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
This commit is contained in:
@@ -5,7 +5,6 @@ using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Particles;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
@@ -200,23 +199,30 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
//ApplyStatusEffects(ActionType.OnUse, 1.0f, null, targ);
|
||||
}
|
||||
//if (Character.SecondaryKeyDown.State)
|
||||
//{
|
||||
// IPropertyObject propertyObject = targetBody.UserData as IPropertyObject;
|
||||
// if (propertyObject!=null) ApplyStatusEffects(ActionType.OnUse, 1.0f, item.SimPosition, propertyObject);
|
||||
// //isActive = true;
|
||||
//}
|
||||
//if (Character.SecondaryKeyDown.State)
|
||||
//{
|
||||
// IPropertyObject propertyObject = targetBody.UserData as IPropertyObject;
|
||||
// if (propertyObject!=null) ApplyStatusEffects(ActionType.OnUse, 1.0f, item.SimPosition, propertyObject);
|
||||
// //isActive = true;
|
||||
//}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
base.Update(deltaTime, cam);
|
||||
Gap leak = objective.OperateTarget as Gap;
|
||||
if (leak == null) return true;
|
||||
|
||||
character.CursorPosition = leak.Position;
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
|
||||
Use(deltaTime, character);
|
||||
|
||||
return leak.Open <= 0.0f;
|
||||
|
||||
//isActive = true;
|
||||
}
|
||||
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
if (!IsActive) return;
|
||||
|
||||
Reference in New Issue
Block a user