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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@@ -330,15 +330,19 @@ namespace Barotrauma
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if (cell == null)
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{
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Limb limb = f2.Body.UserData as Limb;
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if (limb!=null && limb.character.Submarine==null)
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if (limb!=null)
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{
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if (limb.character.Submarine != null) return false;
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Vector2 normal2;
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FixedArray2<Vector2> points;
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contact.GetWorldManifold(out normal2, out points);
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if (Submarine.PickBody(
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points[0] - limb.LinearVelocity * ((float)Physics.step) - ConvertUnits.ToSimUnits(submarine.Position) - submarine.Velocity * ((float)Physics.step) + normal2,
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points[0] - ConvertUnits.ToSimUnits(submarine.Position) - normal2, null, Physics.CollisionWall) != null)
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var pickedBody = Submarine.PickBody(
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points[0] - limb.LinearVelocity * ((float)Physics.step) - ConvertUnits.ToSimUnits(submarine.Position) - submarine.Velocity * ((float)Physics.step),
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points[0] - ConvertUnits.ToSimUnits(submarine.Position), null, Physics.CollisionWall);
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if (pickedBody != null)
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{
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return true;
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