(24cde6cae) Add a static sight range. Considerably increase the hull sight ranges.
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@@ -601,8 +601,7 @@ namespace Barotrauma
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{
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((GUIMessageBox)GUIMessageBox.VisibleBox).Close();
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}
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else if ((Character.Controlled?.SelectedConstruction == null || !Character.Controlled.SelectedConstruction.ActiveHUDs.Any(ic => ic.GuiFrame != null))
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&& Inventory.SelectedSlot == null && CharacterHealth.OpenHealthWindow == null)
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else if ((GUI.MouseOn == null || GUI.IsMouseOn(GUI.PauseMenu)) && Inventory.SelectedSlot == null && CharacterHealth.OpenHealthWindow == null)
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{
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// Otherwise toggle pausing, unless another window/interface is open.
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GUI.TogglePauseMenu();
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@@ -657,10 +657,9 @@ namespace Barotrauma.Tutorials
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{
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foreach (Gap gap in Gap.GapList)
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{
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if (gap.ConnectedWall == null || gap.IsRoomToRoom) continue;
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if (gap.ConnectedWall == null) continue;
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if (gap.ConnectedDoor != null || gap.Open <= 0.0f) continue;
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if (gap.Submarine == null) continue;
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if (gap.Submarine.IsOutpost) continue;
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if (gap.Submarine != Submarine.MainSub) continue;
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return true;
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}
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@@ -15,6 +15,11 @@ namespace Barotrauma
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private set;
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}
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/// <summary>
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/// Use as a minimum or static sight range.
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/// </summary>
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public static float StaticSightRange = 3000;
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private float soundRange;
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private float sightRange;
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@@ -110,9 +115,13 @@ namespace Barotrauma
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SonarLabel = element.GetAttributeString("sonarlabel", "");
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}
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public AITarget(Entity e, float sightRange = 3000, float soundRange = 0)
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public AITarget(Entity e, float sightRange = -1, float soundRange = 0)
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{
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Entity = e;
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if (sightRange < 0)
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{
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sightRange = StaticSightRange;
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}
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SightRange = sightRange;
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SoundRange = soundRange;
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List.Add(this);
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@@ -88,7 +88,6 @@ namespace Barotrauma
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Gap.UpdateHulls();
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}
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OxygenPercentage = prevOxygenPercentage;
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surface = drawSurface = rect.Y - rect.Height + WaterVolume / rect.Width;
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Pressure = surface;
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}
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@@ -420,7 +419,7 @@ namespace Barotrauma
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FireSource.UpdateAll(FireSources, deltaTime);
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aiTarget.SightRange = Submarine == null ? 0.0f : Math.Max(Submarine.Velocity.Length() * 500.0f, 500.0f);
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aiTarget.SightRange = Submarine == null ? 0.0f : Math.Max(Submarine.Velocity.Length() * 2000.0f, AITarget.StaticSightRange);
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aiTarget.SoundRange -= deltaTime * 1000.0f;
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if (!update)
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