(eda627512) Fixed MonoKickStart files needed by the dedicated server not being copied to the output directory in release builds
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@@ -1062,6 +1062,8 @@ namespace Barotrauma
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//whether the Character can see/hear the target and chooses the most preferable target within
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//sight/hearing range
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@@ -223,10 +223,8 @@ namespace Barotrauma
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}
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}
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bool isDiving = character.AnimController.InWater && character.AnimController.HeadInWater;
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//only humanoids can climb ladders
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if (!isDiving && character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
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if (!character.AnimController.InWater && character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
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{
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if (character.SelectedConstruction != currentPath.CurrentNode.Ladders.Item &&
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currentPath.CurrentNode.Ladders.Item.IsInsideTrigger(character.WorldPosition))
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@@ -236,7 +234,7 @@ namespace Barotrauma
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}
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var collider = character.AnimController.Collider;
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if (character.IsClimbing && !isDiving)
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if (character.IsClimbing && !character.AnimController.InWater)
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{
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Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
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bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
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@@ -281,7 +279,7 @@ namespace Barotrauma
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else if (character.AnimController.InWater)
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{
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// If the character is underwater, we don't need the ladders anymore
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if (character.IsClimbing && isDiving)
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if (character.IsClimbing)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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character.SelectedConstruction = null;
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@@ -560,8 +560,7 @@ namespace Barotrauma
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//TODO: take into account that the feet aren't necessarily in CurrentHull
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//full slowdown (1.5f) when water is up to the torso
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surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface);
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float bottomPos = Math.Max(colliderPos.Y, currentHull.Rect.Y - currentHull.Rect.Height);
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slowdownAmount = MathHelper.Clamp((surfaceY - bottomPos) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
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slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
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}
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float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f);
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@@ -2555,9 +2555,11 @@ namespace Barotrauma
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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CharacterList.Remove(this);
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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if (Controlled == this) { Controlled = null; }
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CharacterList.Remove(this);
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if (Inventory != null)
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{
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