(bf212a41f) v0.9.2.0 pre-release test version
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@@ -21,29 +21,25 @@ namespace Barotrauma
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{
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if (!Enabled) { return 1000.0f; }
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if (recipient.Character == null || recipient.Character.IsDead)
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{
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return 0.2f;
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}
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else
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{
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float distance = Vector2.Distance(recipient.Character.WorldPosition, WorldPosition);
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float priority = 1.0f - MathUtils.InverseLerp(
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NetConfig.HighPrioCharacterPositionUpdateDistance,
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NetConfig.LowPrioCharacterPositionUpdateDistance,
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distance);
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Vector2 comparePosition = recipient.SpectatePos == null ? recipient.Character.WorldPosition : recipient.SpectatePos.Value;
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float interval = MathHelper.Lerp(
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NetConfig.LowPrioCharacterPositionUpdateInterval,
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NetConfig.HighPrioCharacterPositionUpdateInterval,
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priority);
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float distance = Vector2.Distance(comparePosition, WorldPosition);
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float priority = 1.0f - MathUtils.InverseLerp(
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NetConfig.HighPrioCharacterPositionUpdateDistance,
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NetConfig.LowPrioCharacterPositionUpdateDistance,
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distance);
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if (IsDead)
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{
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interval = Math.Max(interval * 2, 0.1f);
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}
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return interval;
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float interval = MathHelper.Lerp(
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NetConfig.LowPrioCharacterPositionUpdateInterval,
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NetConfig.HighPrioCharacterPositionUpdateInterval,
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priority);
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if (IsDead)
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{
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interval = Math.Max(interval * 2, 0.1f);
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}
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return interval;
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}
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partial void UpdateNetInput()
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