(1c6954251) Add IsLoop property. Fixes operate item orders being removed when they are done. Instead of calling loopable objectives done, let's just use the priority system.
This commit is contained in:
@@ -172,6 +172,8 @@ namespace Barotrauma
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public bool IgnoreLayoutGroups;
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public bool IgnoreLayoutGroups;
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public bool IgnoreLayoutGroups;
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public virtual ScalableFont Font
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public virtual ScalableFont Font
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{
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{
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get;
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get;
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@@ -167,6 +167,12 @@ namespace Barotrauma
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Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
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Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
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Tag = tag;
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Tag = tag;
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InnerFrame = new GUIFrame(new RectTransform(new Point(width, height), RectTransform, Anchor.Center) { IsFixedSize = false }, style: null);
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GUI.Style.Apply(InnerFrame, "", this);
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Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
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Tag = tag;
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if (height == 0)
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if (height == 0)
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{
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{
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string wrappedText = ToolBox.WrapText(text, Content.Rect.Width, GUI.Font);
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string wrappedText = ToolBox.WrapText(text, Content.Rect.Width, GUI.Font);
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@@ -69,11 +69,6 @@ namespace Barotrauma
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public CrewManager(XElement element, bool isSinglePlayer)
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public CrewManager(XElement element, bool isSinglePlayer)
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: this(isSinglePlayer)
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: this(isSinglePlayer)
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{
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return characterListBox.Rect;
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}
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partial void InitProjectSpecific()
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{
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{
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guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
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guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
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{
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{
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@@ -95,14 +90,64 @@ namespace Barotrauma
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return true;
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return true;
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};
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};
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var characterInfo = new CharacterInfo(subElement);
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characterListBox = new GUIListBox(new RectTransform(new Point(100, (int)(crewArea.Rect.Height - scrollButtonSize.Y * 1.6f)), crewArea.RectTransform, Anchor.CenterLeft), false, Color.Transparent, null)
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characterInfos.Add(characterInfo);
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{
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foreach (XElement invElement in subElement.Elements())
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//Spacing = (int)(3 * GUI.Scale),
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ScrollBarEnabled = false,
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ScrollBarVisible = false,
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CanBeFocused = false
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};
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scrollButtonUp = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.TopLeft, Pivot.TopLeft), "", Alignment.Center, "GUIButtonVerticalArrow")
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{
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Visible = false,
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UserData = -1,
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OnClicked = ScrollCharacterList
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};
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scrollButtonDown = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.BottomLeft, Pivot.BottomLeft), "", Alignment.Center, "GUIButtonVerticalArrow")
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{
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Visible = false,
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UserData = 1,
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OnClicked = ScrollCharacterList
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};
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scrollButtonDown.Children.ForEach(c => c.SpriteEffects = SpriteEffects.FlipVertically);
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if (isSinglePlayer)
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{
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ChatBox = new ChatBox(guiFrame, isSinglePlayer: true)
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{
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{
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if (invElement.Name.ToString().ToLowerInvariant() != "inventory") continue;
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OnEnterMessage = (textbox, text) =>
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characterInfo.InventoryData = invElement;
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{
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break;
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if (Character.Controlled?.Info == null)
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}
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{
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textbox.Deselect();
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textbox.Text = "";
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return true;
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}
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textbox.TextColor = ChatMessage.MessageColor[(int)ChatMessageType.Default];
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if (!string.IsNullOrWhiteSpace(text))
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{
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string msgCommand = ChatMessage.GetChatMessageCommand(text, out string msg);
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AddSinglePlayerChatMessage(
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Character.Controlled.Info.Name,
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msg,
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((msgCommand == "r" || msgCommand == "radio") && ChatMessage.CanUseRadio(Character.Controlled)) ? ChatMessageType.Radio : ChatMessageType.Default,
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Character.Controlled);
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var headset = GetHeadset(Character.Controlled, true);
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if (headset != null && headset.CanTransmit())
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{
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headset.TransmitSignal(stepsTaken: 0, signal: msg, source: headset.Item, sender: Character.Controlled, sendToChat: false);
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}
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}
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textbox.Deselect();
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textbox.Text = "";
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return true;
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}
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};
