Faction Test 100.4.0.0
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@@ -177,6 +177,9 @@ namespace Barotrauma
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set => SetFootAngles(FootAnglesInRadians, value);
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}
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[Serialize(false, IsPropertySaveable.Yes, description: "Should the animation be updated even if the character is not moving?"), Editable]
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public bool UpdateAnimationWhenNotMoving { get; set; }
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/// <summary>
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/// Key = limb id, value = angle in radians
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/// </summary>
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@@ -50,9 +50,15 @@ namespace Barotrauma
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[Serialize(false, IsPropertySaveable.Yes, description: "Can the creature live without water or does it die on dry land?"), Editable]
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public bool NeedsWater { get; set; }
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[Serialize(false, IsPropertySaveable.Yes, description: "Is this creature an artificial creature, like robot or machine that shouldn't be affected by afflictions that affect only organic creatures? Overrides DoesBleed."), Editable]
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public bool IsMachine { get; set; }
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[Serialize(false, IsPropertySaveable.No), Editable]
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public bool CanSpeak { get; set; }
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[Serialize(true, IsPropertySaveable.Yes), Editable]
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public bool ShowHealthBar { get; private set; }
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[Serialize(false, IsPropertySaveable.Yes), Editable]
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public bool UseBossHealthBar { get; private set; }
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@@ -606,6 +612,9 @@ namespace Barotrauma
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[Serialize(false, IsPropertySaveable.Yes, description:"Does the creature know how to open doors (still requires a proper ID card). Humans can always open doors (They don't use this AI definition)."), Editable]
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public bool CanOpenDoors { get; private set; }
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[Serialize(false, IsPropertySaveable.Yes), Editable]
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public bool UsePathFindingToGetInside { get; set; }
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[Serialize(false, IsPropertySaveable.Yes, description: "Does the creature close the doors behind it. Humans don't use this AI definition."), Editable]
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public bool KeepDoorsClosed { get; private set; }
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@@ -649,7 +658,7 @@ namespace Barotrauma
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if (HasTag(tag))
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{
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target = null;
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DebugConsole.ThrowError($"Multiple targets with the same tag ('{tag}') defined! Only the first will be used!");
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DebugConsole.AddWarning($"Trying to add multiple targets with the same tag ('{tag}') defined! Only the first will be used!");
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return false;
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}
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else
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@@ -814,10 +823,19 @@ namespace Barotrauma
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[Serialize(5000f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0f, MaxValueFloat = 20000f)]
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public float CircleStartDistance { get; private set; }
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[Serialize(1f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0.5f, MaxValueFloat = 2f)]
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[Serialize(false, IsPropertySaveable.Yes, description:"Normally the target size is taken into account when calculating the distance to the target. Set this true to skip that.")]
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public bool IgnoreTargetSize { get; private set; }
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[Serialize(1f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0f, MaxValueFloat = 100f)]
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public float CircleRotationSpeed { get; private set; }
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[Serialize(5f, IsPropertySaveable.Yes), Editable(MinValueFloat = 1f, MaxValueFloat = 10f)]
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[Serialize(false, IsPropertySaveable.Yes, description:"When enabled, the circle rotation speed can change when the target is far. When this setting is disabled (default), the character will head directly towards the target when it's too far."), Editable]
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public bool DynamicCircleRotationSpeed { get; private set; }
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[Serialize(0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0f, MaxValueFloat = 1f)]
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public float CircleRandomRotationFactor { get; private set; }
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[Serialize(5f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0f, MaxValueFloat = 10f)]
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public float CircleStrikeDistanceMultiplier { get; private set; }
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[Serialize(0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0f, MaxValueFloat = 50f)]
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+19
-6
@@ -6,6 +6,7 @@ using System.Linq;
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using Barotrauma.IO;
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using System.Xml;
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using Barotrauma.Extensions;
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using FarseerPhysics;
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#if CLIENT
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using Barotrauma.SpriteDeformations;
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#endif
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@@ -621,13 +622,13 @@ namespace Barotrauma
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[Serialize(0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
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public float SteerForce { get; set; }
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[Serialize(0f, IsPropertySaveable.Yes, description: "Radius of the collider."), Editable(MinValueFloat = 0, MaxValueFloat = 1000)]
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[Serialize(0f, IsPropertySaveable.Yes, description: "Radius of the collider."), Editable(MinValueFloat = 0, MaxValueFloat = 2048)]
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public float Radius { get; set; }
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[Serialize(0f, IsPropertySaveable.Yes, description: "Height of the collider."), Editable(MinValueFloat = 0, MaxValueFloat = 1000)]
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[Serialize(0f, IsPropertySaveable.Yes, description: "Height of the collider."), Editable(MinValueFloat = 0, MaxValueFloat = 2048)]
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public float Height { get; set; }
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[Serialize(0f, IsPropertySaveable.Yes, description: "Width of the collider."), Editable(MinValueFloat = 0, MaxValueFloat = 1000)]
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[Serialize(0f, IsPropertySaveable.Yes, description: "Width of the collider."), Editable(MinValueFloat = 0, MaxValueFloat = 2048)]
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public float Width { get; set; }
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[Serialize(10f, IsPropertySaveable.Yes, description: "The more the density the heavier the limb is."), Editable(MinValueFloat = 0.01f, MaxValueFloat = 100, DecimalCount = 2)]
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@@ -706,6 +707,15 @@ namespace Barotrauma
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[Serialize(false, IsPropertySaveable.Yes), Editable]
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public bool OnlyBlinkInWater { get; set; }
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[Serialize(false, IsPropertySaveable.Yes), Editable]
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public bool UseTextureOffsetForBlinking { get; set; }
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[Serialize("0.5, 0.5", IsPropertySaveable.Yes), Editable(DecimalCount = 2, MinValueFloat = 0f, MaxValueFloat = 1f)]
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public Vector2 BlinkTextureOffsetIn { get; set; }
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[Serialize("0.5, 0.5", IsPropertySaveable.Yes), Editable(DecimalCount = 2, MinValueFloat = 0f, MaxValueFloat = 1f)]
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public Vector2 BlinkTextureOffsetOut { get; set; }
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[Serialize(TransitionMode.Linear, IsPropertySaveable.Yes), Editable]
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public TransitionMode BlinkTransitionIn { get; private set; }
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@@ -1026,15 +1036,18 @@ namespace Barotrauma
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}
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}
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[Serialize(0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0, MaxValueFloat = 1000)]
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[Serialize(0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0, MaxValueFloat = 2048)]
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public float Radius { get; set; }
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[Serialize(0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0, MaxValueFloat = 1000)]
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[Serialize(0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0, MaxValueFloat = 2048)]
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public float Height { get; set; }
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[Serialize(0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0, MaxValueFloat = 1000)]
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[Serialize(0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0, MaxValueFloat = 2048)]
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public float Width { get; set; }
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[Serialize(BodyType.Dynamic, IsPropertySaveable.Yes), Editable]
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public BodyType BodyType { get; set; }
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public ColliderParams(ContentXElement element, RagdollParams ragdoll, string name = null) : base(element, ragdoll)
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{
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Name = name;
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