Unstable v0.1300.0.0 (February 19th 2021)
This commit is contained in:
@@ -16,8 +16,6 @@ namespace Barotrauma
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private readonly float scatter;
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private readonly float offset;
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private readonly bool spawnDeep;
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private Vector2? spawnPos;
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private readonly bool disallowed;
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@@ -73,14 +71,18 @@ namespace Barotrauma
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maxAmount = Math.Max(prefab.ConfigElement.GetAttributeInt("maxamount", 1), minAmount);
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var spawnPosTypeStr = prefab.ConfigElement.GetAttributeString("spawntype", "");
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if (string.IsNullOrWhiteSpace(spawnPosTypeStr) ||
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!Enum.TryParse(spawnPosTypeStr, true, out spawnPosType))
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{
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spawnPosType = Level.PositionType.MainPath;
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}
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spawnDeep = prefab.ConfigElement.GetAttributeBool("spawndeep", false);
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//backwards compatibility
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if (prefab.ConfigElement.GetAttributeBool("spawndeep", false))
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{
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spawnPosType = Level.PositionType.Abyss;
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}
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offset = prefab.ConfigElement.GetAttributeFloat("offset", 0);
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scatter = Math.Clamp(prefab.ConfigElement.GetAttributeFloat("scatter", 1000), 0, 3000);
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@@ -138,6 +140,11 @@ namespace Barotrauma
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var removals = new List<Level.InterestingPosition>();
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foreach (var position in availablePositions)
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{
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if (SpawnPosFilter != null && !SpawnPosFilter(position))
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{
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removals.Add(position);
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continue;
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}
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if (position.Submarine != null)
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{
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if (position.Submarine.WreckAI != null && position.Submarine.WreckAI.IsAlive)
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@@ -154,19 +161,10 @@ namespace Barotrauma
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{
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continue;
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}
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if (Level.Loaded.ExtraWalls.Any(w => w.Cells.Any(c => c.IsPointInside(position.Position.ToVector2()))))
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if (Level.Loaded.ExtraWalls.Any(w => w.IsPointInside(position.Position.ToVector2())))
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{
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removals.Add(position);
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}
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if (spawnDeep)
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{
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for (int i = 0; i < availablePositions.Count; i++)
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{
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var pos = availablePositions[i].Position;
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pos = new Point(pos.X, pos.Y - Level.Loaded.Size.Y);
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availablePositions[i] = new Level.InterestingPosition(pos, availablePositions[i].PositionType);
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}
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}
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if (position.Position.Y < Level.Loaded.GetBottomPosition(position.Position.X).Y)
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{
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removals.Add(position);
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@@ -180,33 +178,36 @@ namespace Barotrauma
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{
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if (disallowed) { return; }
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if (Rand.Value(Rand.RandSync.Server) > prefab.SpawnProbability)
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{
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spawnPos = null;
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Finished();
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return;
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}
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spawnPos = Vector2.Zero;
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var availablePositions = GetAvailableSpawnPositions();
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var chosenPosition = new Level.InterestingPosition(Point.Zero, Level.PositionType.MainPath, isValid: false);
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var removedPositions = new List<Level.InterestingPosition>();
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foreach (var position in availablePositions)
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{
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if (Rand.Value(Rand.RandSync.Server) > prefab.SpawnProbability)
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{
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removedPositions.Add(position);
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}
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}
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removedPositions.ForEach(p => availablePositions.Remove(p));
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bool isSubOrWreck = spawnPosType == Level.PositionType.Ruin || spawnPosType == Level.PositionType.Wreck;
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if (affectSubImmediately && !isSubOrWreck)
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if (affectSubImmediately && !isSubOrWreck && spawnPosType != Level.PositionType.Abyss)
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{
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if (availablePositions.None())
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{
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//no suitable position found, disable the event
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spawnPos = null;
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Finished();
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return;
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}
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Submarine refSub = GetReferenceSub();
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if (Submarine.MainSubs.Length == 2 && Submarine.MainSubs[1] != null)
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{
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refSub = Submarine.MainSubs.GetRandom(Rand.RandSync.Unsynced);
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}
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float closestDist = float.PositiveInfinity;
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//find the closest spawnposition that isn't too close to any of the subs
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foreach (var position in availablePositions)
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{
