Fixes to the melee/ranged attack split.
This was SVN commit r3404.
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a0936ede65
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@ -153,7 +153,8 @@ function entityInit()
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{
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a = this.actions.attack.ranged;
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minRange = ( a.minRange ? a.minRange : 0.0 );
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this.setActionParams( ACTION_ATTACK_RANGED, minRange, a.range, a.speed, "ranged" );
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// this animation should actually be "ranged" except the current actors still have it called "melee"
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this.setActionParams( ACTION_ATTACK_RANGED, minRange, a.range, a.speed, "melee" );
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}
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}
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@ -616,6 +617,18 @@ function entityEventNotification( evt )
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console.wrote( "Unknown notification request" + evt.type );
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}
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}
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// ====================================================================
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function getAttackAction( source, target )
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{
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attack = source.actions.attack;
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if( attack.melee )
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return ACTION_ATTACK;
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else
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return ACTION_ATTACK_RANGED;
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}
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// ====================================================================
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function entityEventTargetChanged( evt )
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@ -643,11 +656,11 @@ function entityEventTargetChanged( evt )
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evt.target.traits.health.max != 0 )
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{
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evt.defaultOrder = NMT_Generic;
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evt.defaultAction = ACTION_ATTACK;
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evt.defaultAction = getAttackAction( this, evt.target );
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evt.defaultCursor = "action-attack";
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evt.secondaryOrder = NMT_Generic;
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evt.secondaryAction = ACTION_ATTACK;
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evt.secondaryAction = getAttackAction( this, evt.target );
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evt.secondaryCursor = "action-attack";
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}
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if( canGather( this, evt.target ) )
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