Eric_ wrote:Had a
strange incident with the Mancubus melee attack. Is it missing a Z check? I wouldn't expect it to hit me that hard from that far. I wouldn't expect the Manc to even attempt to melee from that range, but it seems like the previous issue where enemies would use their melee attack when first spotting you hasn't been fully resolved.
It is in fact missing a Z check, on top of BlockThingsIterator often catching things that seem to me to be far beyond the iterator's stated radius.
Also it turns out the mancubus isn't giving enough time for the target to be launched into safe shooting distance before checking melee range again, meaning that it
always melees twice. This has been fixed (and an oversight in A_Watch addressed).
Caligari87 wrote:It's seems the current separation of injectors into the inventory object and the weapon interface probably stems from some pre-ZScript limitations?
I was going to do this with the healing potions, and then I realized that this would prevent me from using the Use+Use combo to cycle through bottles of varying fulness. As for the stims, it seems awfully wasteful to use an entire spareweapons array for a bunch of very simple single-use items.
I think I'll leave things as they are for now.