(7ee8dbc11) v0.9.8.0
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@@ -28,9 +28,15 @@ namespace Barotrauma
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[Serialize(false, true), Editable]
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public bool Humanoid { get; private set; }
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[Serialize(false, true), Editable]
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public bool HasInfo { get; private set; }
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[Serialize(false, true), Editable]
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public bool Husk { get; private set; }
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[Serialize(false, true), Editable]
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public bool UseHuskAppendage { get; private set; }
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[Serialize(false, true), Editable]
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public bool NeedsAir { get; set; }
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@@ -40,6 +46,9 @@ namespace Barotrauma
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[Serialize(100f, true, description: "How much noise the character makes when moving?"), Editable(minValue: 0f, maxValue: 1000f)]
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public float Noise { get; set; }
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[Serialize(100f, true, description: "How visible the character is?"), Editable(minValue: 0f, maxValue: 1000f)]
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public float Visibility { get; set; }
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[Serialize("blood", true), Editable]
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public string BloodDecal { get; private set; }
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@@ -450,6 +459,9 @@ namespace Barotrauma
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[Serialize(false, true, description: "Does the character try to break inside the sub?"), Editable()]
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public bool AggressiveBoarding { get; private set; }
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[Serialize(true, true, description: "Enforce aggressive behavior if the creature is spawned as a target of a monster mission."), Editable()]
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public bool EnforceAggressiveBehaviorForMissions { get; private set; }
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// TODO: latchonto, swarming
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public IEnumerable<TargetParams> Targets => targets;
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@@ -538,6 +550,9 @@ namespace Barotrauma
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[Serialize(0f, true, description: "Generic distance that can be used for different purposes depending on the state. Eg. in Avoid state this defines the distance that the character tries to keep to the target. If the distance is 0, it's not used."), Editable(MinValueFloat = 0, ValueStep = 10, DecimalCount = 0)]
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public float ReactDistance { get; set; }
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[Serialize(0f, true, description: "Used for defining the attack distance for PassiveAggressive and Aggressive states. If the distance is 0, it's not used."), Editable(MinValueFloat = 0, ValueStep = 10, DecimalCount = 0)]
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public float AttackDistance { get; set; }
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public TargetParams(XElement element, CharacterParams character) : base(element, character) { }
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public TargetParams(string tag, AIState state, float priority, CharacterParams character) : base(CreateNewElement(tag, state, priority), character) { }
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@@ -489,6 +489,9 @@ namespace Barotrauma
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[Serialize(0.25f, true), Editable]
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public float Stiffness { get; set; }
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[Serialize(1f, true, description: "CAUTION: Not fully implemented. Only use for limb joints that connect non-animated limbs!"), Editable]
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public float Scale { get; set; }
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public JointParams(XElement element, RagdollParams ragdoll) : base(element, ragdoll) { }
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}
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@@ -591,6 +594,18 @@ namespace Barotrauma
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[Serialize("", true), Editable]
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public string Notes { get; set; }
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[Serialize(0f, true), Editable]
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public float ConstantTorque { get; set; }
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[Serialize(0f, true), Editable]
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public float ConstantAngle { get; set; }
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[Serialize(1f, true), Editable]
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public float Scale { get; set; }
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[Serialize(1f, true), Editable(DecimalCount = 2, MinValueFloat = 0, MaxValueFloat = 10)]
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public float AttackForceMultiplier { get; set; }
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// Non-editable ->
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[Serialize(0, true)]
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public int HealthIndex { get; set; }
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