Tweaked enemy AI idle behaviour (lighter avoid steering to make the enemies less likely to "bounce" from wall to wall in tight spaces), fix for wander steering breaking if the velocity of the character is Vector2.Zero, different tooltips for suicide button in SP and MP
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@@ -157,8 +157,8 @@ namespace Barotrauma
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}
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else
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{
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steeringManager.SteeringWander(0.8f);
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steeringManager.SteeringAvoid(deltaTime, 1.0f);
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steeringManager.SteeringAvoid(deltaTime, 0.1f);
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steeringManager.SteeringWander(0.5f);
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}
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attackingLimb = null;
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@@ -93,7 +93,7 @@ namespace Barotrauma
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protected virtual Vector2 DoSteeringWander(float speed = 1.0f)
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{
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Vector2 circleCenter = (host.Velocity == Vector2.Zero) ? new Vector2(speed, 0.0f) : host.Velocity;
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Vector2 circleCenter = (host.Steering == Vector2.Zero) ? new Vector2(speed, 0.0f) : host.Steering;
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circleCenter = Vector2.Normalize(circleCenter) * CircleDistance;
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Vector2 displacement = new Vector2(
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