
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