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Converts Pirates, Soviets, and Drakehounds to basic mob AI (#29903)
* Converts pirates, soviets, and drakehounds to basic mob AI * Linters and fixes * Pirate fire rate adjustment * Merge fixes * Better ranged attack code * Even better ranged code --------- Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
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@@ -162,6 +162,9 @@ RESTRICT_TYPE(/mob/living/basic)
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var/ranged_burst_interval = 0.2 SECONDS
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/// Time between bursts
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var/ranged_cooldown = 2 SECONDS
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/// What casing type is the projectile?
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var/casing_type
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/// What projectile do we shoot?
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var/projectile_type
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/// What sound does it make when firing?
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@@ -181,7 +184,7 @@ RESTRICT_TYPE(/mob/living/basic)
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var/datum/action/innate/hide/hide = new()
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hide.Grant(src)
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if(is_ranged)
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AddComponent(/datum/component/ranged_attacks, cooldown_time = ranged_cooldown, projectile_type = projectile_type, projectile_sound = projectile_sound, burst_shots = ranged_burst_count, burst_intervals = ranged_burst_interval)
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AddComponent(/datum/component/ranged_attacks, casing_type = casing_type, projectile_type = projectile_type, projectile_sound = projectile_sound, burst_shots = ranged_burst_count, burst_intervals = ranged_burst_interval, cooldown_time = ranged_cooldown)
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/mob/living/basic/Destroy()
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if(nest)
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