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16 commits

Author SHA1 Message Date
elsid
f566ab03ab
Mark overriden AiPackage methods as final 2020-05-17 22:19:50 +02:00
Allofich
b1be3596dc Cleanup of #include statements 2016-06-18 10:56:28 +09:00
scrawl
59db9664ba Pass the CharacterController to AiPackage::execute 2015-06-26 17:47:04 +02:00
terrorfisch
0871d45790 Draft how to move temporary package state to CharacterController.
Example for a few values shown in AiWander.
2014-10-08 10:58:52 +02:00
scrawl
7252cb63a6 Fix cppcheck issues 2014-09-26 17:48:14 +02:00
scrawl
a54ac579a5 Savegame: Store AiSequence 2014-06-13 02:26:52 +02:00
Thomas
203ef580cf Fixed moving activatable object being incorrectly activated. 2014-05-13 20:32:29 -04:00
Thomas
cbfa282f8d Changed implementations of aifollow/pursue/activate slightly, added ability for NPCs to go through unlocked doors (They even try locked ones), and step back from opening doors (Although it still needs some work)
Notes - When the door hits them while it's about to finish closing they will try to walk through the door.
      - Considerably more works is needed in making the NPC work out troublesome areas where they get stuck
2014-05-13 03:58:32 -04:00
Thomas
10a5bb9464 Made code a bit more standardized and added a good bit of documentation. 2014-04-29 23:40:59 -04:00
Jeffrey Haines
7c0b51fb7e Ai pursue now controls guards pursuit of crimes
Should extend AiActivate in the future
2014-04-02 00:18:22 -04:00
Jeffrey Haines
4037f3705e Feature 1154 & 73: NPCs react to crime 2014-04-01 14:15:55 -04:00
gus
632834ce10 WIP 2014-02-05 16:12:50 +01:00
gus
650a112e2e better timer 2013-10-30 20:42:50 +01:00
Marc Zinnschlag
a092deaee8 various fixes 2012-11-16 20:28:20 +01:00
marcin
51027c541e Feature #391 Dummy AI package classes 2012-11-16 18:38:15 +01:00
marcin
515419ae0b Feature #391 Dummy AI package classes 2012-11-15 22:22:44 +01:00