(935f68e00) Fix characters waiting when they shouldn't after being left uncontrolled by the player.
This commit is contained in:
@@ -152,6 +152,32 @@ namespace Barotrauma
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}
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if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
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character.MemState.Clear();
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}
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}
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partial void ImpactProjSpecific(float impact, Body body)
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{
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float volume = MathHelper.Clamp(impact - 3.0f, 0.5f, 1.0f);
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if (body.UserData is Limb limb && character.Stun <= 0f)
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{
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if (impact > 3.0f) { PlayImpactSound(limb); }
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}
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else if (body.UserData is Limb || body == Collider.FarseerBody)
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{
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if (!character.IsRemotePlayer && impact > ImpactTolerance)
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{
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SoundPlayer.PlayDamageSound("LimbBlunt", strongestImpact, Collider);
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}
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}
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if (Character.Controlled == character)
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{
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GameMain.GameScreen.Cam.Shake = Math.Min(Math.Max(strongestImpact, GameMain.GameScreen.Cam.Shake), 3.0f);
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}
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}
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if (character.MemState.Count < 1) return;
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overrideTargetMovement = Vector2.Zero;
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@@ -744,6 +744,8 @@ namespace Barotrauma
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private GUILayoutGroup subPreviewContainer;
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private GUILayoutGroup subPreviewContainer;
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private GUIButton loadGameButton;
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public Action<Submarine, string, string> StartNewGame;
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@@ -101,630 +101,6 @@ namespace Barotrauma
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
|
||||
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
|
||||
if (canOperate)
|
||||
{
|
||||
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||
}
|
||||
if (subObjectives.Any()) { return; }
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
|
||||
// TODO: use the collider size/reach?
|
||||
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
|
||||
{
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
|
||||
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
|
||||
if (canOperate)
|
||||
{
|
||||
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||
}
|
||||
if (subObjectives.Any()) { return; }
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
|
||||
// TODO: use the collider size/reach?
|
||||
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
|
||||
{
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
|
||||
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
|
||||
if (canOperate)
|
||||
{
|
||||
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||
}
|
||||
if (subObjectives.Any()) { return; }
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
|
||||
// TODO: use the collider size/reach?
|
||||
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
|
||||
{
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
|
||||
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
|
||||
if (canOperate)
|
||||
{
|
||||
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||
}
|
||||
if (subObjectives.Any()) { return; }
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
|
||||
// TODO: use the collider size/reach?
|
||||
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
|
||||
{
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
|
||||
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
|
||||
if (canOperate)
|
||||
{
|
||||
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||
}
|
||||
if (subObjectives.Any()) { return; }
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
|
||||
// TODO: use the collider size/reach?
|
||||
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
|
||||
{
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
|
||||
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
|
||||
if (canOperate)
|
||||
{
|
||||
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||
}
|
||||
if (subObjectives.Any()) { return; }
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
|
||||
// TODO: use the collider size/reach?
|
||||
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
|
||||
{
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
|
||||
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
|
||||
if (canOperate)
|
||||
{
|
||||
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||
}
|
||||
if (subObjectives.Any()) { return; }
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
|
||||
// TODO: use the collider size/reach?
|
||||
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
|
||||
{
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
|
||||
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
|
||||
if (canOperate)
|
||||
{
|
||||
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||
}
|
||||
if (subObjectives.Any()) { return; }
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
|
||||
// TODO: use the collider size/reach?
|
||||
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
|
||||
{
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
|
||||
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
|
||||
if (canOperate)
|
||||
{
|
||||
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||
}
|
||||
if (subObjectives.Any()) { return; }
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
|
||||
// TODO: use the collider size/reach?
|
||||
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
|
||||
{
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
|
||||
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
|
||||
if (canOperate)
|
||||
{
|
||||
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||
}
|
||||
if (subObjectives.Any()) { return; }
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
|
||||
// TODO: use the collider size/reach?
|
||||
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
|
||||
{
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
|
||||
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
|
||||
if (canOperate)
|
||||
{
|
||||
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||
}
|
||||
if (subObjectives.Any()) { return; }
|
||||
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||
if (repairTool == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||
#endif
|
||||
abandon = true;
|
||||
return;
|
||||
|
||||
@@ -74,36 +74,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (objectiveManager.CurrentObjective == this)
|
||||
{
|
||||
if (randomTimer > 0)
|
||||
{
|
||||
randomTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetRandom();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (objectiveManager.CurrentObjective == this)
|
||||
{
|
||||
if (randomTimer > 0)
|
||||
{
|
||||
randomTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetRandom();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override bool IsCompleted() => false;
|
||||
public override bool CanBeCompleted => true;
|
||||
|
||||
|
||||
@@ -16,7 +16,7 @@ namespace Barotrauma
|
||||
|
||||
public List<AIObjective> Objectives { get; private set; } = new List<AIObjective>();
|
||||
|
||||
private Character character;
|
||||
private readonly Character character;
|
||||
|
||||
|
||||
private float _waitTimer;
|
||||
@@ -28,14 +28,7 @@ namespace Barotrauma
|
||||
get { return _waitTimer; }
|
||||
set
|
||||
{
|
||||
if (CurrentObjective is AIObjectiveCombat || CurrentObjective is AIObjectiveFindSafety)
|
||||
{
|
||||
_waitTimer = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
_waitTimer = value;
|
||||
}
|
||||
_waitTimer = IsAllowedToWait() ? value : 0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -205,31 +198,6 @@ namespace Barotrauma
|
||||
{
|
||||
CurrentObjective?.TryComplete(deltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (CurrentOrder != null)
|
||||
{
|
||||
CurrentOrder.TryComplete(deltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Wait, if not swimming, climbing, or staying in a forbidden/unsafe hull.
