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GTFO
EnemyAnimationFix
GTFO
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EnemyAnimationFix
Fixes several enemy bugs for both clients and host.
Dinorush
https://github.com/Dinorush/EnemyAnimationFix
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Details
Details
Last Updated
First Uploaded
Downloads
49K
Likes
6
Size
121KB
Dependency string
Dinorush-EnemyAnimationFix-1.4.6
Dependants
57 other mods
Categories
Client Mods
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Details
Required (1)
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Analysis
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Modding Discord
Features
Client or Host
Foamed enemies visually fade to normal over time (if Host has mod).
Enemies no longer try to use animations that don't exist (if Host has mod).
Includes giant screams, a shooter attack, and a hybrid stagger.
Fixes some enemies continuing to move while attacking/screaming as a result.
Enemies not on screen play footstep audio.
Melee weapons can't hit enemy corpses.
Client
Enemies don't snap out of their tongue/shooting animations early.
Enemies correct their position when they stop moving to attack/scream/etc (if Host has mod).
Can customize smoothing duration via Config file.
Host (applies for all players)
Enemies not on screen correctly perform attack and stagger movement.
Toggleable via Config file (tied to footstep audio).
Enemies stop shooting or using their tongues when they perform another action.
Enemies that attempt to tongue when the game cannot allocate more no longer get stuck.
Enemies don't cancel their melee when a player is directly inside them.
Enemies 2 or more rooms away correctly path toward their target when they get close.
Enemy c-foam states last the correct length of time for clients (that have the mod).
Wave enemies don't AFK for potentially infinite lengths of time.
Min/max time customizable via Config file.
Enemies' second and onward screams correctly wake rooms instead of doing nothing.
Scream cooldowns reset between drops.
Enemies can't remotely break doors if a player moves behind a different door connected to their room.
Partial Flyer pathfinding fixes. (They still have lots of problems)
Acknowledgements
Fast fix implementation for wave enemies AFKing is heavily based on
PierceBugFix
's patch.