Faction Test v1.0.1.0
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+23
-14
@@ -352,7 +352,7 @@ namespace Barotrauma
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Weapon = null;
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continue;
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}
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if (WeaponComponent.IsLoaded(character))
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if (WeaponComponent.IsNotEmpty(character))
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{
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// All good, the weapon is loaded
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break;
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@@ -470,7 +470,7 @@ namespace Barotrauma
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// Not in the inventory anymore or cannot find the weapon component
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return false;
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}
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if (!WeaponComponent.IsLoaded(character))
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if (!WeaponComponent.IsNotEmpty(character))
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{
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// Try reloading (and seek ammo)
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if (!Reload(seekAmmo))
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@@ -541,7 +541,7 @@ namespace Barotrauma
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priority /= 2;
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}
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}
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if (!weapon.IsLoaded(character))
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if (!weapon.IsNotEmpty(character))
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{
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if (weapon is RangedWeapon && !isAllowedToSeekWeapons)
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{
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@@ -554,7 +554,15 @@ namespace Barotrauma
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priority /= 2;
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}
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}
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if (Enemy.IsKnockedDown)
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if (Enemy.Params.Health.StunImmunity)
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{
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if (weapon.Item.HasTag("stunner"))
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{
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priority /= 2;
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}
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}
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else if (Enemy.IsKnockedDown)
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{
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// Enemy is stunned, reduce the priority of stunner weapons.
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Attack attack = GetAttackDefinition(weapon);
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@@ -640,11 +648,11 @@ namespace Barotrauma
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{
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statusEffects = statusEffects.Concat(hitEffects);
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}
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float afflictionsStun = attack.Afflictions.Keys.Sum(a => a.Identifier == "stun" ? a.Strength : 0);
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float afflictionsStun = attack.Afflictions.Keys.Sum(a => a.Identifier == AfflictionPrefab.StunType ? a.Strength : 0);
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float effectsStun = statusEffects.None() ? 0 : statusEffects.Max(se =>
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{
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float stunAmount = 0;
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var stunAffliction = se.Afflictions.Find(a => a.Identifier == "stun");
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var stunAffliction = se.Afflictions.Find(a => a.Identifier == AfflictionPrefab.StunType);
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if (stunAffliction != null)
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{
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stunAmount = stunAffliction.Strength;
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@@ -1168,30 +1176,31 @@ namespace Barotrauma
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if (sqrDistance > repairTool.Range * repairTool.Range) { return; }
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}
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float aimFactor = MathHelper.PiOver2 * (1 - AimAccuracy);
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if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4 + aimFactor)
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if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.WorldPosition - Weapon.WorldPosition) < MathHelper.PiOver4 + aimFactor)
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{
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if (myBodies == null)
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{
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myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
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}
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var collisionCategories = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel;
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var pickedBody = Submarine.PickBody(Weapon.SimPosition, Enemy.SimPosition, myBodies, collisionCategories, allowInsideFixture: true);
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if (pickedBody != null)
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// Check that we don't hit friendlies. No need to check the walls, because there's a separate check for that at 1096 (which intentionally has a small delay)
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var pickedBodies = Submarine.PickBodies(Weapon.SimPosition, Character.GetRelativeSimPosition(from: Weapon, to: Enemy), myBodies, Physics.CollisionCharacter);
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foreach (var body in pickedBodies)
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{
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Character target = null;
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if (pickedBody.UserData is Character c)
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if (body.UserData is Character c)
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{
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target = c;
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}
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else if (pickedBody.UserData is Limb limb)
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else if (body.UserData is Limb limb)
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{
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target = limb.character;
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}
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if (target != null && (target == Enemy || !HumanAIController.IsFriendly(target)))
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if (target != null && (target != Enemy || HumanAIController.IsFriendly(target)))
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{
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UseWeapon(deltaTime);
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return;
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}
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}
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UseWeapon(deltaTime);
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}
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}
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}
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