AI combat, misc AI improvements, characters can't get stuck inside doors
This commit is contained in:
@@ -244,6 +244,43 @@ namespace Barotrauma.Items.Components
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OpenState += deltaTime * ((isOpen) ? 2.0f : -2.0f);
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LinkedGap.Open = openState;
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}
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if (openState > 0.0f && openState < 1.0f)
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{
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//push characters out of the doorway when the door is closing/opening
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Vector2 simPos = ConvertUnits.ToSimUnits(new Vector2(item.Rect.X, item.Rect.Y));
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Vector2 simSize = ConvertUnits.ToSimUnits(new Vector2(doorSprite.size.X,
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item.Rect.Height * (1.0f - openState)));
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foreach (Character c in Character.CharacterList)
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{
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int dir = Math.Sign(c.SimPosition.X - item.SimPosition.X);
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foreach (Limb l in c.AnimController.Limbs)
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{
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if (l.SimPosition.Y > simPos.Y || l.SimPosition.Y < simPos.Y - simSize.Y) continue;
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if (Math.Sign(l.SimPosition.X - item.SimPosition.X) != dir)
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{
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l.body.SetTransform(new Vector2(item.SimPosition.X + dir * simSize.X*1.2f, item.SimPosition.Y), l.body.Rotation);
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 1.0f, l.body.FarseerBody);
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//c.AddDamage(item.SimPosition, DamageType.Blunt, 1.0f, 0.0f, 0.0f, true);
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l.body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -1.0f));
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}
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if (Math.Abs(l.SimPosition.X - item.SimPosition.X) > simSize.X*0.5f) continue;
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l.body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -0.5f));
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c.StartStun(0.2f);
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}
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}
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}
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else
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{
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body.Enabled = openState < 1.0f;
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}
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item.SendSignal((isOpen) ? "1" : "0", "state_out");
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@@ -278,32 +315,7 @@ namespace Barotrauma.Items.Components
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spriteBatch.Draw(doorSprite.Texture, new Vector2(item.Rect.Center.X, -item.Rect.Y),
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new Rectangle(doorSprite.SourceRect.X, (int)(doorSprite.size.Y * openState),
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(int)doorSprite.size.X, (int)(doorSprite.size.Y * (1.0f - openState))),
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color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
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if (openState == 0.0f)
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{
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body.Enabled = true;
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}
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else
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{
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//push characters out of the doorway when the door is closing/opening
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Vector2 simPos = ConvertUnits.ToSimUnits(new Vector2(item.Rect.X, item.Rect.Y));
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Vector2 simSize = ConvertUnits.ToSimUnits(new Vector2(item.Rect.Width,
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item.Rect.Height * (1.0f - openState)));
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foreach (Character c in Character.CharacterList)
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{
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int dir = Math.Sign(c.AnimController.Limbs[0].SimPosition.X - simPos.X);
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foreach (Limb l in c.AnimController.Limbs)
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{
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if (l.SimPosition.Y < simPos.Y || l.SimPosition.Y > simPos.Y - simSize.Y) continue;
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if (Math.Abs(l.SimPosition.X - simPos.X) > simSize.X * 2.0f) continue;
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l.body.ApplyForce(new Vector2(dir * 10.0f, 0.0f));
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}
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}
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}
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color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
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}
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public override void OnMapLoaded()
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@@ -90,26 +90,18 @@ namespace Barotrauma.Items.Components
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+ Rand.Range(-degreeOfFailure, degreeOfFailure));
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projectile.Use(deltaTime);
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projectileComponent.User = character;
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projectile.body.ApplyTorque(projectile.body.Mass * degreeOfFailure * Rand.Range(-10.0f, 10.0f));
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//recoil
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//recoil
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item.body.ApplyLinearImpulse(
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new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * item.body.Mass * -50.0f);
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//else
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//{
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projectileComponent.ignoredBodies = limbBodies;
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//recoil
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//item.body.ApplyLinearImpulse(
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// new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * -item.body.Mass);
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//}
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projectileComponent.ignoredBodies = limbBodies;
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item.RemoveContained(projectile);
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Rope rope = item.GetComponent<Rope>();
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if (rope != null) rope.Attach(projectile);
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@@ -117,9 +109,8 @@ namespace Barotrauma.Items.Components
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}
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return false;
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return false;
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}
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}
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}
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@@ -22,6 +22,8 @@ namespace Barotrauma.Items.Components
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public List<Body> ignoredBodies;
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public Character User;
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[HasDefaultValue(10.0f, false)]
