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Two quests working

Plus many other changes! I fixed the weird problem with the experience bar, caused by C# not converting int by int division to float unless I explicitly cast one of the factors to float. Also I found another mistake I introduced in combat and noticed that current animation switching should be moved to item use function, instead of being triggered by action class. That eases dealing with an increasing number of different animations for different items and not animating at all if the item can't be used (like when it has no ammo). It is a design mistake I made when started creating the item system.

Other little addition was the death event for NPCs, once implemented that and fixed combat, one of the quests could be solved by talking or by killing, your choice! Still left a little detail: once dead, the NPCs still have some activity that needs to be properly cleared. I currently lack a death animation, so I can't further advance in making NPC death to "look good", and ragdoll seems to be incompatible with my mesh assembly code.

During my brief rest, I also started to create a solution for another problem: how to provide NPC armor or damage attributes when no visible item is equipped? Let's say NPC X uses some exo-suit or something,  which is not an item. The solution is to actually make it an item. Not a visible one, but it will work as an armor, with a set of properties. Maybe not the best idea, but I'm doing trial and error here.


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