Faction Test v1.0.1.0
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@@ -352,21 +352,6 @@ namespace Barotrauma
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}
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}
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public static bool IsOnFriendlyTeam(CharacterTeamType myTeam, CharacterTeamType otherTeam)
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{
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if (myTeam == otherTeam) { return true; }
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return myTeam switch
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{
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// NPCs are friendly to the same team and the friendly NPCs
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CharacterTeamType.None or CharacterTeamType.Team1 or CharacterTeamType.Team2 => otherTeam == CharacterTeamType.FriendlyNPC,
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// Friendly NPCs are friendly to both player teams
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CharacterTeamType.FriendlyNPC => otherTeam == CharacterTeamType.Team1 || otherTeam == CharacterTeamType.Team2,
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_ => true
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};
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}
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public static bool IsOnFriendlyTeam(Character me, Character other) => IsOnFriendlyTeam(me.TeamID, other.TeamID);
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public void ReequipUnequipped()
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{
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foreach (var item in unequippedItems)
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@@ -460,7 +445,7 @@ namespace Barotrauma
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if (EscapeTarget != null)
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{
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var door = EscapeTarget.ConnectedDoor;
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bool isClosedDoor = door != null && !door.IsOpen;
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bool isClosedDoor = door != null && door.IsClosed;
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Vector2 diff = EscapeTarget.WorldPosition - Character.WorldPosition;
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float sqrDist = diff.LengthSquared();
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bool isClose = sqrDist < MathUtils.Pow2(100);
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