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public float LaunchImpulse
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{
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@@ -127,17 +129,15 @@ namespace Barotrauma.Items.Components
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{
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if (stickJoint != null && stickJoint.JointTranslation < 0.01f)
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{
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if (stickTarget!=null)
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if (stickTarget != null)
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{
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try
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{
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item.body.FarseerBody.RestoreCollisionWith(stickTarget);
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}
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catch (Exception e)
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catch
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{
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#if DEBUG
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DebugConsole.ThrowError("Failed to restore collision with stickTarget", e);
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#endif
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//the body that the projectile was stuck to has been removed
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}
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stickTarget = null;
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@@ -147,11 +147,9 @@ namespace Barotrauma.Items.Components
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{
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GameMain.World.RemoveJoint(stickJoint);
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}
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catch (Exception e)
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catch
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{
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#if DEBUG
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DebugConsole.ThrowError("Failed to remove stickJoint", e);
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#endif
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//the body that the projectile was stuck to has been removed
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}
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stickJoint = null;
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@@ -165,17 +163,17 @@ namespace Barotrauma.Items.Components
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if (ignoredBodies.Contains(f2.Body)) return false;
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AttackResult attackResult = new AttackResult(0.0f, 0.0f);
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if (attack!=null)
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if (attack != null)
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{
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Limb limb;
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Structure structure;
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if ((limb = (f2.Body.UserData as Limb)) != null)
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{
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attackResult = attack.DoDamage(null, limb.character, item.SimPosition, 1.0f);
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{
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attackResult = attack.DoDamage(User, limb.character, item.SimPosition, 1.0f);
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}
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else if ((structure = (f2.Body.UserData as Structure)) != null)
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{
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attackResult = attack.DoDamage(null, structure, item.SimPosition, 1.0f);
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attackResult = attack.DoDamage(User, structure, item.SimPosition, 1.0f);
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}
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}
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@@ -161,7 +161,7 @@ namespace Barotrauma.Items.Components
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{
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var projectiles = GetLoadedProjectiles();
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if (projectiles.Count==0 || (projectiles.Count==1 && objective.Option.ToLower()=="hold fire"))
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if (projectiles.Count==0 || (projectiles.Count==1 && objective.Option.ToLower()!="fire at will"))
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{
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ItemContainer container = null;
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foreach (MapEntity e in item.linkedTo)
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@@ -174,8 +174,10 @@ namespace Barotrauma.Items.Components
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}
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if (container == null || container.ContainableItems.Count==0) return true;
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objective.AddSubObjective(new AIObjectiveContainItem(character, container.ContainableItems[0].Names[0], container));
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var containShellObjective = new AIObjectiveContainItem(character, container.ContainableItems[0].Names[0], container);
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containShellObjective.IgnoreAlreadyContainedItems = true;
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objective.AddSubObjective(containShellObjective);
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return false;
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}
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else if (GetAvailablePower() < powerConsumption)
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@@ -186,7 +188,7 @@ namespace Barotrauma.Items.Components
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PowerContainer batteryToLoad = null;
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foreach (PowerContainer battery in batteries)
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{
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if (batteryToLoad==null || battery.Charge < lowestCharge)
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if (batteryToLoad == null || battery.Charge < lowestCharge)
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{
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batteryToLoad = battery;
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lowestCharge = battery.Charge;
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@@ -205,7 +207,6 @@ namespace Barotrauma.Items.Components
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}
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//enough shells and power
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Character closestEnemy = null;
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float closestDist = 3000.0f;
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foreach (Character enemy in Character.CharacterList)
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@@ -256,6 +257,13 @@ namespace Barotrauma.Items.Components
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return availablePower;
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}
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public override void Remove()
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{
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base.Remove();
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barrelSprite.Remove();
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}
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private List<Projectile> GetLoadedProjectiles(bool returnFirst = false)
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{
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List<Projectile> projectiles = new List<Projectile>();
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