more accurate submarine body generation, multiplayer fixes, saving takes HiddenSubPosition into account, fire coordinate fixes, editscreen fixes, checking item triggers in AIObjectiveGoto, netlobbyscreen sync fixes, re-enabled level start/end positions, water edit fixed
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@@ -300,7 +300,7 @@ namespace Barotrauma
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public static Character Create(CharacterInfo characterInfo, Vector2 position, bool isNetworkPlayer = false, bool hasAi=true)
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{
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return Create(characterInfo.File, position, characterInfo, isNetworkPlayer);
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return Create(characterInfo.File, position, characterInfo, isNetworkPlayer, hasAi);
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}
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public static Character Create(string file, Vector2 position, CharacterInfo characterInfo = null, bool isNetworkPlayer = false, bool hasAi=true)
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@@ -315,17 +315,19 @@ namespace Barotrauma
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}
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else
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{
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if (hasAi)
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{
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return new Character(file, position, characterInfo, isNetworkPlayer);
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}
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else
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if (hasAi && !isNetworkPlayer)
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{
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var character = new AICharacter(file, position, characterInfo, isNetworkPlayer);
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var ai = new HumanAIController(character);
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character.SetAI(ai);
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return character;
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}
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else
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{
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return new Character(file, position, characterInfo, isNetworkPlayer);
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}
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}
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}
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@@ -340,26 +342,12 @@ namespace Barotrauma
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{
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keys[i] = new Key(GameMain.Config.KeyBind((InputType)i));
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}
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//keys[(int)InputType.Select] = new Key(GameMain.Config.KeyBind(InputType.Select));
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//keys[(int)InputType.ActionHeld] = new Key(true);
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//keys[(int)InputType.ActionHit] = new Key(false);
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//keys[(int)InputType.SecondaryHit] = new Key(false);
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//keys[(int)InputType.SecondaryHeld] = new Key(true);
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//keys[(int)InputType.Left] = new Key(true);
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//keys[(int)InputType.Right] = new Key(true);
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//keys[(int)InputType.Up] = new Key(true);
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//keys[(int)InputType.Down] = new Key(true);
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//keys[(int)InputType.Run] = new Key(true);
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selectedItems = new Item[2];
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IsNetworkPlayer = isNetworkPlayer;
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oxygen = 100.0f;
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//blood = 100.0f;
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aiTarget = new AITarget(this);
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lowPassMultiplier = 1.0f;
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@@ -1259,22 +1247,6 @@ namespace Barotrauma
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return inventory.FillNetworkData(NetworkEventType.InventoryUpdate, message, data);
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case NetworkEventType.ImportantEntityUpdate:
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//int i = 0;
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//foreach (Limb limb in AnimController.Limbs)
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//{
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// if (limb.SimPosition.Length() > NetConfig.CharacterIgnoreDistance) return false;
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// message.WriteRangedSingle(limb.body.SimPosition.X, -NetConfig.CharacterIgnoreDistance, NetConfig.CharacterIgnoreDistance, 16);
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// message.WriteRangedSingle(limb.body.SimPosition.Y, -NetConfig.CharacterIgnoreDistance, NetConfig.CharacterIgnoreDistance, 16);
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// //message.Write(limb.body.LinearVelocity.X);
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// //message.Write(limb.body.LinearVelocity.Y);
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// message.Write(limb.body.Rotation);
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// //message.WriteRangedSingle(MathHelper.Clamp(limb.body.AngularVelocity, -10.0f, 10.0f), -10.0f, 10.0f, 8);
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// i++;
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//}
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message.Write((byte)((health / maxHealth) * 255.0f));
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if (AnimController.StunTimer<=0.0f && bleeding<=0.0f && oxygen>99.0f)
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@@ -1291,10 +1263,8 @@ namespace Barotrauma
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bleeding = MathHelper.Clamp(bleeding, 0.0f, 5.0f);
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message.WriteRangedSingle(bleeding, 0.0f, 5.0f, 8);
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}
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return true;
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case NetworkEventType.EntityUpdate:
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message.Write(keys[(int)InputType.Use].DequeueHeld);
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