Further testing of the individual combat systems in preparation for the Character overhaul
Found some missing VFX in the magic effects data table gonna pass that over to Jackie on Monday.
Replaced some references to the movement status component inside of the T_SetMovementSpeed with the interface event UpdateMovementSpeed.
Cleaned up the code inside of T_SetEnemyAsFocus
Removed references to the input buffer component and movement status component inside of the Ranged Component
Fixed a bug in the archery combat where the NPC Arrow would never be destroyed if they sheathed their weapon
Replaced the old GetStatsComponent function with the new one inside of the T_CheckNeedToHeal, this was sometimes causing a crash in both the engine and game.
Found a pretty large bug, that Iām not quite sure how to fix yet. If an NPC loses sight of the player and returns to their location they can never reactivate their AI even if looking right at the player.
Removed some old animation references from T_SendOffAttack.
Created a new Interface event called EventAttackOnInterface to allow us to call for an attack without an explicit reference to the melee component.
Reduced size of T_SendOffAttack from 35 mb and 1200 references down to 2.1mb and 165 references, by removing references to the melee component.
Cleaned up the code in the task T_DrawArrow.
Removed a ref to the Magic component from the S_MageStrafe service.