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CrowdControl additions & improvements #5104
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this looks like cleanup relative to the previous code, even if there's room to clean up
if you'd like to sit on it for awhile it could make sense to split out removal of bidding in meantime
This will break hyper enemies as it relies on enemies being in the enemy category (except dark link). |
That's true. I honestly don't know how I would solve this elegantly. |
My idea would be to add a field to the actor struct that gets set for these enemies and then VBing the check for clearing all enemies to ignore enemies with the field set (when crowd control is on). |
We're gonna need that extendible actor data thing Proxy made for 2ship then. Adding it straight to the actor struct doesn't feel great. HarbourMasters/2ship2harkinian#1004 |
I agree, but it can work as a temporary fix while that gets ported over. |
I'd like to get rid of all of the class stuff involved with CC. I know it sounds primitive, but IMO it's simple enough and not touched often enough to just be like three big functions that are just switch statements. I think we abstracted here too early |
I agree, my question was more if that should block these changes or not. |
I don't think it should. If this doesn't break anything in CC we should merge it and let the other stuff be a follow up from someone who has the bandwidth |
What this does:
All of these changes are SoH clientside only except for the removal of bidwar effects, which weren't in use on CrowdControl's side anyway. Also of note, a lot of this is quite messy, although I feel like that goes for a lot of the effects currently. A lot of source code touched and the GameInteractorEffects stuff doesn't feel as great anymore.
Wether we want this PR cleaned up code-wise first (and subsequently probably a lot of other CC code) or not I'll leave up to others. If we do want it cleaned up more though it may take me a while to get to. Either way, until then, this'll be up for test builds.
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