Unstable v0.10.6.0 (October 13th 2020)
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@@ -474,6 +474,12 @@ namespace Barotrauma
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[Serialize(true, true, description: "The character will flee for a brief moment when being shot at if not performing an attack."), Editable]
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public bool AvoidGunfire { get; private set; }
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[Serialize(3f, true, description: "How long the creature avoids gunfire. Also used when the creature is unlatched."), Editable(minValue: 0f, maxValue: 100f)]
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public float AvoidTime { get; private set; }
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[Serialize(20f, true, description: "How long the creature flees before returning to normal state. When the creature sees the target or is being chased, it will always flee, if it's in the flee state."), Editable(minValue: 0f, maxValue: 100f)]
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public float MinFleeTime { get; private set; }
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[Serialize(false, true, description: "Does the character try to break inside the sub?"), Editable()]
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public bool AggressiveBoarding { get; private set; }
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@@ -580,6 +586,9 @@ namespace Barotrauma
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[Serialize(0f, true, description: "Generic timer that can be used for different purposes depending on the state. E.g. in Observe state this defines how long the character in general keeps staring the targets (Some random is always applied)."), Editable]
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public float Timer { get; set; }
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[Serialize(false, true, description: "Should the target be ignored if it's inside a container/inventory. Only affects items."), Editable]
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public bool IgnoreContained { get; set; }
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public TargetParams(XElement element, CharacterParams character) : base(element, character) { }
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public TargetParams(string tag, AIState state, float priority, CharacterParams character) : base(CreateNewElement(tag, state, priority), character) { }
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