(276dcf6d2) Docking indicator changes color when the docking port is within the sector
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@@ -1049,6 +1049,8 @@ namespace Barotrauma
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//whether the Character can see/hear the target and chooses the most preferable target within
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//sight/hearing range
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@@ -730,22 +730,6 @@ namespace Barotrauma
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limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
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}
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private void SmoothRotateWithoutWrapping(Limb limb, float angle, Limb referenceLimb, float torque)
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{
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//make sure the angle "has the same number of revolutions" as the reference limb
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//(e.g. we don't want to rotate the legs to 0 if the torso is at 360, because that'd blow up the hip joints)
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while (referenceLimb.Rotation - angle > MathHelper.TwoPi)
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{
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angle += MathHelper.TwoPi;
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}
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while (referenceLimb.Rotation - angle < -MathHelper.TwoPi)
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{
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angle -= MathHelper.TwoPi;
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}
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limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
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}
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public override void Flip()
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{
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base.Flip();
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@@ -2555,6 +2555,10 @@ namespace Barotrauma
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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