v1.5.7.0 (Summer Update)
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@@ -100,6 +100,12 @@ namespace Barotrauma
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[Serialize(AIObjectiveIdle.BehaviorType.Passive, IsPropertySaveable.No)]
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public AIObjectiveIdle.BehaviorType Behavior { get; protected set; }
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[Serialize(1.0f, IsPropertySaveable.No, description:
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"Affects how far the character can hear sounds created by AI targets with the tag ProvocativeToHumanAI. "+
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"Used as a multiplier on the sound range of the target, e.g. a value of 0.5 would mean a target with a sound range of 1000 would need to be within 500 units for this character to hear it. "+
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"Only affects the \"fight intruders\" objective, which makes the character go and inspect noises.")]
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public float Hearing { get; set; } = 1.0f;
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[Serialize(float.PositiveInfinity, IsPropertySaveable.No)]
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public float ReportRange { get; protected set; }
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@@ -174,6 +180,7 @@ namespace Barotrauma
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idleObjective.PreferredOutpostModuleTypes.Add(moduleType);
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}
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}
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humanAI.ReportRange = Hearing;
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humanAI.ReportRange = ReportRange;
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humanAI.FindWeaponsRange = FindWeaponsRange;
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humanAI.AimSpeed = AimSpeed;
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