(5a377a8ee) Unstable v0.9.1000.0
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@@ -25,10 +25,10 @@ namespace Barotrauma
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[Serialize("", true, description: "If defined, different species of the same group are considered like the characters of the same species by the AI."), Editable]
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public string Group { get; private set; }
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[Serialize(false, true), Editable]
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[Serialize(false, true), Editable(ReadOnly = true)]
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public bool Humanoid { get; private set; }
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[Serialize(false, true), Editable]
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[Serialize(false, true), Editable(ReadOnly = true)]
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public bool HasInfo { get; private set; }
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[Serialize(false, true), Editable]
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@@ -43,24 +43,36 @@ namespace Barotrauma
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[Serialize(false, true, description: "Can the creature live without water or does it die on dry land?"), Editable]
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public bool NeedsWater { get; set; }
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[Serialize(false, true), Editable]
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[Serialize(false, false), Editable]
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public bool CanSpeak { get; set; }
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[Serialize(100f, true, description: "How much noise the character makes when moving?"), Editable(minValue: 0f, maxValue: 1000f)]
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[Serialize(100f, true, description: "How much noise the character makes when moving?"), Editable(minValue: 0f, maxValue: 10000f)]
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public float Noise { get; set; }
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[Serialize(100f, true, description: "How visible the character is?"), Editable(minValue: 0f, maxValue: 1000f)]
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[Serialize(100f, true, description: "How visible the character is?"), Editable(minValue: 0f, maxValue: 10000f)]
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public float Visibility { get; set; }
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[Serialize("blood", true), Editable]
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public string BloodDecal { get; private set; }
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[Serialize("blooddrop", true), Editable]
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public string BleedParticleAir { get; private set; }
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[Serialize("waterblood", true), Editable]
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public string BleedParticleWater { get; private set; }
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[Serialize(10f, true, description: "How effectively/easily the character eats other characters. Affects the forces, the amount of particles, and the time required before the target is eaten away"), Editable(MinValueFloat = 1, MaxValueFloat = 1000, ValueStep = 1)]
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public float EatingSpeed { get; set; }
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[Serialize(1f, true, "Decreases the intensive path finding call frequency. Set to a lower value for insignificant creatures to improve performance."), Editable(minValue: 0f, maxValue: 1f)]
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public float PathFinderPriority { get; set; }
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[Serialize(false, true), Editable]
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public bool HideInSonar { get; set; }
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[Serialize(0f, true), Editable]
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public float SonarDisruption { get; set; }
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public readonly string File;
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public readonly List<SubParam> SubParams = new List<SubParam>();
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@@ -465,8 +477,11 @@ namespace Barotrauma
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[Serialize(true, true, description: "Enforce aggressive behavior if the creature is spawned as a target of a monster mission."), Editable()]
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public bool EnforceAggressiveBehaviorForMissions { get; private set; }
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[Serialize(false, true, description: "Should the character target or ignore walls when it's inside the submarine. Doesn't have any effect if no target priority for walls is defined."), Editable()]
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public bool TargetInnerWalls { get; private set; }
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[Serialize(true, true, description: "Should the character target or ignore walls when it's outside the submarine. Doesn't have any effect if no target priority for walls is defined."), Editable()]
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public bool TargetOuterWalls { get; private set; }
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[Serialize(false, true, description: "If enabled, the character chooses randomly from the available attacks. The priority is used as a weight for weighted random."), Editable()]
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public bool RandomAttack { get; private set; }
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// TODO: latchonto, swarming
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