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ChatBox.InputBox.OnTextChanged += ChatBox.TypingChatMessage;
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}
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}
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var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null);
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var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null);
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@@ -114,39 +159,14 @@ namespace Barotrauma
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CanBeFocused = false
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CanBeFocused = false
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};
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};
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//report buttons
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var characterInfo = new CharacterInfo(subElement);
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foreach (Order order in reports)
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characterInfos.Add(characterInfo);
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{
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foreach (XElement invElement in subElement.Elements())
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if (!order.TargetAllCharacters || order.SymbolSprite == null) continue;
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var btn = new GUIButton(new RectTransform(new Point(reportButtonFrame.Rect.Width), reportButtonFrame.RectTransform), style: null)
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{
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{
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OnClicked = (GUIButton button, object userData) =>
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if (invElement.Name.ToString().ToLowerInvariant() != "inventory") continue;
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{
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characterInfo.InventoryData = invElement;
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if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false;
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break;
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SetCharacterOrder(null, order, null, Character.Controlled);
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}
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HumanAIController.PropagateHullSafety(Character.Controlled, Character.Controlled.CurrentHull);
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return true;
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},
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UserData = order,
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ToolTip = order.Name
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};
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new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow")
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{
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Color = Color.Red * 0.8f,
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HoverColor = Color.Red * 1.0f,
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PressedColor = Color.Red * 0.6f,
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UserData = "highlighted",
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CanBeFocused = false,
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Visible = false
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};
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var img = new GUIImage(new RectTransform(Vector2.One, btn.RectTransform), order.Prefab.SymbolSprite, scaleToFit: true)
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{
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Color = order.Color,
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HoverColor = Color.Lerp(order.Color, Color.White, 0.5f),
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ToolTip = order.Name
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};
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}
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}
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screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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@@ -893,6 +893,33 @@ namespace Barotrauma
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Color.Green, width: 2);
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Color.Green, width: 2);
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}
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}
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}
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}
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foreach (MapEntity e in linkedTo)
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{
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if (e is Hull)
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{
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Hull linkedHull = (Hull)e;
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Rectangle connectedHullRect = e.Submarine == null ?
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linkedHull.rect :
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new Rectangle(
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(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
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(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
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linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
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//center of the hull
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Rectangle currentHullRect = Submarine == null ?
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WorldRect :
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new Rectangle(
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(int)(Submarine.DrawPosition.X + WorldPosition.X),
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(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
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WorldRect.Width, WorldRect.Height);
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GUI.DrawLine(spriteBatch,
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new Vector2(currentHullRect.X, -currentHullRect.Y),
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new Vector2(connectedHullRect.X, -connectedHullRect.Y),
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Color.Green, width: 2);
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}
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}
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}
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}
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public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
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public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
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@@ -1090,6 +1090,8 @@ namespace Barotrauma
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//whether the Character can see/hear the target and chooses the most preferable target within
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//whether the Character can see/hear the target and chooses the most preferable target within
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//sight/hearing range
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//sight/hearing range
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@@ -21,7 +21,15 @@ namespace Barotrauma
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protected string option;
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protected string option;
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protected bool abandon;
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protected bool abandon;
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/// <summary>
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/// Can the objective be completed. That is, does the objective have failing subobjectives or other conditions that prevent it from completing.
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/// </summary>
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public virtual bool CanBeCompleted => !abandon && subObjectives.All(so => so.CanBeCompleted);
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public virtual bool CanBeCompleted => !abandon && subObjectives.All(so => so.CanBeCompleted);
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/// <summary>
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/// When true, the objective is never completed, unless CanBeCompleted returns false.
