Aiming is disabled when unconscious/stunned, the range of fire lightsources isn't randomized to reduce the amount of required convexhull updates
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@@ -50,7 +50,7 @@ namespace Barotrauma
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}
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newTargetTimer = currentTarget == null ? 5.0f : 10.0f;
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newTargetTimer = currentTarget == null ? 5.0f : 15.0f;
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}
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}
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newTargetTimer -= deltaTime;
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newTargetTimer -= deltaTime;
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@@ -973,6 +973,8 @@ namespace Barotrauma
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{
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{
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Holdable holdable = item.GetComponent<Holdable>();
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Holdable holdable = item.GetComponent<Holdable>();
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if (character.IsUnconscious || character.Stun > 0.0f) aim = false;
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//calculate the handle positions
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//calculate the handle positions
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Matrix itemTransfrom = Matrix.CreateRotationZ(item.body.Rotation);
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Matrix itemTransfrom = Matrix.CreateRotationZ(item.body.Rotation);
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Vector2[] transformedHandlePos = new Vector2[2];
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Vector2[] transformedHandlePos = new Vector2[2];
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@@ -206,7 +206,7 @@ namespace Barotrauma
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LimitSize();
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LimitSize();
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lightSource.Range = Math.Max(size.X, size.Y) * Rand.Range(8.0f, 10.0f) / 2.0f;
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lightSource.Range = Math.Max(size.X, size.Y) * 10.0f / 2.0f;
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lightSource.Color = new Color(1.0f, 0.45f, 0.3f) * Rand.Range(0.8f, 1.0f);
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lightSource.Color = new Color(1.0f, 0.45f, 0.3f) * Rand.Range(0.8f, 1.0f);
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lightSource.Position = position;
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lightSource.Position = position;
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