OBT/1.2.0(Spring Update)
Sync with Upstream
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@@ -103,9 +103,19 @@ namespace Barotrauma
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}
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}
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// For temporarily forcing walking. Will reset after each priority calculation, so it will need to be kept alive by something.
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// The intention of this boolean to allow walking even when the priority is higher than AIObjectiveManager.RunPriority.
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public bool ForceWalk { get; set; }
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/// <summary>
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/// For temporarily forcing walking. Will reset after each priority calculation, so it will need to be kept alive by something.
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/// The intention of this boolean to allow walking even when the priority is higher than AIObjectiveManager.RunPriority.
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/// </summary>
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public bool ForceWalkTemporarily { get; set; }
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/// <summary>
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/// Forces the character to walk when executing this objective, even if the priority is above <see cref="AIObjectiveManager.RunPriority"/>.
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/// Unlike <see cref="ForceWalkTemporarily"/>, this value is not automatically reset.
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/// </summary>
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public bool ForceWalkPermanently { get; set; }
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public bool ForceWalk => ForceWalkTemporarily || ForceWalkPermanently;
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public bool IgnoreAtOutpost { get; set; }
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@@ -313,7 +323,7 @@ namespace Barotrauma
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/// </summary>
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public float CalculatePriority()
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{
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ForceWalk = false;
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ForceWalkTemporarily = false;
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Priority = GetPriority();
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ForceHighestPriority = false;
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return Priority;
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