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/// </summary>
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public virtual bool IsLoop { get; set; }
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public IEnumerable<AIObjective> SubObjectives => subObjectives;
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public IEnumerable<AIObjective> SubObjectives => subObjectives;
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public AIObjective CurrentSubObjective { get; private set; }
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public AIObjective CurrentSubObjective { get; private set; }
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+1
-1
@@ -53,6 +53,6 @@ namespace Barotrauma
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protected override bool Filter(PowerContainer battery) => true;
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protected override bool Filter(PowerContainer battery) => true;
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protected override float Average(PowerContainer battery) => 100 - battery.ChargePercentage;
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protected override float Average(PowerContainer battery) => 100 - battery.ChargePercentage;
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protected override IEnumerable<PowerContainer> GetList() => batteryList;
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protected override IEnumerable<PowerContainer> GetList() => batteryList;
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protected override AIObjective ObjectiveConstructor(PowerContainer battery) => new AIObjectiveOperateItem(battery, character, Option, false);
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protected override AIObjective ObjectiveConstructor(PowerContainer battery) => new AIObjectiveOperateItem(battery, character, Option, false) { IsLoop = true };
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}
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}
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}
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}
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+2
@@ -33,6 +33,8 @@ namespace Barotrauma
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public override bool IsCompleted() => false;
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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public override bool CanBeCompleted => true;
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public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
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public override bool IsDuplicate(AIObjective otherObjective)
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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{
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return otherObjective is AIObjectiveExtinguishFires;
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return otherObjective is AIObjectiveExtinguishFires;
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@@ -38,6 +38,8 @@ namespace Barotrauma
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public override bool IsCompleted() => false;
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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public override bool CanBeCompleted => true;
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public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
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public override float GetPriority(AIObjectiveManager objectiveManager)
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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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{
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return 1.0f;
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return 1.0f;
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@@ -26,6 +26,8 @@ namespace Barotrauma
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public override bool IsCompleted() => false;
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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public override bool CanBeCompleted => true;
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public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
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public override void Update(AIObjectiveManager objectiveManager, float deltaTime)
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public override void Update(AIObjectiveManager objectiveManager, float deltaTime)
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{
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{
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base.Update(objectiveManager, deltaTime);
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base.Update(objectiveManager, deltaTime);
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@@ -191,11 +191,11 @@ namespace Barotrauma
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var steering = (order?.TargetEntity as Item)?.GetComponent<Steering>();
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var steering = (order?.TargetEntity as Item)?.GetComponent<Steering>();
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if (steering != null) steering.PosToMaintain = steering.Item.Submarine?.WorldPosition;
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if (steering != null) steering.PosToMaintain = steering.Item.Submarine?.WorldPosition;
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if (order.TargetItemComponent == null) { return null; }
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if (order.TargetItemComponent == null) { return null; }
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newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController, priorityModifier: priorityModifier);
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newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController, priorityModifier: priorityModifier) { IsLoop = true };
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break;
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break;
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default:
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default:
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if (order.TargetItemComponent == null) { return null; }
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if (order.TargetItemComponent == null) { return null; }
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newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController, priorityModifier: priorityModifier);
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newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController, priorityModifier: priorityModifier) { IsLoop = true };
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break;
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break;
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}
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}
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return newObjective;
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return newObjective;
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+11
-2
@@ -100,6 +100,12 @@ namespace Barotrauma
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}
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}
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return;
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return;
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}
