(9c0250ef1) Merge branch 'dev' into human-ai
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@@ -293,8 +293,19 @@ namespace Barotrauma.Items.Components
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//steer closer if almost in range
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if (dist > Range)
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{
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Vector2 standPos = leak.IsHorizontal ? new Vector2(Math.Sign(-fromItemToLeak.X), 0.0f) : new Vector2(0.0f, Math.Sign(-fromItemToLeak.Y) * 0.5f);
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standPos = leak.WorldPosition + standPos * Range;
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Vector2 standPos = new Vector2(Math.Sign(-fromItemToLeak.X), Math.Sign(-fromItemToLeak.Y)) / 2;
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if (!character.AnimController.InWater)
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{
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if (leak.IsHorizontal)
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{
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standPos.X *= 2;
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standPos.Y = 0;
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}
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else
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{
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standPos.X = 0;
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}
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}
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if (character.AIController.SteeringManager is IndoorsSteeringManager indoorSteering)
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{
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if (indoorSteering.CurrentPath != null && !indoorSteering.IsPathDirty && indoorSteering.CurrentPath.Unreachable)
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@@ -329,14 +340,12 @@ namespace Barotrauma.Items.Components
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return false;
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}
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}
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sinTime += deltaTime;
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character.CursorPosition = leak.Position + VectorExtensions.Forward(Item.body.TransformedRotation + (float)Math.Sin(sinTime), dist);
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if (item.RequireAimToUse)
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{
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character.SetInput(InputType.Aim, false, true);
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}
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// Press the trigger only when the tool is approximately facing the target.
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var angle = VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak);
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if (angle < MathHelper.PiOver4)
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@@ -344,10 +353,6 @@ namespace Barotrauma.Items.Components
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character.SetInput(InputType.Shoot, false, true);
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Use(deltaTime, character);
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}
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else
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{
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sinTime -= deltaTime * 2;
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}
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bool leakFixed = (leak.Open <= 0.0f || leak.Removed) &&
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(leak.ConnectedWall == null || leak.ConnectedWall.Sections.Average(s => s.damage) < 1);
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