npcs and enemies now inherit from character state
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@@ -10,7 +10,6 @@ var scan_direction = scan_cone_angle/2
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func Enter():
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scan_timer = scan_time
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get_new_wander_point()
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clear_points_of_interest()
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func Update(delta):
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@@ -22,11 +21,8 @@ func Update(delta):
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change_scan_direction()
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func Physics_Update(delta):
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#draw target for debug purposes
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debug_marker(move_target)
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#if navigation is finished get new point, otherwise continue on path
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if enemy.nav_agent.is_navigation_finished():
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if character.nav_agent.is_navigation_finished():
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get_new_wander_point()
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else:
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move_to_nav_point(delta)
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@@ -37,8 +33,8 @@ func Physics_Update(delta):
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func get_new_wander_point():
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var x = randf_range(-wander_distance_max,wander_distance_max)
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var z = randf_range(-wander_distance_max,wander_distance_max)
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move_target = enemy.global_position + Vector3(x,0,z)
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enemy.nav_agent.set_target_position(move_target)
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move_target = character.global_position + Vector3(x,0,z)
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character.nav_agent.set_target_position(move_target)
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func change_scan_direction():
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scan_timer = scan_time
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