Autopilot waypoint skipping, AI finds and equips diving gear when the sub is flooding, progress on AI welding, equipping items in AIObjectiveGetItem, wire node coordinate bugfixes, EntityGrid.RemoveEntity fix
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@@ -5,7 +5,6 @@ using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Barotrauma.Particles;
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namespace Barotrauma.Items.Components
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{
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@@ -200,23 +199,30 @@ namespace Barotrauma.Items.Components
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}
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//ApplyStatusEffects(ActionType.OnUse, 1.0f, null, targ);
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}
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//if (Character.SecondaryKeyDown.State)
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//{
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// IPropertyObject propertyObject = targetBody.UserData as IPropertyObject;
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// if (propertyObject!=null) ApplyStatusEffects(ActionType.OnUse, 1.0f, item.SimPosition, propertyObject);
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// //isActive = true;
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//}
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//if (Character.SecondaryKeyDown.State)
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//{
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// IPropertyObject propertyObject = targetBody.UserData as IPropertyObject;
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// if (propertyObject!=null) ApplyStatusEffects(ActionType.OnUse, 1.0f, item.SimPosition, propertyObject);
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// //isActive = true;
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//}
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return true;
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}
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public override void Update(float deltaTime, Camera cam)
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public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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base.Update(deltaTime, cam);
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Gap leak = objective.OperateTarget as Gap;
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if (leak == null) return true;
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character.CursorPosition = leak.Position;
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character.SetInput(InputType.Aim, false, true);
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Use(deltaTime, character);
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return leak.Open <= 0.0f;
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//isActive = true;
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing)
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{
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if (!IsActive) return;
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@@ -411,7 +411,7 @@ namespace Barotrauma.Items.Components
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/// <returns>true if the operation was completed</returns>
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public virtual bool AIOperate(float deltaTime, Character character, AIObjective objective)
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public virtual bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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return false;
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}
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@@ -16,16 +16,16 @@ namespace Barotrauma.Items.Components
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class Controller : ItemComponent
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{
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//where the limbs of the user should be positioned when using the controller
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List<LimbPos> limbPositions;
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private List<LimbPos> limbPositions;
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Direction dir;
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private Direction dir;
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//the x-position where the user walks to when using the controller
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float userPos;
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private float userPos;
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Camera cam;
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private Camera cam;
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Character character;
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private Character character;
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[HasDefaultValue(0.0f, false)]
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public float UserPos
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@@ -192,6 +192,7 @@ namespace Barotrauma.Items.Components
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{
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foreach (Connection connection in connections)
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{
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if (!connection.IsPower) continue;
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foreach (Connection recipient in connection.Recipients)
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{
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Item it = recipient.Item as Item;
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@@ -311,7 +312,7 @@ namespace Barotrauma.Items.Components
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new Vector2(10, 40 * (temperature / 10000.0f)), new Color(temperature / 10000.0f, 1.0f - (temperature / 10000.0f), 0.0f, 1.0f), true);
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}
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public override bool AIOperate(float deltaTime, Character character, AIObjective objective)
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public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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switch (objective.Option.ToLower())
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{
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@@ -166,25 +166,25 @@ namespace Barotrauma.Items.Components
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{
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Vector2 diff = ConvertUnits.ToSimUnits(steeringPath.NextNode.Position - item.WorldPosition);
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//bool nextVisible = true;
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//for (int x = -1; x < 2; x += 2)
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//{
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// for (int y = -1; y < 2; y += 2)
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// {
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// Vector2 cornerPos =
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// new Vector2(Submarine.Borders.Width * x, Submarine.Borders.Height * y) / 2.0f;
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bool nextVisible = true;
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for (int x = -1; x < 2; x += 2)
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{
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for (int y = -1; y < 2; y += 2)
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{
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Vector2 cornerPos =
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new Vector2(Submarine.Borders.Width * x, Submarine.Borders.Height * y) / 2.0f;
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// cornerPos = ConvertUnits.ToSimUnits(cornerPos*1.2f);
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cornerPos = ConvertUnits.ToSimUnits(cornerPos * 1.2f + Submarine.Loaded.Position);
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// if (Submarine.PickBody(cornerPos, cornerPos + diff, null, Physics.CollisionLevel) == null) continue;
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// nextVisible = false;
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// x = 2;
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// y = 2;
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// }
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//}
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if (Submarine.PickBody(cornerPos, cornerPos + diff, null, Physics.CollisionLevel) == null) continue;
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//if (nextVisible) steeringPath.SkipToNextNode();
