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xrGame/ai/monsters/monster_enemy_memory.cpp: added XXX
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Xottab-DUTY committed May 12, 2018
1 parent b7aff60 commit 6674821
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3 changes: 3 additions & 0 deletions src/xrGame/ai/monsters/monster_enemy_memory.cpp
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Expand Up @@ -55,6 +55,9 @@ void CMonsterEnemyMemory::update()
}
}

// XXX: monster doesn't react to sounds when Actor doesn't see him
// Probably this was made for optimization
// But this conflicts with the ALife idea
if (monster->SoundMemory.IsRememberSound() && g_actor
&& g_actor->memory().visual().visible_now(monster))
{
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2 comments on commit 6674821

@SC1040-TS2
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Just sharing some quick thoughts which are likely based in code inexperience, but ideally, this could be a toggle-able setting in game options, or otherwise part of the lower difficulty settings. Rookie certainly, and maybe Stalker would have this lack of reaction, but Veteran and Master would obviously have the independent sound reaction in place.

What are your plans for this noted AI memory condition, seeing as only notes have been added as of currently?

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Your two ideas are both nice, thank you!

Currently, I don't know what to do with this, that's why I just added notes.

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