(2ed298287) Add temporal spreading to monster events when spawning multiple monsters. Increase the spatial spread when spawning monsters along the main path.
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@@ -13,7 +13,7 @@ namespace Barotrauma
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private int minAmount, maxAmount;
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private Character[] monsters;
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private List<Character> monsters;
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private bool spawnDeep;
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@@ -209,6 +209,7 @@ namespace Barotrauma
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//isActive = false;
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bool spawnReady = false;
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if (spawnPending)
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{
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//wait until there are no submarines at the spawnpos
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@@ -219,25 +220,31 @@ namespace Barotrauma
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if (Vector2.DistanceSquared(submarine.WorldPosition, spawnPos) < minDist * minDist) return;
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}
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spawnPending = false;
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//+1 because Range returns an integer less than the max value
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int amount = Rand.Range(minAmount, maxAmount + 1, Rand.RandSync.Server);
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monsters = new Character[amount];
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monsters = new List<Character>();
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float offsetAmount = spawnPosType == Level.PositionType.MainPath ? 1000 : 100;
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for (int i = 0; i < amount; i++)
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{
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bool isClient = false;
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{
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CoroutineManager.InvokeAfter(() =>
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{
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bool isClient = false;
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#if CLIENT
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isClient = GameMain.Client != null;
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isClient = GameMain.Client != null;
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#endif
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monsters[i] = Character.Create(
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characterFile, spawnPos + Rand.Vector(100.0f, Rand.RandSync.Server),
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i.ToString(), null, isClient, true, true);
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monsters.Add(Character.Create(characterFile, spawnPos + Rand.Vector(offsetAmount, Rand.RandSync.Server), i.ToString(), null, isClient, true, true));
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if (monsters.Count == amount)
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{
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spawnReady = true;
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}
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}, Rand.Range(0f, amount / 2, Rand.RandSync.Server));
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}
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spawnPending = false;
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}
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if (!spawnReady) { return; }
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Entity targetEntity = Submarine.FindClosest(GameMain.GameScreen.Cam.WorldViewCenter);
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#if CLIENT
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if (Character.Controlled != null) targetEntity = (Entity)Character.Controlled;
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