|
||||
if (character.AIController is HumanAIController humanAI && humanAI.SteeringManager != null)
|
||||
{
|
||||
if (!character.AnimController.InWater &&
|
||||
!character.IsClimbing &&
|
||||
!humanAI.UnsafeHulls.Contains(character.CurrentHull) &&
|
||||
!AIObjectiveIdle.IsForbidden(character.CurrentHull))
|
||||
{
|
||||
humanAI.SteeringManager.Reset();
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentObjective?.TryComplete(deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetOrder(AIObjective objective)
|
||||
@@ -306,5 +274,19 @@ namespace Barotrauma
|
||||
}
|
||||
return newObjective;
|
||||
}
|
||||
|
||||
private bool IsAllowedToWait()
|
||||
{
|
||||
if (CurrentOrder != null) { return false; }
|
||||
if (CurrentObjective is AIObjectiveCombat || CurrentObjective is AIObjectiveFindSafety) { return false; }
|
||||
if (character.AnimController.InWater) { return false; }
|
||||
if (character.IsClimbing) { return false; }
|
||||
if (character.AIController is HumanAIController humanAI)
|
||||
{
|
||||
if (humanAI.UnsafeHulls.Contains(character.CurrentHull)) { return false; }
|
||||
}
|
||||
if (AIObjectiveIdle.IsForbidden(character.CurrentHull)) { return false; }
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -889,6 +889,10 @@ namespace Barotrauma
|
||||
{
|
||||
isCompleted = true;
|
||||
}
|
||||
if (component.AIOperate(deltaTime, character, this))
|
||||
{
|
||||
isCompleted = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -1145,6 +1145,15 @@ namespace Barotrauma
|
||||
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
|
||||
}
|
||||
|
||||
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
|
||||
{
|
||||
//apply some smoothing to the cursor positions of remote players when playing as a client
|
||||
//to make aiming look a little less choppy
|
||||
Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
|
||||
smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
|
||||
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
|
||||
}
|
||||
|
||||
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
|
||||
{
|
||||
if (speedMultipliers.Count == 0) return 1f;
|
||||
|
||||
@@ -601,6 +601,25 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
if (targetItem.Prefab.DeconstructItems.Any())
|
||||
{
|
||||
inputContainer.Inventory.RemoveItem(targetItem);
|
||||
Entity.Spawner.AddToRemoveQueue(targetItem);
|
||||
MoveInputQueue();
|
||||
PutItemsToLinkedContainer();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (outputContainer.Inventory.Items.All(i => i != null))
|
||||
{
|
||||
targetItem.Drop(dropper: null);
|
||||
}
|
||||
else
|
||||
{
|
||||
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
|
||||
}
|
||||
}
|
||||
|
||||
if (targetItem.Prefab.DeconstructItems.Any())
|
||||
{
|
||||
inputContainer.Inventory.RemoveItem(targetItem);
|
||||
|
||||
@@ -144,6 +144,17 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 SteeringInput
|
||||
{
|
||||
get { return steeringInput; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
steeringInput.X = MathHelper.Clamp(value.X, -100.0f, 100.0f);
|
||||
steeringInput.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
|
||||
}
|
||||
}
|
||||
|
||||
public SteeringPath SteeringPath
|
||||
{
|
||||
if (!CanBeSelected) return false;
|
||||
@@ -164,12 +175,6 @@ namespace Barotrauma.Items.Components
|
||||
set { posToMaintain = value; }
|
||||
}
|
||||
|
||||
public Vector2? PosToMaintain
|
||||
{
|
||||
get { return posToMaintain; }
|
||||
set { posToMaintain = value; }
|
||||
}
|
||||
|
||||
struct ObstacleDebugInfo
|
||||
{
|
||||
public Vector2 Point1;
|
||||
|
||||
@@ -1139,6 +1139,38 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateTransform()
|
||||
{
|
||||
Submarine prevSub = Submarine;
|
||||
|
||||
FindHull();
|
||||
|
||||
if (Submarine == null && prevSub != null)
|
||||
{
|
||||
body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
|
||||
}
|
||||
else if (Submarine != null && prevSub == null)
|
||||
{
|
||||
body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
|
||||
}
|
||||
else if (Submarine != null && prevSub != null && Submarine != prevSub)
|
||||
{
|
||||
body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
|
||||
}
|
||||
|
||||
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
|
||||
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
|
||||
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
|
||||
|
||||
if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
|
||||
Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
|
||||
{
|
||||
body.LinearVelocity = new Vector2(
|
||||
MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
|
||||
MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateTransform()
|
||||
{
|
||||
Submarine prevSub = Submarine;
|
||||
|
||||
@@ -83,7 +83,24 @@ namespace Barotrauma
|
||||
|
||||
public readonly List<Gap> ConnectedGaps = new List<Gap>();
|
||||
|
||||
public readonly List<Gap> ConnectedGaps = new List<Gap>();
|
||||
private string roomName;
|
||||
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
|
||||
public string RoomName
|
||||
{
|
||||
get { return roomName; }
|
||||
set
|
||||
{
|
||||
if (roomName == value) { return; }
|
||||
roomName = value;
|
||||
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
|
||||
}
|
||||
}
|
||||
|
||||
public string DisplayName
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private string roomName;
|
||||
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
|
||||
|
||||
Reference in New Issue
Block a user