Particle.FindAdjacentHulls exception fix, OpenAL "invalid value" dix, radar sync, better ragdoll sync, autoupdate cancel/retry on error
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@@ -447,6 +447,16 @@ int currentTargetIndex = 1;
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for (int i = 0; i < pathCells.Count; i++)
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{
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//clean "loops" from the path
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for (int n = 0; n < i; n++)
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{
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if (pathCells[n] != pathCells[i]) continue;
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pathCells.RemoveRange(n+1, i-n);
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break;
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}
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if (i >= pathCells.Count) break;
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newWaypoint = new WayPoint(new Rectangle((int)pathCells[i].Center.X, (int)pathCells[i].Center.Y, 10, 10));
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newWaypoint.MoveWithLevel = true;
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if (prevWaypoint != null)
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@@ -460,11 +470,9 @@ int currentTargetIndex = 1;
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newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, (int)(borders.Height + shaftHeight), 10, 10));
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newWaypoint.MoveWithLevel = true;
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if (prevWaypoint != null)
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{
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prevWaypoint.linkedTo.Add(newWaypoint);
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newWaypoint.linkedTo.Add(prevWaypoint);
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}
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prevWaypoint.linkedTo.Add(newWaypoint);
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newWaypoint.linkedTo.Add(prevWaypoint);
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}
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Debug.WriteLine("genpath: " + sw2.ElapsedMilliseconds + " ms");
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@@ -748,6 +756,13 @@ int currentTargetIndex = 1;
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private void ResetBodyVelocities()
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{
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if (prevVelocity == Vector2.Zero) return;
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if (!MathUtils.IsValid(prevVelocity))
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{
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prevVelocity = Vector2.Zero;
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return;
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}
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foreach (Character character in Character.CharacterList)
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{
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if (character.AnimController.CurrentHull != null) continue;
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