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Vector2 pos = position.Position.ToVector2();
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Submarine refSub = GetReferenceSub();
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float dist = Vector2.DistanceSquared(pos, refSub.WorldPosition);
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foreach (Submarine sub in Submarine.Loaded)
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{
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@@ -248,7 +249,7 @@ namespace Barotrauma
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{
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foreach (var position in availablePositions)
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{
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float dist = Vector2.DistanceSquared(position.Position.ToVector2(), GetReferenceSub().WorldPosition);
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float dist = Vector2.DistanceSquared(position.Position.ToVector2(), refSub.WorldPosition);
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if (dist < closestDist)
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{
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closestDist = dist;
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@@ -262,11 +263,21 @@ namespace Barotrauma
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if (!isSubOrWreck)
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{
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float minDistance = 20000;
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availablePositions.RemoveAll(p => Vector2.DistanceSquared(GetReferenceSub().WorldPosition, p.Position.ToVector2()) < minDistance * minDistance);
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var refSub = GetReferenceSub();
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availablePositions.RemoveAll(p => Vector2.DistanceSquared(refSub.WorldPosition, p.Position.ToVector2()) < minDistance * minDistance);
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if (Submarine.MainSubs.Length > 1)
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{
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for (int i = 1; i < Submarine.MainSubs.Length; i++)
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{
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if (Submarine.MainSubs[i] == null) { continue; }
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availablePositions.RemoveAll(p => Vector2.DistanceSquared(Submarine.MainSubs[i].WorldPosition, p.Position.ToVector2()) < minDistance * minDistance);
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}
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}
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}
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if (availablePositions.None())
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{
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//no suitable position found, disable the event
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spawnPos = null;
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Finished();
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return;
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}
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@@ -335,6 +346,8 @@ namespace Barotrauma
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if (spawnPos == null)
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{
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FindSpawnPosition(affectSubImmediately: true);
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//the event gets marked as finished if a spawn point is not found
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if (isFinished) { return; }
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spawnPending = true;
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}
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@@ -342,7 +355,7 @@ namespace Barotrauma
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if (spawnPending)
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{
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//wait until there are no submarines at the spawnpos
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if (spawnPosType == Level.PositionType.MainPath)
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if (spawnPosType == Level.PositionType.MainPath || spawnPosType == Level.PositionType.SidePath || spawnPosType == Level.PositionType.Abyss)
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{
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foreach (Submarine submarine in Submarine.Loaded)
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{
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@@ -381,6 +394,19 @@ namespace Barotrauma
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if (!someoneNearby) { return; }
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}
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if (spawnPosType == Level.PositionType.Abyss || spawnPosType == Level.PositionType.AbyssCave)
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{
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foreach (Submarine submarine in Submarine.Loaded)
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{
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if (submarine.Info.Type != SubmarineType.Player) { continue; }
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if (submarine.WorldPosition.Y > Level.Loaded.AbyssStart)
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{
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return;
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}
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}
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}
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spawnPending = false;
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//+1 because Range returns an integer less than the max value
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@@ -412,7 +438,16 @@ namespace Barotrauma
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}
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}
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monsters.Add(Character.Create(speciesName, pos, seed, characterInfo: null, isRemotePlayer: false, hasAi: true, createNetworkEvent: true));
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Character createdCharacter = Character.Create(speciesName, pos, seed, characterInfo: null, isRemotePlayer: false, hasAi: true, createNetworkEvent: true);
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if (GameMain.GameSession.IsCurrentLocationRadiated())
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{
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AfflictionPrefab radiationPrefab = AfflictionPrefab.RadiationSickness;
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Affliction affliction = new Affliction(radiationPrefab, radiationPrefab.MaxStrength);
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createdCharacter?.CharacterHealth.ApplyAffliction(null, affliction);
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// TODO test multiplayer
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createdCharacter?.Kill(CauseOfDeathType.Affliction, affliction, log: false);
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}
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monsters.Add(createdCharacter);
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if (monsters.Count == amount)
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{
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@@ -421,7 +456,7 @@ namespace Barotrauma
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//otherwise it'll make the spawned characters act as a swarm
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SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
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}
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}, Rand.Range(0f, amount / 2));
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}, Rand.Range(0f, amount / 2f));
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}
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}
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