- disabling the collider and placing it on the torso when swimming, stunned or dead (todo: attempt to get swimming working with the collider controlling movement)
- only the collider can receive impact damage - shorter collider to allow crouching in tight spaces - AI characters are considered close enough to a waypoint if their collider overlaps with it (instead of a distance check)
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@@ -111,7 +111,7 @@ namespace Barotrauma
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if (canOpenDoors && !character.LockHands) CheckDoorsInPath();
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float allowedDistance = character.AnimController.InWater ? 1.0f : 0.6f;
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if (currentPath.CurrentNode!=null && currentPath.CurrentNode.SimPosition.Y > character.SimPosition.Y+1.0f) allowedDistance*=0.5f;
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//if (currentPath.CurrentNode!=null && currentPath.CurrentNode.SimPosition.Y > character.SimPosition.Y+1.0f) allowedDistance*=0.5f;
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Vector2 pos = host.SimPosition;
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@@ -139,7 +139,16 @@ namespace Barotrauma
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}
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}
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currentPath.CheckProgress(pos, allowedDistance);
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//currentPath.CheckProgress(pos, allowedDistance);
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var collider = character.AnimController.GetLimb(LimbType.Collider);
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Vector2 colliderBottom = character.AnimController.GetColliderBottom();
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if (Math.Abs(collider.SimPosition.X - currentPath.CurrentNode.SimPosition.X) < collider.body.radius*2 &&
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currentPath.CurrentNode.SimPosition.Y > colliderBottom.Y &&
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currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + collider.body.height + collider.body.radius*2)
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{
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currentPath.SkipToNextNode();
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}
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if (currentPath.CurrentNode == null) return Vector2.Zero;
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