Unstable 0.1400.7.0 (Coronavirus edition)
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@@ -678,7 +678,7 @@ namespace Barotrauma.Items.Components
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Reset();
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previousGap = leak;
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}
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Vector2 fromCharacterToLeak = leak.WorldPosition - character.WorldPosition;
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Vector2 fromCharacterToLeak = leak.WorldPosition - character.AnimController.AimSourceWorldPos;
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float dist = fromCharacterToLeak.Length();
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float reach = AIObjectiveFixLeak.CalculateReach(this, character);
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@@ -692,10 +692,10 @@ namespace Barotrauma.Items.Components
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if (!character.AnimController.InWater)
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{
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// TODO: use the collider size?
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if (!character.AnimController.InWater && character.AnimController is HumanoidAnimController &&
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if (!character.AnimController.InWater && character.AnimController is HumanoidAnimController humanAnim &&
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Math.Abs(fromCharacterToLeak.X) < 100.0f && fromCharacterToLeak.Y < 0.0f && fromCharacterToLeak.Y > -150.0f)
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{
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((HumanoidAnimController)character.AnimController).Crouching = true;
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humanAnim.Crouching = true;
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}
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}
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if (dist > reach * 0.8f || dist > reach * 0.5f && character.AnimController.Limbs.Any(l => l.inWater))
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