(ce8e185aa) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
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@@ -44,6 +44,7 @@ namespace Barotrauma
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private AIObjectiveContainItem reloadWeaponObjective;
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private Hull retreatTarget;
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private AIObjectiveGoTo retreatObjective;
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private AIObjectiveFindSafety findSafety;
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private float coolDownTimer;
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@@ -60,7 +61,9 @@ namespace Barotrauma
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{
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Enemy = enemy;
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coolDownTimer = CoolDown;
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HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 0;
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findSafety = HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>();
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findSafety.Priority = 0;
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findSafety.unreachable.Clear();
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Mode = mode;
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if (Enemy == null)
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{
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@@ -175,7 +178,7 @@ namespace Barotrauma
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{
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if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
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{
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retreatTarget = HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(new List<Hull>() { character.CurrentHull });
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retreatTarget = findSafety.FindBestHull(new List<Hull>() { character.CurrentHull });
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}
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if (retreatTarget != null)
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{
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@@ -235,6 +238,7 @@ namespace Barotrauma
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{
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if (Vector2.DistanceSquared(character.Position, Enemy.Position) <= 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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}
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}
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@@ -264,6 +268,7 @@ namespace Barotrauma
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}
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if (target != null && target == Enemy)
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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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}
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}
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@@ -275,7 +280,6 @@ namespace Barotrauma
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{
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abandon = true;
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SteeringManager.Reset();
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//HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
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}
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public override bool IsCompleted()
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