Unstable 0.15.13.0
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@@ -201,9 +201,9 @@ namespace Barotrauma
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currentTarget = target;
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Vector2 currentPos = host.SimPosition;
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pathFinder.InsideSubmarine = character.Submarine != null && !character.Submarine.Info.IsRuin;
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pathFinder.ApplyPenaltyToOutsideNodes = character.Submarine != null && character.PressureProtection <= 0;
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pathFinder.ApplyPenaltyToOutsideNodes = character.Submarine != null && character.PressureProtection <= 0;
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var newPath = pathFinder.FindPath(currentPos, target, character.Submarine, "(Character: " + character.Name + ")", minGapSize, startNodeFilter, endNodeFilter, nodeFilter, checkVisibility: checkVisibility);
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bool useNewPath = needsNewPath || currentPath == null || currentPath.CurrentNode == null || character.Submarine != null && findPathTimer < -1 && Math.Abs(character.AnimController.TargetMovement.X) <= 0;
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bool useNewPath = needsNewPath || currentPath == null || currentPath.CurrentNode == null || character.Submarine != null && findPathTimer < -1 && Math.Abs(character.AnimController.TargetMovement.Combine()) <= 0;
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if (newPath.Unreachable || newPath.Nodes.None())
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{
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useNewPath = false;
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@@ -220,10 +220,12 @@ namespace Barotrauma
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// Use the new path if it has significantly lower cost (don't change the path if it has marginally smaller cost. This reduces navigating backwards due to new path that is calculated from the node just behind us).
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float t = (float)currentPath.CurrentIndex / (currentPath.Nodes.Count - 1);
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useNewPath = newPath.Cost < currentPath.Cost * MathHelper.Lerp(0.95f, 0, t);
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if (!useNewPath && character.Submarine != null)
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if (!useNewPath && character.Submarine != null && !character.IsClimbing)
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{
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// It's possible that the current path was calculated from a start point that is no longer valid.
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// Therefore, let's accept also paths with a greater cost than the current, if the current node is much farther than the new start node.
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// This is a special case for cases e.g. where the character falls and thus needs a new path.
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// Don't do this outside or when climbing ladders, because both cause issues.
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useNewPath = Vector2.DistanceSquared(character.WorldPosition, currentPath.CurrentNode.WorldPosition) > Math.Pow(Vector2.Distance(character.WorldPosition, newPath.Nodes.First().WorldPosition) * 3, 2);
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}
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}
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@@ -309,15 +311,12 @@ namespace Barotrauma
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}
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if (currentPath.Finished)
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{
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var lastNode = currentPath.Nodes.LastOrDefault();
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if (lastNode == null)
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Vector2 pos2 = host.SimPosition;
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if (character != null && character.Submarine == null && CurrentPath.Nodes.Count > 0 && CurrentPath.Nodes.Last().Submarine != null)
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{
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return Vector2.Zero;
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}
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else
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{
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return ConvertUnits.ToSimUnits(lastNode.WorldPosition - host.WorldPosition);
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pos2 -= CurrentPath.Nodes.Last().Submarine.SimPosition;
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}
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return currentTarget - pos2;
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}
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bool doorsChecked = false;
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if (!character.LockHands && buttonPressCooldown <= 0.0f)
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+1
@@ -8,6 +8,7 @@ namespace Barotrauma.Abilities
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private readonly AbilityFlags abilityFlag;
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private bool lastState;
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public override bool AllowClientSimulation => true;
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public CharacterAbilityModifyFlag(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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+1
@@ -6,6 +6,7 @@ namespace Barotrauma.Abilities
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class CharacterAbilityModifyReduceAffliction : CharacterAbility
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{
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float addedAmountMultiplier;
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public override bool AllowClientSimulation => true;
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public CharacterAbilityModifyReduceAffliction(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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+1
@@ -7,6 +7,7 @@ namespace Barotrauma.Abilities
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private readonly string resistanceId;
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private readonly float resistance;
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bool lastState;
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public override bool AllowClientSimulation => true;
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// should probably be split to different classes
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public CharacterAbilityModifyResistance(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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+1
@@ -7,6 +7,7 @@ namespace Barotrauma.Abilities
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private readonly StatTypes statType;
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private readonly float value;
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bool lastState;
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public override bool AllowClientSimulation => true;
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public CharacterAbilityModifyStat(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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+1
@@ -8,6 +8,7 @@ namespace Barotrauma.Abilities
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private readonly StatTypes statType;
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private readonly float maxValue;
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private float lastValue = 0f;
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public override bool AllowClientSimulation => true;
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public CharacterAbilityModifyStatToFlooding(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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+1
@@ -9,6 +9,7 @@ namespace Barotrauma.Abilities
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private readonly float statPerLevel;
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private readonly int maxLevel;
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private float lastValue = 0f;
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public override bool AllowClientSimulation => true;
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public CharacterAbilityModifyStatToLevel(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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+1
@@ -10,6 +10,7 @@ namespace Barotrauma.Abilities
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private readonly string skillIdentifier;
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private readonly bool useAll;
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private float lastValue = 0f;
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public override bool AllowClientSimulation => true;
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public CharacterAbilityModifyStatToSkill(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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+1
@@ -8,6 +8,7 @@ namespace Barotrauma.Abilities
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private float maxValue;
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private string afflictionIdentifier;
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private float lastValue = 0f;
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public override bool AllowClientSimulation => true;
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public CharacterAbilityPsychoClown(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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@@ -74,7 +74,7 @@ namespace Barotrauma.Items.Components
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{
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Matrix bodyTransform = Matrix.CreateRotationZ(item.body == null ? MathHelper.ToRadians(item.Rotation) : item.body.Rotation);
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Vector2 flippedPos = barrelPos;
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if (item.body.Dir < 0.0f) { flippedPos.X = -flippedPos.X; }
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if (item.body != null && item.body.Dir < 0.0f) { flippedPos.X = -flippedPos.X; }
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return Vector2.Transform(flippedPos, bodyTransform) * item.Scale;
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}
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}
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@@ -75,6 +75,7 @@ namespace Barotrauma.Items.Components
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float closestDist = float.PositiveInfinity;
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foreach (Item targetItem in Item.ItemList)
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{
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if (targetItem.NonInteractable || targetItem.NonPlayerTeamInteractable || targetItem.HiddenInGame) { continue; }
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if (OnlyInOwnSub)
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{
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if (targetItem.Submarine != item.Submarine) { continue; }
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