(b5250291f) Merge branch 'dev' into human-ai
This commit is contained in:
@@ -320,8 +320,9 @@ namespace Barotrauma
|
||||
{
|
||||
State = AIState.Idle;
|
||||
}
|
||||
else if (Character.Health < fleeHealthThreshold)
|
||||
else if (Character.Health < fleeHealthThreshold && SwarmBehavior == null)
|
||||
{
|
||||
// Don't flee from damage if in a swarm.
|
||||
State = AIState.Escape;
|
||||
}
|
||||
else if (targetingPriority != null)
|
||||
@@ -330,8 +331,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
LatchOntoAI?.Update(this, deltaTime);
|
||||
|
||||
if (SelectedAiTarget != null && (SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed))
|
||||
{
|
||||
State = AIState.Idle;
|
||||
@@ -369,8 +368,15 @@ namespace Barotrauma
|
||||
default:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
SwarmBehavior?.Update(deltaTime);
|
||||
|
||||
LatchOntoAI?.Update(this, deltaTime);
|
||||
IsSteeringThroughGap = false;
|
||||
if (SwarmBehavior != null)
|
||||
{
|
||||
SwarmBehavior.IsActive = State == AIState.Idle && Character.CurrentHull == null;
|
||||
SwarmBehavior.Refresh();
|
||||
SwarmBehavior.UpdateSteering(deltaTime);
|
||||
}
|
||||
steeringManager.Update(Character.AnimController.GetCurrentSpeed(run));
|
||||
}
|
||||
|
||||
@@ -493,7 +499,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!IsProperlyLatchedOnSub)
|
||||
if (!IsLatchedOnSub)
|
||||
{
|
||||
UpdateWallTarget();
|
||||
}
|
||||
@@ -552,7 +558,7 @@ namespace Barotrauma
|
||||
{
|
||||
WallSection section = wallTarget.Structure.GetSection(wallTarget.SectionIndex);
|
||||
Vector2 targetPos = wallTarget.Structure.SectionPosition(wallTarget.SectionIndex, true);
|
||||
if (section?.gap != null && section.gap.IsRoomToRoom && SteerThroughGap(wallTarget.Structure, section, targetPos, deltaTime))
|
||||
if (section?.gap != null && SteerThroughGap(wallTarget.Structure, section, targetPos, deltaTime))
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -794,9 +800,21 @@ namespace Barotrauma
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool IsSteeringThroughGap { get; private set; }
|
||||
private bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)
|
||||
{
|
||||
IsSteeringThroughGap = true;
|
||||
SelectedAiTarget = wall.AiTarget;
|
||||
wallTarget = null;
|
||||
LatchOntoAI?.DeattachFromBody();
|
||||
Character.AnimController.ReleaseStuckLimbs();
|
||||
Hull targetHull = section.gap?.FlowTargetHull;
|
||||
float distance = Vector2.Distance(Character.WorldPosition, targetWorldPos);
|
||||
float maxDistance = Math.Min(wall.Rect.Width, wall.Rect.Height);
|
||||
if (distance > maxDistance)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (targetHull != null)
|
||||
{
|
||||
if (wall.IsHorizontal)
|
||||
@@ -807,16 +825,7 @@ namespace Barotrauma
|
||||
{
|
||||
targetWorldPos.X = targetHull.WorldRect.Center.X;
|
||||
}
|
||||
LatchOntoAI?.DeattachFromBody();
|
||||
Character.AnimController.ReleaseStuckLimbs();
|
||||
if (steeringManager is IndoorsSteeringManager)
|
||||
{
|
||||
steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition));
|
||||
}
|
||||
else
|
||||
{
|
||||
steeringManager.SteeringSeek(ConvertUnits.ToSimUnits(targetWorldPos));
|
||||
}
|
||||
steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition));
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
@@ -1048,87 +1057,43 @@ namespace Barotrauma
|
||||
#region Targeting
|
||||
private bool IsLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
//goes through all the AItargets, evaluates how preferable it is to attack the target,
|
||||
//whether the Character can see/hear the target and chooses the most preferable target within
|
||||
//sight/hearing range
|
||||
public AITarget UpdateTargets(Character character, out TargetingPriority priority)
|
||||
{
|
||||
if (IsProperlyLatchedOnSub)
|
||||
if ((SelectedAiTarget != null || wallTarget != null) && IsLatchedOnSub)
|
||||
{
|
||||
// If attached to a valid target, just keep the target.
|
||||
// Priority not used in this case.