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}
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if (component.AIOperate(deltaTime, character, this))
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{
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isCompleted = true;
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}
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return;
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}
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}
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AddSubObjective(gotoObjective = new AIObjectiveGoTo(target.Item, character));
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AddSubObjective(gotoObjective = new AIObjectiveGoTo(target.Item, character));
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@@ -155,14 +161,17 @@ namespace Barotrauma
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return;
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return;
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}
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}
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if (component.AIOperate(deltaTime, character, this)) isCompleted = true;
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if (component.AIOperate(deltaTime, character, this))
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{
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isCompleted = true;
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}
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}
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}
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}
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}
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}
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}
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public override bool IsCompleted()
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public override bool IsCompleted()
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{
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{
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return isCompleted;
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return isCompleted && !IsLoop;
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}
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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public override bool IsDuplicate(AIObjective otherObjective)
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@@ -53,7 +53,7 @@ namespace Barotrauma
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protected override bool Filter(Pump pump) => true;
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protected override bool Filter(Pump pump) => true;
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protected override IEnumerable<Pump> GetList() => pumpList;
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protected override IEnumerable<Pump> GetList() => pumpList;
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protected override AIObjective ObjectiveConstructor(Pump pump) => new AIObjectiveOperateItem(pump, character, Option, false);
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protected override float Average(Pump target) => MathHelper.Lerp(0, 100, target.CurrFlow / target.MaxFlow);
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protected override float Average(Pump target) => MathHelper.Lerp(0, 100, target.CurrFlow / target.MaxFlow);
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protected override AIObjective ObjectiveConstructor(Pump pump) => new AIObjectiveOperateItem(pump, character, Option, false) { IsLoop = true };
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}
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}
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}
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}
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@@ -62,5 +62,7 @@ namespace Barotrauma
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public override bool IsCompleted() => false;
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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public override bool CanBeCompleted => true;
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public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
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}
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}
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}
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}
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@@ -2678,6 +2678,10 @@ namespace Barotrauma
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#endif
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|
|||||||
@@ -445,6 +445,19 @@ namespace Barotrauma.Items.Components
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override void OnItemLoaded()
|
||||||
|
{
|
||||||
|
sonar = item.GetComponent<Sonar>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Select(Character character)
|
||||||
|
{
|
||||||
|
if (!CanBeSelected) return false;
|
||||||
|
|
||||||
|
user = character;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
public override void Update(float deltaTime, Camera cam)
|
public override void Update(float deltaTime, Camera cam)
|
||||||
{
|
{
|
||||||
networkUpdateTimer -= deltaTime;
|
networkUpdateTimer -= deltaTime;
|
||||||
|
|||||||
@@ -1160,6 +1160,10 @@ namespace Barotrauma
|
|||||||
{
|
{
|
||||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||||
}
|
}
|
||||||
|
if (!broken)
|
||||||
|
{
|
||||||
|
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||||
|
}
|
||||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||||
|
|
||||||
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
|
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
|
||||||
|
|||||||
@@ -24,6 +24,8 @@ namespace Barotrauma
|
|||||||
|
|
||||||
private bool removed;
|
private bool removed;
|
||||||
|
|
||||||
|
private bool removed;
|
||||||
|
|
||||||
#if CLIENT
|
#if CLIENT
|
||||||
private List<Decal> burnDecals = new List<Decal>();
|
private List<Decal> burnDecals = new List<Decal>();
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -470,6 +470,25 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public string DisplayName
|
||||||
|
{
|
||||||
|
get;
|
||||||
|
private set;
|
||||||
|
}
|
||||||
|
|
||||||
|
private string roomName;
|
||||||
|
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
|
||||||
|
public string RoomName
|
||||||
|
{
|
||||||
|
get { return roomName; }
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (roomName == value) { return; }
|
||||||
|
roomName = value;
|
||||||
|
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public override Rectangle Rect
|
public override Rectangle Rect
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
|
|||||||
@@ -162,21 +162,6 @@ namespace Barotrauma
|
|||||||
get { return binding; }
|
get { return binding; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetState()
|
|
||||||
{
|
|
||||||
hit = binding.IsHit();
|
|
||||||
if (hit) hitQueue = true;
|
|
||||||
|
|
||||||
held = binding.IsDown();
|
|
||||||
if (held) heldQueue = true;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
public KeyOrMouse State
|
|
||||||
{
|
|
||||||
get { return binding; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetState()
|
public void SetState()
|
||||||
{
|
{
|
||||||
hit = binding.IsHit();
|
hit = binding.IsHit();
|
||||||
|
|||||||
Reference in New Issue
Block a user