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Added Ranged Cooldown variables
Cleaned up my mess from other experiments.
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@@ -1266,17 +1266,11 @@
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PunchTarget()
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return 1
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//Open fire!
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if(ranged && (distance <= shoot_range) && ranged_cooldown <= world.time)
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stop_automated_movement = 0
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else if(ranged && (distance <= shoot_range) && 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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else if(ranged && !target_mob.canmove)
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LostTarget()
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ai_log("AttackTarget() resting, closing distance",3)
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handle_stance(STANCE_ATTACK)
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return 0
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//They ran away!
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else
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