Faction Test v1.0.1.0
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@@ -203,8 +203,11 @@ namespace Barotrauma
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projectileTimer -= deltaTime;
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if (projectileTimer <= 0.0f)
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{
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float dist = Vector2.Distance(Submarine.MainSub.WorldPosition, boss.WorldPosition);
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float distanceFactor = Math.Min(dist / 10000.0f, 1.0f);
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int projectileAmount = Rand.Range(3, 6);
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float spread = MathHelper.ToRadians(Rand.Range(20.0f, 180.0f));
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//more concentrated shots the further the sub is
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float spread = MathHelper.ToRadians(Rand.Range(20.0f, 180.0f)) * Math.Max(1.0f - distanceFactor, 0.2f);
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for (int i = 0; i < projectileAmount; i++)
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{
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int index = i;
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@@ -218,13 +221,13 @@ namespace Barotrauma
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}
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it.body.SetTransform(it.SimPosition, angle);
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it.UpdateTransform();
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projectile.Use();
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//faster launch velocity the further the sub is
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projectile.Use(launchImpulseModifier: MathHelper.Lerp(0, 5, distanceFactor));
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});
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}
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float dist = Vector2.Distance(Submarine.MainSub.WorldPosition, boss.WorldPosition);
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//the closer the sub is, more likely it is to shoot frequently
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float shortIntervalProbability = MathHelper.Lerp(0.9f, 0.05f, dist / 15000.0f);
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float shortIntervalProbability = MathHelper.Lerp(0.9f, 0.05f, distanceFactor);
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if (Rand.Range(0.0f, 1.0f) < shortIntervalProbability)
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{
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projectileTimer = Rand.Range(3.0f, 5.0f);
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