(4b33eda28) Merge branch 'dev' into enemy-ai
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@@ -1110,13 +1110,15 @@ namespace Barotrauma
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ViewTarget = null;
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if (!AllowInput) return;
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Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
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if (Controlled == this)
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if (Controlled == this || (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer))
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{
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SmoothedCursorPosition = cursorPosition;
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}
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else
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{
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//apply some smoothing to the cursor positions of remote players when playing as a client
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//to make aiming look a little less choppy
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Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
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smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
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SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
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}
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@@ -1664,10 +1666,12 @@ namespace Barotrauma
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focusedItem = null;
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}
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findFocusedTimer -= deltaTime;
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}
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}
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#endif
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//climb ladders automatically when pressing up/down inside their trigger area
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if (SelectedConstruction == null && !AnimController.InWater && Screen.Selected != GameMain.SubEditorScreen)
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Ladder currentLadder = SelectedConstruction?.GetComponent<Ladder>();
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if ((SelectedConstruction == null || currentLadder != null) &&
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!AnimController.InWater && Screen.Selected != GameMain.SubEditorScreen)
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{
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bool climbInput = IsKeyDown(InputType.Up) || IsKeyDown(InputType.Down);
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bool isControlled = Controlled == this;
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@@ -1678,6 +1682,19 @@ namespace Barotrauma
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float minDist = float.PositiveInfinity;
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foreach (Ladder ladder in Ladder.List)
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{
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if (ladder == currentLadder)
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{
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continue;
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}
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else if (currentLadder != null)
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{
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//only switch from ladder to another if the ladders are above the current ladders and pressing up, or vice versa
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if (ladder.Item.WorldPosition.Y > currentLadder.Item.WorldPosition.Y != IsKeyDown(InputType.Up))
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{
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continue;
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}
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}
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if (CanInteractWith(ladder.Item, out float dist, checkLinked: false) && dist < minDist)
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{
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minDist = dist;
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