Release 1.11.4.1 (Winter Update)
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@@ -54,15 +54,29 @@ namespace Barotrauma
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get { return controlled; }
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set
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{
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if (controlled == value) return;
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if ((!(controlled is null)) && (!(Screen.Selected?.Cam is null)) && value is null)
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if (controlled == value && controlled == null)
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{
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Screen.Selected.Cam.TargetPos = Vector2.Zero;
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Lights.LightManager.ViewTarget = null;
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// Return early, but only when setting the controlled to null, because on controlling a character, we'll want to ensure that the target is both enabled and unfrozen.
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return;
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}
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if (controlled != value)
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{
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CharacterHealth.OpenHealthWindow = null;
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if (controlled != null && value == null)
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{
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if (Screen.Selected?.Cam is Camera camera)
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{
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camera.TargetPos = Vector2.Zero;;
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}
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Lights.LightManager.ViewTarget = null;
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}
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}
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controlled = value;
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if (controlled != null) controlled.Enabled = true;
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CharacterHealth.OpenHealthWindow = null;
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if (controlled != null)
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{
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controlled.Enabled = true;
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controlled.AnimController.Frozen = false;
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}
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}
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}
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@@ -442,7 +456,7 @@ namespace Barotrauma
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{
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cam.OffsetAmount = targetOffsetAmount = maxOffset;
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}
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else if (SelectedItem != null && ViewTarget == null &&
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else if (SelectedItem != null && ViewTarget == null && !IsIncapacitated &&
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SelectedItem.Components.Any(ic => ic?.GuiFrame != null && ic.ShouldDrawHUD(this)))
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{
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cam.OffsetAmount = targetOffsetAmount = 0.0f;
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@@ -456,7 +470,7 @@ namespace Barotrauma
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}
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else if (Lights.LightManager.ViewTarget == this)
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{
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if (GUI.PauseMenuOpen || IsUnconscious)
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if (GUI.PauseMenuOpen || IsIncapacitated)
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{
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if (deltaTime > 0.0f)
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{
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