Unstable v0.1100.0.4 (November 11th 2020)
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+23
-7
@@ -30,6 +30,8 @@ namespace Barotrauma
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public bool followControlledCharacter;
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public bool mimic;
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public float extraDistanceWhileSwimming;
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public float extraDistanceOutsideSub;
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private float _closeEnough = 50;
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private readonly float minDistance = 50;
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/// <summary>
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@@ -37,7 +39,19 @@ namespace Barotrauma
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/// </summary>
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public float CloseEnough
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{
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get { return _closeEnough; }
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get
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{
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float dist = _closeEnough;
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if (character.AnimController.InWater)
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{
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dist += extraDistanceWhileSwimming;
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}
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if (character.CurrentHull == null)
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{
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dist += extraDistanceOutsideSub;
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}
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return dist;
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}
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set
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{
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_closeEnough = Math.Max(minDistance, value);
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@@ -324,13 +338,15 @@ namespace Barotrauma
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Func<PathNode, bool> nodeFilter = null;
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if (isInside && !AllowGoingOutside)
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{
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nodeFilter = node => node.Waypoint.CurrentHull != null;
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nodeFilter = n => n.Waypoint.CurrentHull != null;
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}
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PathSteering.SteeringSeek(character.GetRelativeSimPosition(Target), 1, n =>
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{
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if (n.Waypoint.isObstructed) { return false; }
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return (n.Waypoint.CurrentHull == null) == (character.CurrentHull == null);
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}, endNodeFilter, nodeFilter, CheckVisibility);
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PathSteering.SteeringSeek(character.GetRelativeSimPosition(Target), 1,
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startNodeFilter: n => (n.Waypoint.CurrentHull == null) == (character.CurrentHull == null),
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endNodeFilter,
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nodeFilter,
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CheckVisibility);
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if (!isInside && PathSteering.CurrentPath == null || PathSteering.IsPathDirty || PathSteering.CurrentPath.Unreachable)
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{
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if (useScooter)
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