(Emphasis mine.)
That's yet another of my problems, and it toes into my qualms about solving it with a JIT compiler. Suffice to say, that we'd be trading off either performance, or platform-independence in the process. I don't particularly want to do either, but the time itself, that it'd take to go from 3.0 alpha, to something viable, may solve the performance issue, by pushing the 'typical' HW base that runs the programme toward something newer.
I frankly think that if we follow through on our 2.future plans, it'll become easier to implement an alternative scripting engine, as what we propose will eventually turn everything important, into a variable that can be set by the user. If we can add user-defined enemy movement patterns, and some of the other goodies on our list, it might be a good stopgap between 2.5 and whatever a full rewrite--which, let's admit, is what the AS proposal is--is when completed, if completed.
If you want to do any enemy rewrites as cpp, we'll probably use them one way or another. We absolutely need to add a few attributes to the npc class though, including a flag for 'IsCore()', and some other basic values that are missing at present. I'm thinking of adding IsPointer() to every class object, to return the pointer ID of anything as an int, and of course, the ability to reference any object by its numeric pointer; but now I'm straying off topic.
@Dimentio is the member of our group that has interest in cleaning up the enemy code. I was going to work on the 'Talking NPC' ZC class, as requested, and I was thinking of doing some modifications to a few of the other enemy types, but it's really not part of the engine that draws my attention, or interest.
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