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Base entity added
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Articles/Base Entity.md
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Articles/Base Entity.md
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Mapbase makes several changes to the base entity class that every single entity in the Source engine derives from.
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| ai_goal_lead_weapon | <!---Changed--> :twisted_rightwards_arrows: | Timeout time can be specified, weapon_bugbait no longer hardcoded, etc. |
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| ai_goal_operator | <!---Stock--> :heavy_minus_sign: | |
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| ai_goal_police | <!---Affected--> :record_button: | Some npc_metropolice changes are related to police goals, but nothing has been changed in the behavior itself. |
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| ai_goal_standoff | <!---Changed--> :twisted_rightwards_arrows: | Medium cover hints are now fully implemented as potential cover. |
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| ai_goal_standoff | <!---Changed--> :twisted_rightwards_arrows: | Custom standoff parameters are now in the FGD and medium cover hints are now fully implemented as potential cover. |
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| ai_npc_eventresponsesystem | <!---Stock--> :heavy_minus_sign: | |
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| ai_relationship | <!---Changed--> :twisted_rightwards_arrows: | "Classify" classes (e.g. CLASS_PLAYER_ALLY) can now be used. Look into the new ai_relationship_classify for changing default relationships. |
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| ai_relationship_classify | <!---New--> :eight_spoked_asterisk: | A special version of ai_relationship that modifies the "Classify" relationships in the gamerules, literally allowing mappers to change the game's default relationships for their map. This allows ai_relationship to be used on top of a global relationship modification. For example, let's say you want all npc_metropolice (CLASS_METROPOLICE) to be hostile to npc_combine_s (CLASS_COMBINE) *except* for a few npc_metropolice that don't attack soldiers for environmental or balance reasons. This entity allows you to have that kind of relationship setup. |
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