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[Gothic 1] Fleeing Npcs have player as goto target #638

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thokkat opened this issue May 24, 2024 · 0 comments
Open

[Gothic 1] Fleeing Npcs have player as goto target #638

thokkat opened this issue May 24, 2024 · 0 comments
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@thokkat
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thokkat commented May 24, 2024

If a digger is brought to <50% health he begins to flee. Instead of running away he is following the player.

Problem is that AI_Wait in script loop is interrupting the turning process, causing this weird behavior. In vanilla it looks like fleeing is following the waynet and using same logic as npc going to a different location. A solution could be to handle fleeing in Npc::implGoTo where it's currently a nop.

  if(go2.flag==GT_Flee) {
    // nop
    }
@thokkat thokkat added the bug Something isn't working label May 24, 2024
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