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This PR adds husk NPCs for striders, crab synths, and mortar synths. Note that, compared to husk soldiers and husk police, these husks do not currently have unique behavior. The clientside husk code has also been refactored to support husks from different base classes.

This PR also adds a new networked m_bAlliedWithPlayer var to husks which turns on if a husk is allied with the player. This is currently unused, but it was the beginning of adding support for eye colors changing depending on player affinity. I included it with this PR because it's intertwined with the restructuring in the clientside husk code.

@Blixibon Blixibon force-pushed the ez2/feature/husk-synths-and-misc-changes branch from 42faa6b to 75bfc26 Compare January 25, 2025 18:18
@Blixibon Blixibon requested a review from 1upD January 25, 2025 18:45
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This mostly looks good, but I left a couple of questions about precaching soundscripts

@1upD 1upD merged commit 7b35855 into entropy-zero:ez2/mapbase Nov 11, 2025
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2 participants