More resharper cleanup
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@@ -331,7 +331,7 @@ namespace Subsurface
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selectedTarget = null;
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selectedTargetMemory = null;
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this.targetValue = 0.0f;
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targetValue = 0.0f;
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UpdateTargetMemories();
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@@ -372,7 +372,7 @@ namespace Subsurface
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valueModifier = valueModifier * targetMemory.Priority / dist;
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//dist -= targetMemory.Priority;
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if (Math.Abs(valueModifier) > Math.Abs(this.targetValue) && (dist < target.SightRange * sight || dist < target.SoundRange * hearing))
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if (Math.Abs(valueModifier) > Math.Abs(targetValue) && (dist < target.SightRange * sight || dist < target.SoundRange * hearing))
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{
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Vector2 rayStart = character.animController.limbs[0].SimPosition;
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Vector2 rayEnd = target.Position;
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@@ -408,12 +408,12 @@ namespace Subsurface
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//float newTargetValue = valueModifier/dist;
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if (selectedTarget == null || Math.Abs(valueModifier) > Math.Abs(this.targetValue))
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if (selectedTarget == null || Math.Abs(valueModifier) > Math.Abs(targetValue))
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{
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selectedTarget = target;
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selectedTargetMemory = targetMemory;
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this.targetValue = valueModifier;
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targetValue = valueModifier;
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Debug.WriteLine(selectedTarget.entity+": "+targetValue);
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}
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}
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@@ -479,18 +479,13 @@ namespace Subsurface
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wallAttackPos.X = message.ReadFloat();
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wallAttackPos.Y = message.ReadFloat();
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float wanderAngle = message.ReadFloat();
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float updateTargetsTimer = message.ReadFloat();
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float raycastTimer = message.ReadFloat();
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float coolDownTimer = message.ReadFloat();
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steeringManager.WanderAngle = message.ReadFloat();
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updateTargetsTimer = message.ReadFloat();
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raycastTimer = message.ReadFloat();
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coolDownTimer = message.ReadFloat();
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int targetID = message.ReadInt32();
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steeringManager.WanderAngle = wanderAngle;
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this.updateTargetsTimer = updateTargetsTimer;
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this.raycastTimer = raycastTimer;
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this.coolDownTimer = coolDownTimer;
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if (targetID>-1)
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targetEntity = Entity.FindEntityByID(targetID) as IDamageable;
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@@ -30,7 +30,7 @@ namespace Subsurface
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public Vector2 GetNode(Vector2 pos)
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{
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if (nodes.Count == 0) return Vector2.Zero;
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if (currentNode==null || currentNode==Vector2.Zero || Vector2.Distance(pos, currentNode)<minDistance) currentNode = nodes.Dequeue();
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if (currentNode==Vector2.Zero || Vector2.Distance(pos, currentNode)<minDistance) currentNode = nodes.Dequeue();
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return currentNode;
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}
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