(d9829ac) v0.9.4.0
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@@ -21,7 +21,9 @@ namespace Barotrauma
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/// <summary>
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/// How long does it take for the ai target to fade out if not kept alive.
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/// </summary>
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public float FadeOutTime { get; private set; } = 3;
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public float FadeOutTime { get; private set; }
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public bool Static { get; private set; }
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public float SoundRange
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{
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@@ -128,6 +130,19 @@ namespace Barotrauma
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MaxSightRange = element.GetAttributeFloat("maxsightrange", SightRange);
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MaxSoundRange = element.GetAttributeFloat("maxsoundrange", SoundRange);
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FadeOutTime = element.GetAttributeFloat("fadeouttime", FadeOutTime);
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Static = element.GetAttributeBool("static", Static);
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if (Static)
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{
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SightRange = MaxSightRange;
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SoundRange = MaxSoundRange;
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}
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else
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{
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// Non-static ai targets must be kept alive by a custom logic (e.g. item components)
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SightRange = MinSightRange;
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SoundRange = MinSoundRange;
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}
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SonarDisruption = element.GetAttributeFloat("sonardisruption", 0.0f);
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SonarLabel = element.GetAttributeString("sonarlabel", "");
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string typeString = element.GetAttributeString("type", "Any");
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@@ -143,6 +158,16 @@ namespace Barotrauma
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List.Add(this);
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}
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public void Update(float deltaTime)
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{
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if (!Static && FadeOutTime > 0)
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{
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// The aitarget goes silent/invisible if the components don't keep it active
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SightRange -= deltaTime * (MaxSightRange / FadeOutTime);
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SoundRange -= deltaTime * (MaxSoundRange / FadeOutTime);
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}
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}
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public bool IsWithinSector(Vector2 worldPosition)
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{
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if (sectorRad >= MathHelper.TwoPi) return true;
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