v1.6.18.1 (Unto the Breach Hotfix 1)
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+3
-3
@@ -74,7 +74,6 @@ namespace Barotrauma
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private float pathBackTimer;
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private const float DefaultCoolDown = 10.0f;
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private const float PathBackCheckTime = 1.0f;
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private IEnumerable<Body> myBodies;
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private float aimTimer;
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private float reloadTimer;
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private float spreadTimer;
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@@ -1375,9 +1374,10 @@ namespace Barotrauma
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float aimFactor = MathHelper.PiOver2 * (1 - AimAccuracy);
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if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.WorldPosition - Weapon.WorldPosition) < MathHelper.PiOver4 + aimFactor)
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{
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myBodies ??= character.AnimController.Limbs.Select(l => l.body.FarseerBody);
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// Check that we don't hit friendlies. No need to check the walls, because there's a separate check for that at 1096 (which intentionally has a small delay)
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var pickedBodies = Submarine.PickBodies(Weapon.SimPosition, Submarine.GetRelativeSimPosition(from: Weapon, to: Enemy), myBodies, Physics.CollisionCharacter);
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var pickedBodies = Submarine.PickBodies(Weapon.SimPosition, Submarine.GetRelativeSimPosition(from: Weapon, to: Enemy),
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ignoredBodies: character.AnimController.LimbBodies,
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Physics.CollisionCharacter);
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foreach (var body in pickedBodies)
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{
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Character target = body.UserData switch
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