|
||||
priority = null;
|
||||
return SelectedAiTarget;
|
||||
var wall = SelectedAiTarget.Entity as Structure;
|
||||
if (wall == null)
|
||||
{
|
||||
wall = wallTarget.Structure;
|
||||
}
|
||||
// The target is not a wall or it's not the same as we are attached to -> release
|
||||
bool releaseTarget = wall == null || !wall.Bodies.Contains(LatchOntoAI.AttachJoints[0].BodyB);
|
||||
if (!releaseTarget)
|
||||
{
|
||||
for (int i = 0; i < wall.Sections.Length; i++)
|
||||
{
|
||||
if (CanPassThroughHole(wall, i))
|
||||
{
|
||||
releaseTarget = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (releaseTarget)
|
||||
{
|
||||
SelectedAiTarget = null;
|
||||
wallTarget = null;
|
||||
LatchOntoAI.DeattachFromBody();
|
||||
}
|
||||
else if (SelectedAiTarget?.Entity == wallTarget?.Structure)
|
||||
{
|
||||
// If attached to a valid target, just keep the target.
|
||||
// Priority not used in this case.
|
||||
priority = null;
|
||||
return SelectedAiTarget;
|
||||
}
|
||||
}
|
||||
AITarget newTarget = null;
|
||||
priority = null;
|
||||
@@ -1211,7 +1176,7 @@ namespace Barotrauma
|
||||
else if (target.Entity != null)
|
||||
{
|
||||
//skip the target if it's a room and the character is already inside a sub
|
||||
if (character.CurrentHull != null && target.Entity is Hull) continue;
|
||||
if (character.CurrentHull != null && target.Entity is Hull) { continue; }
|
||||
|
||||
Door door = null;
|
||||
if (target.Entity is Item item)
|
||||
@@ -1240,23 +1205,37 @@ namespace Barotrauma
|
||||
// Ignore structures that doesn't have a body (not walls)
|
||||
continue;
|
||||
}
|
||||
// Ignore walls when inside.
|
||||
valueModifier = character.CurrentHull == null ? 1 : 0;
|
||||
if (s.IsPlatform)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (character.CurrentHull != null)
|
||||
{
|
||||
// Ignore walls when inside.
|
||||
continue;
|
||||
}
|
||||
valueModifier = 1;
|
||||
float wallMaxHealth = 400; // Anything more than this is ignored -> 200 = 1
|
||||
// Prefer weaker targets.
|
||||
valueModifier *= MathHelper.Lerp(1.5f, 0.5f, MathUtils.InverseLerp(0, 1, s.Health / wallMaxHealth));
|
||||
if (aggressiveBoarding)
|
||||
{
|
||||
var hulls = s.Submarine.GetHulls(false);
|
||||
for (int i = 0; i < s.Sections.Length; i++)
|
||||
{
|
||||
var section = s.Sections[i];
|
||||
if (CanPassThroughHole(s, i))
|
||||
if (section.gap != null)
|
||||
{
|
||||
// Ignore walls that can be passed through
|
||||
valueModifier = 0;
|
||||
break;
|
||||
}
|
||||
else if (section.gap != null)
|
||||
{
|
||||
// up to 100% priority increase for every gap in the wall
|
||||
valueModifier *= 1 + section.gap.Open;
|
||||
if (CanPassThroughHole(s, i))
|
||||
{
|
||||
bool leadsInside = !section.gap.IsRoomToRoom && section.gap.FlowTargetHull != null && hulls.Any(h => h.Rect.Intersects(section.rect));
|
||||
valueModifier *= leadsInside ? 5 : 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// up to 100% priority increase for every gap in the wall
|
||||
valueModifier *= 1 + section.gap.Open;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -54,7 +54,7 @@ namespace Barotrauma
|
||||
get { return attachJoints.Count > 0; }
|
||||
}
|
||||
|
||||
public bool IsAttachedToSub => IsAttached && attachTargetBody?.UserData is Entity entity && (entity is Submarine sub || entity?.Submarine != null);
|
||||
public bool IsAttachedToSub => IsAttached && (attachTargetBody?.UserData is Submarine || attachTargetBody?.UserData is Entity entity && entity.Submarine != null);
|
||||
|
||||
public LatchOntoAI(XElement element, EnemyAIController enemyAI)
|
||||
{
|
||||
@@ -190,7 +190,7 @@ namespace Barotrauma
|
||||
case AIController.AIState.Attack:
|
||||
if (enemyAI.AttackingLimb != null)
|
||||
{
|
||||
if (attachToSub && wallAttachPos != Vector2.Zero && attachTargetBody != null)
|
||||
if (attachToSub && !enemyAI.IsSteeringThroughGap && wallAttachPos != Vector2.Zero && attachTargetBody != null)
|
||||
{
|
||||
// is not attached or is attached to something else
|
||||
if (!IsAttached || IsAttached && attachJoints[0].BodyB == attachTargetBody)
|
||||
|
||||
@@ -14,11 +14,16 @@ namespace Barotrauma
|
||||
private float maxDistFromCenter;
|
||||
private float cohesion;
