From 05f12a144b04f976a59e5b1744ad88ba56fdd956 Mon Sep 17 00:00:00 2001 From: Joonas Rikkonen Date: Thu, 28 Mar 2019 12:34:47 +0200 Subject: [PATCH] (afed4e8fa) Check that the container is in the same hull than the character before allowing to contain items. Might solve the floating diving suit mentioned in #1362. --- .../Source/Characters/AI/Objectives/AIObjectiveContainItem.cs | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveContainItem.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveContainItem.cs index 7fccbf418..a3af1fea9 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveContainItem.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveContainItem.cs @@ -113,14 +113,12 @@ namespace Barotrauma } else { - if (Vector2.Distance(character.Position, container.Item.Position) > container.Item.InteractDistance - && !container.Item.IsInsideTrigger(character.WorldPosition)) + if (container.Item.CurrentHull != character.CurrentHull || (Vector2.Distance(character.Position, container.Item.Position) > container.Item.InteractDistance && !container.Item.IsInsideTrigger(character.WorldPosition))) { goToObjective = new AIObjectiveGoTo(container.Item, character); AddSubObjective(goToObjective); return; } - container.Combine(itemToContain); }