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Don't set the interaction type to loot if an entity doesn't have a lootdb.
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parent
39827852b3
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@ -50,6 +50,8 @@ func sstart_attack(entity : Entity) -> void:
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func _notification_cmouse_enter() -> void:
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func _notification_cmouse_enter() -> void:
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if centity_interaction_type == EntityEnums.ENITIY_INTERACTION_TYPE_LOOT:
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if centity_interaction_type == EntityEnums.ENITIY_INTERACTION_TYPE_LOOT:
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Input.set_default_cursor_shape(Input.CURSOR_CROSS)
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Input.set_default_cursor_shape(Input.CURSOR_CROSS)
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elif centity_interaction_type == EntityEnums.ENITIY_INTERACTION_TYPE_NONE:
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Input.set_default_cursor_shape(Input.CURSOR_ARROW)
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else:
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else:
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Input.set_default_cursor_shape(Input.CURSOR_MOVE)
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Input.set_default_cursor_shape(Input.CURSOR_MOVE)
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@ -84,7 +86,11 @@ func _notification_sdeath():
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starget = null
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starget = null
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sentity_interaction_type = EntityEnums.ENITIY_INTERACTION_TYPE_LOOT
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if sentity_data.loot_db != null:
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sentity_interaction_type = EntityEnums.ENITIY_INTERACTION_TYPE_LOOT
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else:
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sentity_interaction_type = EntityEnums.ENITIY_INTERACTION_TYPE_NONE
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ai_state = EntityEnums.AI_STATE_OFF
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ai_state = EntityEnums.AI_STATE_OFF
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