Server log, ai characters steer away from the abyss
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@@ -152,7 +152,10 @@ namespace Barotrauma.Items.Components
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return;
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}
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if (character!=null) item.SendSignal(ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
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Entity focusTarget = null;
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if (character == null) return;
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foreach (Connection c in item.Connections)
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{
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@@ -162,17 +165,28 @@ namespace Barotrauma.Items.Components
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{
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if (c2 == null || c2.Item == null || !c2.Item.Prefab.FocusOnSelected) continue;
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Vector2 centerPos = c2.Item.WorldPosition;
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if (character == Character.Controlled && cam != null)
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{
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Lights.LightManager.ViewTarget = c2.Item;
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cam.TargetPos = c2.Item.WorldPosition;
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}
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focusTarget = c2.Item;
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break;
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}
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}
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if (focusTarget == null)
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{
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item.SendSignal(ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
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return;
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}
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if (character == Character.Controlled && cam != null)
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{
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Lights.LightManager.ViewTarget = focusTarget;
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cam.TargetPos = focusTarget.WorldPosition;
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}
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if (!character.IsNetworkPlayer || character.ViewTarget == focusTarget)
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{
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item.SendSignal(ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
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}
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}
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public override bool Pick(Character picker)
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