(2a183f60c) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
This commit is contained in:
@@ -1216,6 +1216,43 @@ namespace Barotrauma
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targetingTag = "room";
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}
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if (door != null)
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{
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// If there's not a more specific tag for the door
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if (string.IsNullOrEmpty(targetingTag) || targetingTag == "room")
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{
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targetingTag = "door";
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}
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bool isOutdoor = door.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom;
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bool isOpen = door.IsOpen || door.Item.Condition <= 0.0f;
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//increase priority if the character is outside and an aggressive boarder, and the door is from outside to inside
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if (aggressiveBoarding)
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{
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if (character.CurrentHull == null)
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{
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valueModifier = isOutdoor ? 1 : 0;
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valueModifier *= isOpen ? 5 : 1;
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}
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}
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else
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{
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// Ignore disabled walls
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bool isDisabled = true;
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for (int i = 0; i < s.Sections.Length; i++)
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{
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valueModifier = isOutdoor ? 0 : 1;
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valueModifier *= isOpen ? 0 : 1;
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}
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if (isDisabled)
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{
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valueModifier = 0;
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}
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}
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}
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else
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{
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targetingTag = "room";
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}
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if (door != null)
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{
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// If there's not a more specific tag for the door
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if (string.IsNullOrEmpty(targetingTag) || targetingTag == "room")
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@@ -1242,6 +1279,10 @@ namespace Barotrauma
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{
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continue;
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}
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else if (isOpen) //ignore broken and open doors
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{
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continue;
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}
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}
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else if (target.Entity is IDamageable targetDamageable && targetDamageable.Health <= 0.0f)
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{
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@@ -14,17 +14,17 @@ namespace Barotrauma
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public readonly AnimController.Animation Animation;
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public CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, float time, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
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: this(pos, rotation, velocity, angularVelocity, 0, time, dir, interact, animation)
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public CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, float time, Direction dir, Character selectedCharacter, Item selectedItem, AnimController.Animation animation = AnimController.Animation.None)
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: this(pos, rotation, velocity, angularVelocity, 0, time, dir, selectedCharacter, selectedItem, animation)
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{
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}
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public CharacterStateInfo(Vector2 pos, float? rotation, UInt16 ID, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
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: this(pos, rotation, Vector2.Zero, 0.0f, ID, 0.0f, dir, interact, animation)
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public CharacterStateInfo(Vector2 pos, float? rotation, UInt16 ID, Direction dir, Character selectedCharacter, Item selectedItem, AnimController.Animation animation = AnimController.Animation.None)
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: this(pos, rotation, Vector2.Zero, 0.0f, ID, 0.0f, dir, selectedCharacter, selectedItem, animation)
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{
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}
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protected CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, UInt16 ID, float time, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
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protected CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, UInt16 ID, float time, Direction dir, Character selectedCharacter, Item selectedItem, AnimController.Animation animation = AnimController.Animation.None)
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: base(pos, rotation, velocity, angularVelocity, ID, time)
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{
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Direction = dir;
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