(829458a66) Don't apply priority modifier on the priority value, because it's already applied to the max value. The priority value should be normalized, because we are using the lerp.
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@@ -1098,6 +1098,8 @@ namespace Barotrauma
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//whether the Character can see/hear the target and chooses the most preferable target within
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//sight/hearing range
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@@ -101,7 +101,7 @@ namespace Barotrauma
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float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
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float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
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float devotion = MathHelper.Min(10, Priority);
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float value = MathHelper.Min((devotion + targetValue) / 100 * PriorityModifier, 1);
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float value = MathHelper.Min((devotion + targetValue) / 100, 1);
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return MathHelper.Lerp(0, max, value);
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}
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@@ -2694,6 +2694,10 @@ namespace Barotrauma
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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