- CrewCommander key can be changed
- Improved logic for teleporting character in/out the sub - changed Turret.AIOperate to use the new coordinate system - neutralballastlevel option in steering - crewmanager UI works properly with different numbers of crew members - fixed obstructvision "twitching" when moving in/out the sub - resetting steering velocity when AI is waiting - GetItem AIObjective ignores items outside the sub - crew has the "dismissed" order by default -
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@@ -38,6 +38,14 @@ namespace Barotrauma
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objectiveManager.AddObjective(new AIObjectiveIdle(c));
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updateObjectiveTimer = Rand.Range(0.0f, UpdateObjectiveInterval);
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if (GameMain.GameSession!=null && GameMain.GameSession.CrewManager!=null)
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{
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CurrentOrder = Order.PrefabList.Find(o => o.Name.ToLower() == "dismissed");
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objectiveManager.SetOrder(CurrentOrder, "");
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GameMain.GameSession.CrewManager.SetCharacterOrder(Character, CurrentOrder);
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}
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}
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public override void Update(float deltaTime)
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@@ -87,6 +95,8 @@ namespace Barotrauma
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if (Character.IsKeyDown(InputType.Aim))
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{
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Character.AnimController.TargetDir = Character.CursorPosition.X > Character.Position.X ? Direction.Right : Direction.Left;
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if (Character.SelectedConstruction != null) Character.SelectedConstruction.SecondaryUse(deltaTime, Character);
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}
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else if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
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{
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@@ -110,6 +120,8 @@ namespace Barotrauma
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CurrentOrderOption = option;
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CurrentOrder = order;
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objectiveManager.SetOrder(order, option);
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GameMain.GameSession.CrewManager.SetCharacterOrder(Character, order);
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}
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public override void SelectTarget(AITarget target)
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