|
||||
|
||||
private List<AICharacter> members = new List<AICharacter>();
|
||||
public List<AICharacter> Members { get; private set; } = new List<AICharacter>();
|
||||
public HashSet<AICharacter> ActiveMembers { get; private set; } = new HashSet<AICharacter>();
|
||||
|
||||
private AIController ai;
|
||||
private EnemyAIController ai;
|
||||
|
||||
public SwarmBehavior(XElement element, AIController ai)
|
||||
public bool IsActive { get; set; }
|
||||
public bool IsEnoughMembers => ActiveMembers.Count > 1;
|
||||
|
||||
|
||||
public SwarmBehavior(XElement element, EnemyAIController ai)
|
||||
{
|
||||
this.ai = ai;
|
||||
minDistFromClosest = ConvertUnits.ToSimUnits(element.GetAttributeFloat("mindistfromclosest", 10.0f));
|
||||
@@ -32,21 +37,36 @@ namespace Barotrauma
|
||||
{
|
||||
if (character.AIController is EnemyAIController enemyAI && enemyAI.SwarmBehavior != null)
|
||||
{
|
||||
enemyAI.SwarmBehavior.members = swarm.ToList();
|
||||
enemyAI.SwarmBehavior.Members = swarm.ToList();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
public void Refresh()
|
||||
{
|
||||
members.RemoveAll(m => m.IsDead || m.Removed);
|
||||
if (members.Count < 2) { return; }
|
||||
Members.RemoveAll(m => m.IsDead || m.Removed);
|
||||
foreach (var member in Members)
|
||||
{
|
||||
if (!member.AIController.Enabled && member.IsRemotePlayer || Character.Controlled == member || !((EnemyAIController)member.AIController).SwarmBehavior.IsActive)
|
||||
{
|
||||
ActiveMembers.Remove(member);
|
||||
}
|
||||
else
|
||||
{
|
||||
ActiveMembers.Add(member);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateSteering(float deltaTime)
|
||||
{
|
||||
if (!IsActive) { return; }
|
||||
if (!IsEnoughMembers) { return; }
|
||||
//calculate the "center of mass" of the swarm and the distance to the closest character in the swarm
|
||||
float closestDistSqr = float.MaxValue;
|
||||
Vector2 center = Vector2.Zero;
|
||||
AICharacter closest = null;
|
||||
foreach (AICharacter member in members)
|
||||
foreach (AICharacter member in Members)
|
||||
{
|
||||
center += member.SimPosition;
|
||||
if (member == ai.Character) { continue; }
|
||||
@@ -57,7 +77,7 @@ namespace Barotrauma
|
||||
closest = member;
|
||||
}
|
||||
}
|
||||
center /= members.Count;
|
||||
center /= Members.Count;
|
||||
|
||||
if (closest == null) { return; }
|
||||
|
||||
@@ -83,11 +103,11 @@ namespace Barotrauma
|
||||
if (cohesion > 0.0f)
|
||||
{
|
||||
Vector2 avgVel = Vector2.Zero;
|
||||
foreach (AICharacter member in members)
|
||||
foreach (AICharacter member in Members)
|
||||
{
|
||||
avgVel += member.AnimController.TargetMovement;
|
||||
}
|
||||
avgVel /= members.Count;
|
||||
avgVel /= Members.Count;
|
||||
ai.SteeringManager.SteeringManual(deltaTime, avgVel * cohesion);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -560,7 +560,8 @@ namespace Barotrauma
|
||||
//TODO: take into account that the feet aren't necessarily in CurrentHull
|
||||
//full slowdown (1.5f) when water is up to the torso
|
||||
surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface);
|
||||
slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
|
||||
float bottomPos = Math.Max(colliderPos.Y, currentHull.Rect.Y - currentHull.Rect.Height);
|
||||
slowdownAmount = MathHelper.Clamp((surfaceY - bottomPos) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
|
||||
}
|
||||
|
||||
float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f);
|
||||
|
||||
@@ -853,7 +853,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (characterConfigFiles == null)
|
||||
{
|
||||
characterConfigFiles = GameMain.Instance.GetFilesOfType(ContentType.Character);
|
||||
characterConfigFiles = GameMain.Instance.GetFilesOfType(ContentType.Character, searchAllContentPackages: true);
|
||||
}
|
||||
return characterConfigFiles;
|
||||
}
|
||||
@@ -2593,152 +2593,14 @@ namespace Barotrauma
|
||||
|
||||
if (info != null) { info.Remove(); }
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
CharacterList.Remove(this);
|
||||
|
||||
if (Controlled == this) { Controlled = null; }
|
||||
|
||||
if (Inventory != null)
|
||||
{
|
||||
foreach (Item item in Inventory.Items)
|
||||
|
||||
Reference in New Issue
Block a user