fix: NPCs no longer magically aware of explosives they can't see #4097
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Purpose of change
This fixes NPCs being able to see and react to explosives they have no way of knowing are present on the other side of a wall, which negates a lot of the !!FUN!! of dynamic entry.
Describe the solution
In npcmove.cpp, set
npc::find_dangerous_explosives
so that the NPC in question continues on and dismisses positions that they aren't able to actually see.Describe alternatives you've considered
Adding an extra layer to this by figuring out how to check whether the NPC is in range to hear the tick sound being given off, and if so allow them to still flee.
Testing
teehee:
no teehee:
Additional context
Checklist