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fix: implement enemy clear threat script #1678

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merged 2 commits into from
Dec 16, 2024

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EmosewaMC
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this was supposed to be a small pr

tested that enemies that collide with this phantom collider tether to their spawn point and others tether as before.

@jadebenn
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Can you explain the intent of the changes in a bit more detail?

@EmosewaMC
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Can you explain the intent of the changes in a bit more detail?

i wanted to implement the last 2 scripts for avant gardens.
the zone script is identical for ns and gf, so i added those too.
the if chain was getting ugly so i made it a set.
i added the enemy clear threat script.
this required implementing collision group on physics component.
this also required the component id making its way down to the base component class, editing every physics component constructor.
this is a base class with no identifier, so it needs to loop over the component list to find a physics component.
we dont have forced tether logic, so that had to be made.
this duplicated existing code so i made the common stuff a function.
the logic forces an object to tether for 3 seconds which is enough for an enemy to reset to their start position

@jadebenn jadebenn self-requested a review December 14, 2024 22:42
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lgtm

@aronwk-aaron aronwk-aaron merged commit 0f8c5b4 into main Dec 16, 2024
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@aronwk-aaron aronwk-aaron deleted the all-this-for-1-script-what-am-i-doing branch December 16, 2024 05:45
@jadebenn jadebenn restored the all-this-for-1-script-what-am-i-doing branch December 16, 2024 19:27
@jadebenn jadebenn deleted the all-this-for-1-script-what-am-i-doing branch December 16, 2024 19:27
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3 participants