(050157f65) Fix bots not being able to use buttons or ladders because the were aiming. Don't aim when farther than 500 pixels away from the target.
This commit is contained in:
@@ -328,14 +328,33 @@ namespace Barotrauma
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private IEnumerable<FarseerPhysics.Dynamics.Body> myBodies;
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private void Attack(float deltaTime)
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{
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float squaredDistance = Vector2.DistanceSquared(character.Position, Enemy.Position);
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character.CursorPosition = Enemy.Position;
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if (Weapon.RequireAimToUse)
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{
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character.SetInput(InputType.Aim, false, true);
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bool isOperatingButtons = false;
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float engageDistance = 500;
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if (SteeringManager == PathSteering)
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{
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var door = PathSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
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if (door != null && !door.IsOpen)
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{
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var buttons = door.Item.GetComponents<Controller>();
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if (buttons.None())
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{
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buttons = door.Item.GetConnectedComponents<Controller>(true);
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}
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isOperatingButtons = buttons.Any();
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}
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}
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if (!isOperatingButtons && character.SelectedConstruction == null && (Enemy.CurrentHull == character.CurrentHull || squaredDistance < engageDistance * engageDistance))
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{
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character.SetInput(InputType.Aim, false, true);
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}
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}
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if (WeaponComponent is MeleeWeapon meleeWeapon)
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{
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if (Vector2.DistanceSquared(character.Position, Enemy.Position) <= meleeWeapon.Range * meleeWeapon.Range)
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if (squaredDistance <= meleeWeapon.Range * meleeWeapon.Range)
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{
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character.SetInput(InputType.Shoot, false, true);
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Weapon.Use(deltaTime, character);
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@@ -345,7 +364,7 @@ namespace Barotrauma
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{
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if (WeaponComponent is RepairTool repairTool)
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{
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if (Vector2.DistanceSquared(character.Position, Enemy.Position) > repairTool.Range * repairTool.Range) { return; }
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if (squaredDistance > repairTool.Range * repairTool.Range) { return; }
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}
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if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - character.Position) < MathHelper.PiOver4)
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{
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+19
-1
@@ -3,6 +3,7 @@ using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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@@ -95,7 +96,24 @@ namespace Barotrauma
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character.CursorPosition = fs.Position;
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if (extinguisher.Item.RequireAimToUse)
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{
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character.SetInput(InputType.Aim, false, true);
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bool isOperatingButtons = false;
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if (SteeringManager == PathSteering)
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{
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var door = PathSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
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if (door != null && !door.IsOpen)
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{
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var buttons = door.Item.GetComponents<Controller>();
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if (buttons.None())
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{
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buttons = door.Item.GetConnectedComponents<Controller>(true);
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}
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isOperatingButtons = buttons.Any();
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}
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}
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if (!isOperatingButtons)
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{
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character.SetInput(InputType.Aim, false, true);
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}
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}
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Limb sightLimb = null;
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if (character.Inventory.IsInLimbSlot(extinguisherItem, InvSlotType.RightHand))
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@@ -344,7 +344,24 @@ namespace Barotrauma.Items.Components
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character.CursorPosition = leak.Position + VectorExtensions.Forward(Item.body.TransformedRotation + (float)Math.Sin(sinTime), dist);
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if (item.RequireAimToUse)
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{
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character.SetInput(InputType.Aim, false, true);
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bool isOperatingButtons = false;
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if (character.AIController.SteeringManager is IndoorsSteeringManager indoorSteering)
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{
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var door = indoorSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
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if (door != null && !door.IsOpen)
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{
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var buttons = door.Item.GetComponents<Controller>();
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if (buttons.None())
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{
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buttons = door.Item.GetConnectedComponents<Controller>(true);
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}
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isOperatingButtons = buttons.Any();
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}
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}
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if (!isOperatingButtons)
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{
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character.SetInput(InputType.Aim, false, true);
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}
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}
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// Press the trigger only when the tool is approximately facing the target.
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var angle = VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak);
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@@ -715,6 +715,25 @@ namespace Barotrauma.Items.Components
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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Entity.Spawner.AddToRemoveQueue(targetItem);
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MoveInputQueue();
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PutItemsToLinkedContainer();
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}
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else
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{
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if (outputContainer.Inventory.Items.All(i => i != null))
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{
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targetItem.Drop(dropper: null);
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}
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else
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{
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outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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@@ -179,6 +179,33 @@ namespace Barotrauma.Items.Components
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}
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}
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public Vector2? PosToMaintain
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{
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get { return posToMaintain; }
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set { posToMaintain = value; }
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}
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struct ObstacleDebugInfo
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{
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public Vector2 Point1;
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public Vector2 Point2;
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public Vector2? Intersection;
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public float Dot;
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public Vector2 AvoidStrength;
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public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
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{
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Point1 = edge.Point1;
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Point2 = edge.Point2;
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Intersection = intersection;
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Dot = dot;
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AvoidStrength = avoidStrength;
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}
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}
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//edge point 1, edge point 2, avoid strength
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private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
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@@ -482,6 +509,19 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void OnItemLoaded()
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{
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sonar = item.GetComponent<Sonar>();
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}
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public override bool Select(Character character)
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{
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if (!CanBeSelected) return false;
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user = character;
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return true;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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networkUpdateTimer -= deltaTime;
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@@ -1328,6 +1328,10 @@ namespace Barotrauma
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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if (!broken)
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
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@@ -626,6 +626,25 @@ namespace Barotrauma
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}
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}
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public string DisplayName
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{
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get;
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private set;
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}
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private string roomName;
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[Editable, Serialize("", true, translationTextTag: "RoomName.")]
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public string RoomName
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{
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get { return roomName; }
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set
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{
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if (roomName == value) { return; }
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roomName = value;
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DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
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}
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}
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public override Rectangle Rect
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{
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get
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@@ -162,21 +162,6 @@ namespace Barotrauma
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get { return binding; }
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}
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public void SetState()
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{
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hit = binding.IsHit();
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if (hit) hitQueue = true;
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held = binding.IsDown();
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if (held) heldQueue = true;
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}
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#endif
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public KeyOrMouse State
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{
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get { return binding; }
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}
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public void SetState()
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{
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hit = binding.IsHit();
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