v0.10.6.2

This commit is contained in:
Joonas Rikkonen
2020-10-29 17:55:26 +02:00
parent 20a69375ca
commit bbf06f0984
255 changed files with 6196 additions and 3096 deletions
@@ -15,6 +15,7 @@ namespace Barotrauma
public override bool KeepDivingGearOn => true;
public override bool IgnoreUnsafeHulls => true;
public override bool AllowOutsideSubmarine => true;
public override bool AllowInAnySub => true;
private readonly CombatMode initialMode;
@@ -54,8 +55,8 @@ namespace Barotrauma
if (_weaponComponent == null)
{
_weaponComponent =
Weapon.GetComponent<RangedWeapon>() as ItemComponent ??
Weapon.GetComponent<MeleeWeapon>() as ItemComponent ??
Weapon.GetComponent<RangedWeapon>() ??
Weapon.GetComponent<MeleeWeapon>() ??
Weapon.GetComponent<RepairTool>() as ItemComponent;
}
return _weaponComponent;
@@ -144,6 +145,7 @@ namespace Barotrauma
if (Enemy.Submarine == null || (Enemy.Submarine.TeamID != character.TeamID && Enemy.Submarine != character.Submarine))
{
Priority = 0;
Abandon = true;
return Priority;
}
}
@@ -760,11 +762,7 @@ namespace Barotrauma
if (HumanAIController.HasItem(character, "handlocker", out IEnumerable<Item> matchingItems) && Enemy.Stun > 0 && character.CanInteractWith(Enemy))
{
var handCuffs = matchingItems.First();
if (HumanAIController.TryToMoveItem(handCuffs, Enemy.Inventory))
{
handCuffs.Equip(Enemy);
}
else
if (!HumanAIController.TakeItem(handCuffs, Enemy.Inventory, equip: true))
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Failed to handcuff the target.", Color.Red);
@@ -777,7 +775,7 @@ namespace Barotrauma
if (item.StolenDuringRound)
{
item.Drop(character);
character.Inventory.TryPutItem(item, character, new List<InvSlotType>() { InvSlotType.Any });
character.Inventory.TryPutItem(item, character, CharacterInventory.anySlot);
}
}
character.Speak(TextManager.Get("DialogTargetArrested"), null, 3.0f, "targetarrested", 30.0f);
@@ -885,7 +883,11 @@ namespace Barotrauma
private void Attack(float deltaTime)
{
character.CursorPosition = Enemy.Position;
character.CursorPosition = Enemy.WorldPosition;
if (character.Submarine != null)
{
character.CursorPosition -= character.Submarine.Position;
}
visibilityCheckTimer -= deltaTime;
if (visibilityCheckTimer <= 0.0f)
{