diff --git a/Subsurface/Source/Characters/AI/Objectives/AIObjectiveIdle.cs b/Subsurface/Source/Characters/AI/Objectives/AIObjectiveIdle.cs index 6bf39c9c0..fe7275824 100644 --- a/Subsurface/Source/Characters/AI/Objectives/AIObjectiveIdle.cs +++ b/Subsurface/Source/Characters/AI/Objectives/AIObjectiveIdle.cs @@ -50,7 +50,7 @@ namespace Barotrauma } - newTargetTimer = currentTarget == null ? 5.0f : 10.0f; + newTargetTimer = currentTarget == null ? 5.0f : 15.0f; } newTargetTimer -= deltaTime; diff --git a/Subsurface/Source/Characters/Animation/HumanoidAnimController.cs b/Subsurface/Source/Characters/Animation/HumanoidAnimController.cs index 90f9cc957..fecb7bacd 100644 --- a/Subsurface/Source/Characters/Animation/HumanoidAnimController.cs +++ b/Subsurface/Source/Characters/Animation/HumanoidAnimController.cs @@ -973,6 +973,8 @@ namespace Barotrauma { Holdable holdable = item.GetComponent(); + if (character.IsUnconscious || character.Stun > 0.0f) aim = false; + //calculate the handle positions Matrix itemTransfrom = Matrix.CreateRotationZ(item.body.Rotation); Vector2[] transformedHandlePos = new Vector2[2]; diff --git a/Subsurface/Source/Map/FireSource.cs b/Subsurface/Source/Map/FireSource.cs index 7dcdc44cf..8dda33eed 100644 --- a/Subsurface/Source/Map/FireSource.cs +++ b/Subsurface/Source/Map/FireSource.cs @@ -206,7 +206,7 @@ namespace Barotrauma LimitSize(); - lightSource.Range = Math.Max(size.X, size.Y) * Rand.Range(8.0f, 10.0f) / 2.0f; + lightSource.Range = Math.Max(size.X, size.Y) * 10.0f / 2.0f; lightSource.Color = new Color(1.0f, 0.45f, 0.3f) * Rand.Range(0.8f, 1.0f); lightSource.Position = position;