Release v0.15.12.0
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@@ -1,4 +1,4 @@
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using Barotrauma.Networking;
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using Barotrauma.Networking;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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@@ -364,6 +364,16 @@ namespace Barotrauma.Items.Components
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float velY = MathHelper.Lerp((neutralBallastLevel * 100 - 50) * 2, -100 * Math.Sign(targetVelocity.Y), Math.Abs(targetVelocity.Y) / 100.0f);
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item.SendSignal(new Signal(velY.ToString(CultureInfo.InvariantCulture), sender: user), "velocity_y_out");
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// converts the controlled sub's velocity to km/h and sends it.
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if (controlledSub is { } sub)
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{
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item.SendSignal(new Signal((ConvertUnits.ToDisplayUnits(sub.Velocity.X * Physics.DisplayToRealWorldRatio) * 3.6f).ToString("0.0000", CultureInfo.InvariantCulture), sender: user), "current_velocity_x");
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item.SendSignal(new Signal((ConvertUnits.ToDisplayUnits(sub.Velocity.Y * Physics.DisplayToRealWorldRatio) * -3.6f).ToString("0.0000", CultureInfo.InvariantCulture), sender: user), "current_velocity_y");
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item.SendSignal(new Signal((sub.WorldPosition.X * Physics.DisplayToRealWorldRatio).ToString("0.0000", CultureInfo.InvariantCulture), sender: user), "current_position_x");
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item.SendSignal(new Signal(sub.RealWorldDepth.ToString("0.0000", CultureInfo.InvariantCulture), sender: user), "current_position_y");
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}
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// if our tactical AI pilot has left, revert back to maintaining position
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if (navigateTactically && (user == null || user.SelectedConstruction != item))
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{
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@@ -382,8 +392,7 @@ namespace Barotrauma.Items.Components
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float userSkill = Math.Max(user.GetSkillLevel("helm"), 1.0f) / 100.0f;
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user.Info.IncreaseSkillLevel(
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"helm",
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SkillSettings.Current.SkillIncreasePerSecondWhenSteering / userSkill * deltaTime,
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user.Position + Vector2.UnitY * 150.0f);
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SkillSettings.Current.SkillIncreasePerSecondWhenSteering / userSkill * deltaTime);
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}
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private void UpdateAutoPilot(float deltaTime)
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