feedback2 WK: an unblocked ranged enemy stands for each attack's clip (its wind-up and the rest of the clip), then walks on; build-data copies each enemy's attack clip into enemies.json attackAnim (GitHub #58)
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@@ -1743,7 +1743,7 @@ function kitRoar(ab) {
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* `_immuneStunWhenAffecting` 0, like the other enemy channels here): nothing leaves the drone, it keeps its bomb and casts
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* again after the skill's cooldown (1 s, counted from the interrupt) once it is free and an operator is in range.
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* [ASSUMED] no drop when the drone is dead at the release; the ATK at the release; the hover through the cast (the
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* engine pauses an enemy for its attack clip, ATTACK_PAUSE; the drop is the drone's only attack-like cast); the
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* engine stands a ranged enemy for its attack clip, ai.js attackStand; the drop is the drone's only attack-like cast); the
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* bomb-less look from the release (the bomb leaves the drone on that frame of the Attack clip; at the cast end — 1 tick
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* before the clip ends — the client would draw the bomb back for a frame); an interrupted cast does not use up the one
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* trigger (`_maxTriggerTime` 1 — the bomb is still on the drone); a stun after the release does not stop the cast end.
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