(f8525130a) Added: Objective tracking, UI changes.
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@@ -1197,32 +1197,6 @@ namespace Barotrauma
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return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize);
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}
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#endregion
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protected override void OnStateChanged(AIState from, AIState to)
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{
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latchOntoAI?.DeattachFromBody();
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Character.AnimController.ReleaseStuckLimbs();
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}
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private int GetMinimumPassableHoleCount()
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{
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return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize);
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}
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#endregion
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protected override void OnStateChanged(AIState from, AIState to)
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{
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latchOntoAI?.DeattachFromBody();
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Character.AnimController.ReleaseStuckLimbs();
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}
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private int GetMinimumPassableHoleCount()
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{
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return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize);
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}
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private bool CanPassThroughHole(Structure wall, int sectionIndex)
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{
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int requiredHoleCount = GetMinimumPassableHoleCount();
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@@ -1047,6 +1047,8 @@ namespace Barotrauma
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CheckValidity();
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CheckValidity();
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UpdateNetPlayerPosition(deltaTime);
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CheckDistFromCollider();
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UpdateCollisionCategories();
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@@ -201,6 +201,9 @@ namespace Barotrauma
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Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
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bool underWater = hull == null || explosionPos.Y < hull.Surface;
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Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
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bool underWater = hull == null || explosionPos.Y < hull.Surface;
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explosionPos = ConvertUnits.ToSimUnits(explosionPos);
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Dictionary<Limb, float> distFactors = new Dictionary<Limb, float>();
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@@ -108,6 +108,18 @@ namespace Barotrauma
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private set;
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}
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public Vector2 LinearVelocity
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{
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get;
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private set;
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}
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public float AngularVelocity
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{
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get;
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private set;
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}
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public readonly float Timestamp;
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public readonly UInt16 ID;
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