0.15.21.0
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+15
-5
@@ -111,7 +111,7 @@ namespace Barotrauma
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public CombatMode Mode { get; private set; }
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private bool IsOffensiveOrArrest => initialMode == CombatMode.Offensive || initialMode == CombatMode.Arrest;
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private bool TargetEliminated => IsEnemyDisabled || Enemy.IsUnconscious && Enemy.Params.Health.ConstantHealthRegeneration <= 0.0f || Enemy.IsHuman && Enemy.HasEquippedItem("handlocker") && !character.IsInstigator;
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private bool TargetEliminated => IsEnemyDisabled || Enemy.IsUnconscious && Enemy.Params.Health.ConstantHealthRegeneration <= 0.0f || Enemy.IsArrested && !character.IsInstigator;
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private bool IsEnemyDisabled => Enemy == null || Enemy.Removed || Enemy.IsDead;
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private float AimSpeed => HumanAIController.AimSpeed;
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@@ -668,6 +668,13 @@ namespace Barotrauma
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{
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if (!Weapon.AllowedSlots.Contains(InvSlotType.Any) || !character.Inventory.TryPutItem(Weapon, character, new List<InvSlotType>() { InvSlotType.Any }))
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{
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if (Weapon.AllowedSlots.Contains(InvSlotType.Bag))
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{
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if (character.Inventory.TryPutItem(Weapon, character, new List<InvSlotType>() { InvSlotType.Bag }))
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{
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return;
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}
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}
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Weapon.Drop(character);
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}
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}
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@@ -680,10 +687,10 @@ namespace Barotrauma
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{
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return false;
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}
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if (!character.HasEquippedItem(Weapon))
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if (!character.HasEquippedItem(Weapon, predicate: IsHandSlotType))
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{
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Weapon.TryInteract(character, forceSelectKey: true);
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var slots = Weapon.AllowedSlots.Where(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
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var slots = Weapon.AllowedSlots.Where(s => IsHandSlotType(s));
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if (character.Inventory.TryPutItem(Weapon, character, slots))
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{
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aimTimer = Rand.Range(0.2f, 0.4f) / AimSpeed;
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@@ -697,6 +704,8 @@ namespace Barotrauma
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}
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}
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return true;
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bool IsHandSlotType(InvSlotType s) => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand);
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}
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private float findHullTimer;
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@@ -903,8 +912,9 @@ namespace Barotrauma
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TryAddSubObjective(ref seekAmmunitionObjective,
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constructor: () => new AIObjectiveContainItem(character, ammunitionIdentifiers, Weapon.GetComponent<ItemContainer>(), objectiveManager)
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{
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ItemCount = Weapon.GetComponent<ItemContainer>().Capacity,
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checkInventory = false
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ItemCount = Weapon.GetComponent<ItemContainer>().Capacity * Weapon.GetComponent<ItemContainer>().MaxStackSize,
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checkInventory = false,
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MoveWholeStack = true
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},
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onCompleted: () => RemoveSubObjective(ref seekAmmunitionObjective),
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onAbandon: () =>
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+3
-1
@@ -186,7 +186,9 @@ namespace Barotrauma
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AllowToFindDivingGear = AllowToFindDivingGear,
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AllowDangerousPressure = AllowDangerousPressure,
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TargetCondition = ConditionLevel,
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ItemFilter = (Item potentialItem) => RemoveEmpty ? container.CanBeContained(potentialItem) : container.Inventory.CanBePut(potentialItem)
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ItemFilter = (Item potentialItem) => RemoveEmpty ? container.CanBeContained(potentialItem) : container.Inventory.CanBePut(potentialItem),
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ItemCount = ItemCount,
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TakeWholeStack = MoveWholeStack
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}, onAbandon: () =>
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{
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Abandon = true;
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+1
-1
@@ -65,7 +65,7 @@ namespace Barotrauma
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if (HumanAIController.IsFriendly(character, target)) { return false; }
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if (!character.Submarine.IsConnectedTo(target.Submarine)) { return false; }
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if (target.HasAbilityFlag(AbilityFlags.IgnoredByEnemyAI)) { return false; }
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if (ShouldArrest(target, character) && target.HasEquippedItem("handlocker")) { return false; }
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if (target.IsArrested) { return false; }
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return true;
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}
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+1
-1
@@ -262,7 +262,7 @@ namespace Barotrauma
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}
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foreach (Character enemy in Character.CharacterList)
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{
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if (!HumanAIController.IsActive(enemy) || HumanAIController.IsFriendly(enemy)) { continue; }
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if (!HumanAIController.IsActive(enemy) || HumanAIController.IsFriendly(enemy) || enemy.IsArrested) { continue; }
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if (HumanAIController.VisibleHulls.Contains(enemy.CurrentHull))
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{
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Vector2 dir = character.Position - enemy.Position;
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+6
-2
@@ -182,8 +182,12 @@ namespace Barotrauma
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{
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if (character.SelectedConstruction != Item)
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{
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if (!Item.TryInteract(character, ignoreRequiredItems: true, forceSelectKey: true) &&
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!Item.TryInteract(character, ignoreRequiredItems: true, forceUseKey: true))
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if (Item.TryInteract(character, ignoreRequiredItems: true, forceSelectKey: true) ||
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Item.TryInteract(character, ignoreRequiredItems: true, forceUseKey: true))
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{
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character.SelectedConstruction = Item;
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}
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else
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{
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Abandon = true;
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}
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