v1.12.6.2 (Spring Update 2026)

This commit is contained in:
Regalis11
2026-04-09 15:10:07 +03:00
parent c8657caefa
commit a4607dffad
197 changed files with 5586 additions and 3461 deletions
@@ -103,9 +103,19 @@ namespace Barotrauma
}
}
// For temporarily forcing walking. Will reset after each priority calculation, so it will need to be kept alive by something.
// The intention of this boolean to allow walking even when the priority is higher than AIObjectiveManager.RunPriority.
public bool ForceWalk { get; set; }
/// <summary>
/// For temporarily forcing walking. Will reset after each priority calculation, so it will need to be kept alive by something.
/// The intention of this boolean to allow walking even when the priority is higher than AIObjectiveManager.RunPriority.
/// </summary>
public bool ForceWalkTemporarily { get; set; }
/// <summary>
/// Forces the character to walk when executing this objective, even if the priority is above <see cref="AIObjectiveManager.RunPriority"/>.
/// Unlike <see cref="ForceWalkTemporarily"/>, this value is not automatically reset.
/// </summary>
public bool ForceWalkPermanently { get; set; }
public bool ForceWalk => ForceWalkTemporarily || ForceWalkPermanently;
public bool IgnoreAtOutpost { get; set; }
@@ -313,7 +323,7 @@ namespace Barotrauma
/// </summary>
public float CalculatePriority()
{
ForceWalk = false;
ForceWalkTemporarily = false;
Priority = GetPriority();
ForceHighestPriority = false;
return Priority;