- 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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@@ -27,6 +27,8 @@ namespace Barotrauma.Items.Components
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private bool valueChanged;
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private float autopilotRayCastTimer;
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private float neutralBallastLevel;
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bool AutoPilot
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{
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@@ -47,6 +49,17 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, HasDefaultValue(0.5f, true)]
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public float NeutralBallastLevel
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{
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get { return neutralBallastLevel; }
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set
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{
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neutralBallastLevel = MathHelper.Clamp(value, 0.0f, 1.0f);
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}
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}
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private Vector2 TargetVelocity
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{
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get { return targetVelocity;}
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@@ -115,7 +128,11 @@ namespace Barotrauma.Items.Components
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item.SendSignal(targetVelocity.X.ToString(CultureInfo.InvariantCulture), "velocity_x_out");
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item.SendSignal((-targetVelocity.Y).ToString(CultureInfo.InvariantCulture), "velocity_y_out");
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float targetLevel = -targetVelocity.Y;
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targetLevel += (neutralBallastLevel - 0.5f) * 100.0f;
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item.SendSignal(targetLevel.ToString(CultureInfo.InvariantCulture), "velocity_y_out");
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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