Merge branch 'master' into moStuff
# Conflicts: # Barotrauma/BarotraumaShared/Source/Characters/Character.cs
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@@ -103,11 +103,7 @@ namespace Barotrauma.Items.Components
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{
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if (character == null) return false;
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if (!character.IsKeyDown(InputType.Aim)) return false;
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//if (DoesUseFail(Character)) return false;
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//targetPosition = targetPosition.X, -targetPosition.Y);
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float degreeOfSuccess = DegreeOfSuccess(character)/100.0f;
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if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess)
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@@ -241,7 +237,7 @@ namespace Barotrauma.Items.Components
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{
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Gap leak = objective.OperateTarget as Gap;
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if (leak == null) return true;
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float dist = Vector2.Distance(leak.WorldPosition, item.WorldPosition);
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//too far away -> consider this done and hope the AI is smart enough to move closer
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@@ -258,9 +258,9 @@ namespace Barotrauma.Items.Components
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if (batteryToLoad == null) return true;
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if (batteryToLoad.RechargeSpeed < batteryToLoad.MaxRechargeSpeed*0.4f)
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if (batteryToLoad.RechargeSpeed < batteryToLoad.MaxRechargeSpeed * 0.4f)
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{
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objective.AddSubObjective(new AIObjectiveOperateItem(batteryToLoad, character, ""));
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objective.AddSubObjective(new AIObjectiveOperateItem(batteryToLoad, character, "", false));
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return false;
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}
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}
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