v1.13.3.1 (Summer Update 2026)

This commit is contained in:
Regalis11
2026-06-16 15:35:36 +03:00
parent 81f57ea3e7
commit 1cd0178e0a
73 changed files with 1165 additions and 406 deletions
@@ -133,7 +133,7 @@ namespace Barotrauma
bool operateExtinguisher = !moveCloser || (dist < extinguisher.Range * 1.2f && character.CanSeeTarget(targetHull));
if (operateExtinguisher)
{
character.CursorPosition = fs.Position;
character.CursorPosition = FarseerPhysics.ConvertUnits.ToDisplayUnits(Submarine.GetRelativeSimPositionFromWorldPosition(fs.WorldPosition, character.Submarine, fs.Submarine));
Vector2 fromCharacterToFireSource = fs.WorldPosition - character.WorldPosition;
character.CursorPosition += VectorExtensions.Forward(extinguisherItem.body.TransformedRotation + (float)Math.Sin(sinTime) / 2, fromCharacterToFireSource.Length() / 2);
if (extinguisherItem.RequireAimToUse)
@@ -173,6 +173,16 @@ namespace Barotrauma
if (character.CanInteractWith(Item, out _, checkLinked: false))
{
waitTimer += deltaTime;
//if we're climbing upwards to the item, ensure the character stays within arm's length of it
//without this, the character can get stuck in a loop where the GoTo objective takes them close enough to the item,
//then the character shifts a bit downwards on the ladder and goes outside interaction range, and the GoTo objective kicks in again
if (character.IsClimbing &&
Item.WorldPosition.Y > character.WorldPosition.Y + FarseerPhysics.ConvertUnits.ToDisplayUnits(character.AnimController.ArmLength))
{
character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.UnitY);
}
if (waitTimer < WaitTimeBeforeRepair) { return; }
HumanAIController.FaceTarget(Item);