Build 1.1.4.0
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@@ -13,6 +13,7 @@ namespace Barotrauma
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private readonly float minDistFromClosest;
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private readonly float maxDistFromCenter;
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private readonly float cohesion;
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public bool ForceActive { get; private set; }
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public List<AICharacter> Members { get; private set; } = new List<AICharacter>();
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public HashSet<AICharacter> ActiveMembers { get; private set; } = new HashSet<AICharacter>();
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@@ -26,9 +27,10 @@ namespace Barotrauma
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public SwarmBehavior(XElement element, EnemyAIController ai)
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{
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this.ai = ai;
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minDistFromClosest = ConvertUnits.ToSimUnits(element.GetAttributeFloat("mindistfromclosest", 10.0f));
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maxDistFromCenter = ConvertUnits.ToSimUnits(element.GetAttributeFloat("maxdistfromcenter", 1000.0f));
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cohesion = element.GetAttributeFloat("cohesion", 1) / 10;
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minDistFromClosest = ConvertUnits.ToSimUnits(element.GetAttributeFloat(nameof(minDistFromClosest), 10.0f));
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maxDistFromCenter = ConvertUnits.ToSimUnits(element.GetAttributeFloat(nameof(maxDistFromCenter), 1000.0f));
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cohesion = element.GetAttributeFloat(nameof(cohesion), 1) / 10;
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ForceActive = element.GetAttributeBool(nameof(ForceActive), false);
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}
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public static void CreateSwarm(IEnumerable<AICharacter> swarm)
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