- added target id to the revive action
- caught an error in istargetingnpc check - it was actually checking for PCs
- removed sanity check from ActionPlayer - it shouldn't be needed and actions should be prevented from entereing the queue with other means.
I can't seem to be able to get rid of assets that need to be pointers, but aren't - it completely disrupts any work, so I'll just bite the bullet and check them in.
Right-clicking on a fallen ally would make PC to run over to the dead ally and execute Revive action. If we're right-clicking an enemy - we would do a melee attack instead.
-- added HitReact state to CharacterSetController (triggered by "BeginHitReact")
-- Made everybody have a ClientCharacter component.
-- Added a ClientCharacter->ClientCharacterVisualization reference, so that you can
get the visual GameObject from a NetworkId.
-- Fixed issue where placed Boss wasn't on the right Layer, making him invincible.
-- Hooked up some very preliminary HitReact logic in ClientCharacterVisualization (will be refactored shortly as part of ActionVisualizer).
-- ChaseAction now rotates you to target even if you don't move.
-- ChaseAction no longer "inches forward" every time you attack.
-- MeleeAction now does a preliminary DetectFoe in Start. There's a lengthy comment explaining this, for educational purposes.
-- The TANK_BASEATTACK range has been tuned to look better.
-- ActionRequestData now checks which fields are "non-default" and uses that to populate a flags byte, rather than relying on s...
ReviveAction brings Fainted characters back to life. ServerCharacter only allows PCs to become Fainted - NPCs become dead instead.
HP <= 0 is the triggering condition for going from Alive to either Fainted or Dead. That also clears out the action queue and prevents NPC AIBrain from being updated.
Added imp enemy to character lineup. Updated Boss with his own animation controller and replaced old boss prefab with new one that now has the cape rigged and animated