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nextVisible = false;
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x = 2;
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y = 2;
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}
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}
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if (nextVisible) steeringPath.SkipToNextNode();
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autopilotRayCastTimer = AutopilotRayCastInterval;
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}
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@@ -156,7 +156,7 @@ namespace Barotrauma.Items.Components
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voltage = 0.0f;
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}
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public override bool AIOperate(float deltaTime, Character character, AIObjective objective)
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public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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RechargeSpeed = maxRechargeSpeed * 0.5f;
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@@ -29,9 +29,7 @@ namespace Barotrauma.Items.Components
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private List<StatusEffect> effects;
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public readonly ushort[] wireId;
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private List<Connection> recipients;
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public bool IsPower
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{
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get;
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@@ -40,7 +38,17 @@ namespace Barotrauma.Items.Components
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public List<Connection> Recipients
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{
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get { return recipients; }
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get
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{
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List<Connection> recipients = new List<Connection>();
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for (int i = 0; i < MaxLinked; i++)
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{
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if (Wires[i] == null) continue;
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Connection recipient = Wires[i].OtherConnection(this);
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if (recipient != null) recipients.Add(recipient);
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}
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return recipients;
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}
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}
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public Item Item
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@@ -63,9 +71,7 @@ namespace Barotrauma.Items.Components
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//recipient = new Connection[MaxLinked];
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Wires = new Wire[MaxLinked];
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recipients = new List<Connection>();
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IsOutput = (element.Name.ToString() == "output");
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Name = ToolBox.GetAttributeString(element, "name", (IsOutput) ? "output" : "input");
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@@ -139,13 +145,7 @@ namespace Barotrauma.Items.Components
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public void UpdateRecipients()
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{
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recipients.Clear();
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for (int i = 0; i < MaxLinked; i++)
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{
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if (Wires[i] == null) continue;
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Connection recipient = Wires[i].OtherConnection(this);
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if (recipient != null) recipients.Add(recipient);
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}
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}
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public void SendSignal(string signal, Item sender, float power)
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@@ -180,9 +180,7 @@ namespace Barotrauma.Items.Components
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Wires[i].RemoveConnection(this);
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Wires[i] = null;
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}
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recipients.Clear();
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}
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}
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@@ -103,16 +103,16 @@ namespace Barotrauma.Items.Components
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if (!addNode) break;
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if (Nodes.Count>0&&Nodes[0] == newConnection.Item.Position) break;
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if (Nodes.Count > 1 && Nodes[Nodes.Count-1] == newConnection.Item.Position) break;
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if (Nodes.Count > 0 && Nodes[0] == newConnection.Item.Position - Submarine.HiddenSubPosition) break;
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if (Nodes.Count > 1 && Nodes[Nodes.Count-1] == newConnection.Item.Position - Submarine.HiddenSubPosition) break;
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if (i == 0)
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{
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Nodes.Insert(0, newConnection.Item.Position);
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Nodes.Insert(0, newConnection.Item.Position - Submarine.HiddenSubPosition);
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}
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else
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{
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Nodes.Add(newConnection.Item.Position);
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Nodes.Add(newConnection.Item.Position - Submarine.HiddenSubPosition);
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}
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break;
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@@ -121,8 +121,6 @@ namespace Barotrauma.Items.Components
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if (connections[0] != null && connections[1] != null)
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{
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//List<Vector2> prevNodes = new List<Vector2>(Nodes);
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foreach (ItemComponent ic in item.components)
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{
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if (ic == this) continue;
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@@ -130,7 +128,6 @@ namespace Barotrauma.Items.Components
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}
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if (item.container != null) item.container.RemoveContained(this.item);
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item.body.Enabled = false;
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IsActive = false;
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@@ -182,7 +179,7 @@ namespace Barotrauma.Items.Components
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position.Y += item.CurrentHull.Rect.Y - item.CurrentHull.Rect.Height;
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}
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newNodePos = RoundNode(item.Position, item.CurrentHull);
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newNodePos = RoundNode(item.Position, item.CurrentHull)-Submarine.HiddenSubPosition;
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//if (Vector2.Distance(position, nodes[nodes.Count - 1]) > nodeDistance*10)
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//{
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@@ -161,7 +161,7 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override bool AIOperate(float deltaTime, Character character, AIObjective objective)
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public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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var projectiles = GetLoadedProjectiles();
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