(2e0e45e1f) Updated: Localization
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@@ -164,15 +164,7 @@ namespace Barotrauma
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}
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var newPath = pathFinder.FindPath(pos, target, "(Character: " + character.Name + ")");
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bool useNewPath = currentPath == null || needsNewPath;
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if (!useNewPath && currentPath != null && currentPath.CurrentNode != null && newPath.Nodes.Any() && !newPath.Unreachable)
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{
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// It's possible that the current path was calculated from a start point that is no longer valid.
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// Therefore, let's accept also paths with a greater cost than the current, if the current node is much farther than the new start node.
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useNewPath = newPath.Cost < currentPath.Cost ||
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Vector2.DistanceSquared(character.WorldPosition, currentPath.CurrentNode.WorldPosition) > Math.Pow(Vector2.Distance(character.WorldPosition, newPath.Nodes.First().WorldPosition) * 2, 2);
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}
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if (useNewPath)
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if (currentPath == null || needsNewPath || !newPath.Unreachable && newPath.Cost < currentPath.Cost)
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{
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currentPath = newPath;
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}
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@@ -414,7 +406,7 @@ namespace Barotrauma
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{
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if (door.HasIntegratedButtons)
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{
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door.Item.TryInteract(character, false, true);
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door.Item.TryInteract(character, false, true, true);
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buttonPressCooldown = ButtonPressInterval;
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break;
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}
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@@ -422,7 +414,7 @@ namespace Barotrauma
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{
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if (Vector2.DistanceSquared(closestButton.Item.WorldPosition, character.WorldPosition) < MathUtils.Pow(closestButton.Item.InteractDistance * 2, 2))
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{
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closestButton.Item.TryInteract(character, false, true);
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closestButton.Item.TryInteract(character, false, true, false);
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buttonPressCooldown = ButtonPressInterval;
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break;
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}
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