- fractal guardians have higher impact tolerance to stop them from killing themselves by slamming at the walls
- enemies use pathfinding when inside the sub and handle platforms/stairs better
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@@ -73,7 +73,7 @@ namespace Barotrauma
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}
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else
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{
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if (inWater)
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if (inWater || RefLimb.inWater)
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{
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UpdateSineAnim(deltaTime);
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}
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@@ -83,7 +83,7 @@ namespace Barotrauma
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}
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}
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if (mirror)
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if (mirror || !inWater)
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{
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if (!character.IsNetworkPlayer)
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{
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@@ -278,28 +278,44 @@ namespace Barotrauma
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//out whether the ragdoll is standing on ground
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float closestFraction = 1;
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//Structure closestStructure = null;
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GameMain.World.RayCast((fixture, point, normal, fraction) =>
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{
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//other limbs and bodies with no collision detection are ignored
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if (fixture == null ||
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fixture.CollisionCategories == Physics.CollisionCharacter ||
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fixture.CollisionCategories == Physics.CollisionNone ||
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fixture.CollisionCategories == Physics.CollisionItem) return -1;
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Structure structure = fixture.Body.UserData as Structure;
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if (structure != null)
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switch (fixture.CollisionCategories)
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{
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if (structure.StairDirection != Direction.None && (stairs == null)) return -1;
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if (structure.IsPlatform && (IgnorePlatforms || stairs != null)) return -1;
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case Physics.CollisionStairs:
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if (inWater && TargetMovement.Y < 0.5f) return -1;
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Structure structure = fixture.Body.UserData as Structure;
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if (stairs == null && structure != null)
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{
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if (LowestLimb.SimPosition.Y < structure.SimPosition.Y)
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{
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return -1;
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}
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else
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{
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stairs = structure;
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}
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}
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break;
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case Physics.CollisionPlatform:
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Structure platform = fixture.Body.UserData as Structure;
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if (IgnorePlatforms || LowestLimb.Position.Y < platform.Rect.Y) return -1;
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break;
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case Physics.CollisionWall:
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break;
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default:
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return -1;
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}
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onGround = true;
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if (fraction < closestFraction)
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{
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closestFraction = fraction;
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}
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onFloorTimer = 0.05f;
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if (fraction < closestFraction) closestFraction = fraction;
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return 1;
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}
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, rayStart, rayEnd);
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return closestFraction;
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} , rayStart, rayEnd);
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//the ragdoll "stays on ground" for 50 millisecs after separation
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if (onFloorTimer <= 0.0f)
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