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Added CharacterActivity, made NPCs look at the player when speaking to them
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@ -286,6 +286,7 @@ impl StateExt for State {
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.with(poise)
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.with(comp::Alignment::Npc)
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.with(comp::CharacterState::default())
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.with(comp::CharacterActivity::default())
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.with(inventory)
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.with(comp::Buffs::default())
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.with(comp::Combo::default())
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@ -352,6 +353,7 @@ impl StateExt for State {
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.with(comp::Controller::default())
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.with(Inventory::with_empty())
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.with(comp::CharacterState::default())
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.with(comp::CharacterActivity::default())
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// TODO: some of these are required in order for the character_behavior system to
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// recognize a possesed airship; that system should be refactored to use `.maybe()`
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.with(comp::Energy::new(ship.into(), 0))
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@ -559,6 +561,7 @@ impl StateExt for State {
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z_max: 1.75,
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});
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self.write_component_ignore_entity_dead(entity, comp::CharacterState::default());
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self.write_component_ignore_entity_dead(entity, comp::CharacterActivity::default());
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self.write_component_ignore_entity_dead(entity, comp::Alignment::Owned(player_uid));
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self.write_component_ignore_entity_dead(entity, comp::Buffs::default());
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self.write_component_ignore_entity_dead(entity, comp::Auras::default());
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