(5a377a8ee) Unstable v0.9.1000.0
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+11
-9
@@ -13,6 +13,7 @@ namespace Barotrauma
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public override bool KeepDivingGearOn => true;
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public override bool IgnoreUnsafeHulls => true;
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public override bool AllowOutsideSubmarine => true;
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private readonly CombatMode initialMode;
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@@ -120,6 +121,12 @@ namespace Barotrauma
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protected override bool Check()
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{
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if (initialMode == CombatMode.Offensive && Mode != CombatMode.Offensive)
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{
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Abandon = true;
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SteeringManager.Reset();
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return false;
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}
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bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || (initialMode != CombatMode.Offensive && coolDownTimer <= 0);
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if (completed)
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{
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@@ -464,7 +471,6 @@ namespace Barotrauma
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SteeringManager.Reset();
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return;
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}
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retreatTarget = null;
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RemoveSubObjective(ref retreatObjective);
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RemoveSubObjective(ref seekAmmunition);
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@@ -481,9 +487,8 @@ namespace Barotrauma
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},
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onAbandon: () =>
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{
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Mode = CombatMode.Defensive;
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Abandon = true;
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SteeringManager.Reset();
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RemoveSubObjective(ref followTargetObjective);
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});
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if (followTargetObjective != null)
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{
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@@ -592,10 +597,7 @@ namespace Barotrauma
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private void Attack(float deltaTime)
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{
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float squaredDistance = Vector2.DistanceSquared(character.Position, Enemy.Position);
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character.CursorPosition = Enemy.Position;
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float engageDistance = 500;
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if (character.CurrentHull != Enemy.CurrentHull && squaredDistance > engageDistance * engageDistance) { return; }
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if (!character.CanSeeCharacter(Enemy)) { return; }
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if (Weapon.RequireAimToUse)
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{
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@@ -603,7 +605,7 @@ namespace Barotrauma
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if (SteeringManager == PathSteering)
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{
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var door = PathSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
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if (door != null && !door.IsOpen)
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if (door != null && !door.IsOpen && !door.IsBroken)
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{
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isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
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}
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@@ -625,7 +627,7 @@ namespace Barotrauma
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}
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if (WeaponComponent is MeleeWeapon meleeWeapon)
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{
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if (squaredDistance <= meleeWeapon.Range * meleeWeapon.Range)
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if (Vector2.DistanceSquared(character.Position, Enemy.Position) <= meleeWeapon.Range * meleeWeapon.Range)
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{
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character.SetInput(InputType.Shoot, false, true);
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Weapon.Use(deltaTime, character);
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@@ -635,7 +637,7 @@ namespace Barotrauma
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{
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if (WeaponComponent is RepairTool repairTool)
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{
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if (squaredDistance > repairTool.Range * repairTool.Range) { return; }
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if (Vector2.DistanceSquared(character.Position, Enemy.Position) > repairTool.Range * repairTool.Range) { return; }
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}
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if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4)
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{
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